babylon.no-module.max.js 5.6 MB

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  1. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  2. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  3. var BABYLON;
  4. (function (BABYLON) {
  5. /**
  6. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  7. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8. */
  9. var EffectFallbacks = /** @class */ (function () {
  10. function EffectFallbacks() {
  11. this._defines = {};
  12. this._currentRank = 32;
  13. this._maxRank = -1;
  14. }
  15. /**
  16. * Removes the fallback from the bound mesh.
  17. */
  18. EffectFallbacks.prototype.unBindMesh = function () {
  19. this._mesh = null;
  20. };
  21. /**
  22. * Adds a fallback on the specified property.
  23. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  24. * @param define The name of the define in the shader
  25. */
  26. EffectFallbacks.prototype.addFallback = function (rank, define) {
  27. if (!this._defines[rank]) {
  28. if (rank < this._currentRank) {
  29. this._currentRank = rank;
  30. }
  31. if (rank > this._maxRank) {
  32. this._maxRank = rank;
  33. }
  34. this._defines[rank] = new Array();
  35. }
  36. this._defines[rank].push(define);
  37. };
  38. /**
  39. * Sets the mesh to use CPU skinning when needing to fallback.
  40. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  41. * @param mesh The mesh to use the fallbacks.
  42. */
  43. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  44. this._mesh = mesh;
  45. if (rank < this._currentRank) {
  46. this._currentRank = rank;
  47. }
  48. if (rank > this._maxRank) {
  49. this._maxRank = rank;
  50. }
  51. };
  52. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  53. /**
  54. * Checks to see if more fallbacks are still availible.
  55. */
  56. get: function () {
  57. return this._currentRank <= this._maxRank;
  58. },
  59. enumerable: true,
  60. configurable: true
  61. });
  62. /**
  63. * Removes the defines that shoould be removed when falling back.
  64. * @param currentDefines defines the current define statements for the shader.
  65. * @param effect defines the current effect we try to compile
  66. * @returns The resulting defines with defines of the current rank removed.
  67. */
  68. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  69. // First we try to switch to CPU skinning
  70. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  71. this._mesh.computeBonesUsingShaders = false;
  72. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  73. effect._bonesComputationForcedToCPU = true;
  74. var scene = this._mesh.getScene();
  75. for (var index = 0; index < scene.meshes.length; index++) {
  76. var otherMesh = scene.meshes[index];
  77. if (!otherMesh.material) {
  78. continue;
  79. }
  80. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  81. continue;
  82. }
  83. if (otherMesh.material.getEffect() === effect) {
  84. otherMesh.computeBonesUsingShaders = false;
  85. }
  86. else if (otherMesh.subMeshes) {
  87. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  88. var subMesh = _a[_i];
  89. var subMeshEffect = subMesh.effect;
  90. if (subMeshEffect === effect) {
  91. otherMesh.computeBonesUsingShaders = false;
  92. break;
  93. }
  94. }
  95. }
  96. }
  97. }
  98. else {
  99. var currentFallbacks = this._defines[this._currentRank];
  100. if (currentFallbacks) {
  101. for (var index = 0; index < currentFallbacks.length; index++) {
  102. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  103. }
  104. }
  105. this._currentRank++;
  106. }
  107. return currentDefines;
  108. };
  109. return EffectFallbacks;
  110. }());
  111. BABYLON.EffectFallbacks = EffectFallbacks;
  112. /**
  113. * Options to be used when creating an effect.
  114. */
  115. var EffectCreationOptions = /** @class */ (function () {
  116. function EffectCreationOptions() {
  117. }
  118. return EffectCreationOptions;
  119. }());
  120. BABYLON.EffectCreationOptions = EffectCreationOptions;
  121. /**
  122. * Effect containing vertex and fragment shader that can be executed on an object.
  123. */
  124. var Effect = /** @class */ (function () {
  125. /**
  126. * Instantiates an effect.
  127. * An effect can be used to create/manage/execute vertex and fragment shaders.
  128. * @param baseName Name of the effect.
  129. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  130. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  131. * @param samplers List of sampler variables that will be passed to the shader.
  132. * @param engine Engine to be used to render the effect
  133. * @param defines Define statements to be added to the shader.
  134. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  135. * @param onCompiled Callback that will be called when the shader is compiled.
  136. * @param onError Callback that will be called if an error occurs during shader compilation.
  137. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  138. */
  139. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  140. if (samplers === void 0) { samplers = null; }
  141. if (defines === void 0) { defines = null; }
  142. if (fallbacks === void 0) { fallbacks = null; }
  143. if (onCompiled === void 0) { onCompiled = null; }
  144. if (onError === void 0) { onError = null; }
  145. var _this = this;
  146. /**
  147. * Unique ID of the effect.
  148. */
  149. this.uniqueId = 0;
  150. /**
  151. * Observable that will be called when the shader is compiled.
  152. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  153. */
  154. this.onCompileObservable = new BABYLON.Observable();
  155. /**
  156. * Observable that will be called if an error occurs during shader compilation.
  157. */
  158. this.onErrorObservable = new BABYLON.Observable();
  159. /** @hidden */
  160. this._bonesComputationForcedToCPU = false;
  161. this._uniformBuffersNames = {};
  162. this._isReady = false;
  163. this._compilationError = "";
  164. this.name = baseName;
  165. if (attributesNamesOrOptions.attributes) {
  166. var options = attributesNamesOrOptions;
  167. this._engine = uniformsNamesOrEngine;
  168. this._attributesNames = options.attributes;
  169. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  170. this._samplers = options.samplers.slice();
  171. this.defines = options.defines;
  172. this.onError = options.onError;
  173. this.onCompiled = options.onCompiled;
  174. this._fallbacks = options.fallbacks;
  175. this._indexParameters = options.indexParameters;
  176. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  177. if (options.uniformBuffersNames) {
  178. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  179. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  180. }
  181. }
  182. }
  183. else {
  184. this._engine = engine;
  185. this.defines = defines;
  186. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  187. this._samplers = samplers ? samplers.slice() : [];
  188. this._attributesNames = attributesNamesOrOptions;
  189. this.onError = onError;
  190. this.onCompiled = onCompiled;
  191. this._indexParameters = indexParameters;
  192. this._fallbacks = fallbacks;
  193. }
  194. this.uniqueId = Effect._uniqueIdSeed++;
  195. var vertexSource;
  196. var fragmentSource;
  197. if (baseName.vertexElement) {
  198. vertexSource = document.getElementById(baseName.vertexElement);
  199. if (!vertexSource) {
  200. vertexSource = baseName.vertexElement;
  201. }
  202. }
  203. else {
  204. vertexSource = baseName.vertex || baseName;
  205. }
  206. if (baseName.fragmentElement) {
  207. fragmentSource = document.getElementById(baseName.fragmentElement);
  208. if (!fragmentSource) {
  209. fragmentSource = baseName.fragmentElement;
  210. }
  211. }
  212. else {
  213. fragmentSource = baseName.fragment || baseName;
  214. }
  215. this._loadVertexShader(vertexSource, function (vertexCode) {
  216. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  217. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  218. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  219. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  220. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  221. if (baseName) {
  222. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  223. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  224. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  225. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  226. }
  227. else {
  228. _this._vertexSourceCode = migratedVertexCode;
  229. _this._fragmentSourceCode = migratedFragmentCode;
  230. }
  231. _this._prepareEffect();
  232. });
  233. });
  234. });
  235. });
  236. });
  237. });
  238. }
  239. Object.defineProperty(Effect.prototype, "onBindObservable", {
  240. /**
  241. * Observable that will be called when effect is bound.
  242. */
  243. get: function () {
  244. if (!this._onBindObservable) {
  245. this._onBindObservable = new BABYLON.Observable();
  246. }
  247. return this._onBindObservable;
  248. },
  249. enumerable: true,
  250. configurable: true
  251. });
  252. Object.defineProperty(Effect.prototype, "key", {
  253. /**
  254. * Unique key for this effect
  255. */
  256. get: function () {
  257. return this._key;
  258. },
  259. enumerable: true,
  260. configurable: true
  261. });
  262. /**
  263. * If the effect has been compiled and prepared.
  264. * @returns if the effect is compiled and prepared.
  265. */
  266. Effect.prototype.isReady = function () {
  267. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  268. return this._engine._isProgramCompiled(this._program);
  269. }
  270. return this._isReady;
  271. };
  272. /**
  273. * The engine the effect was initialized with.
  274. * @returns the engine.
  275. */
  276. Effect.prototype.getEngine = function () {
  277. return this._engine;
  278. };
  279. /**
  280. * The compiled webGL program for the effect
  281. * @returns the webGL program.
  282. */
  283. Effect.prototype.getProgram = function () {
  284. return this._program;
  285. };
  286. /**
  287. * The set of names of attribute variables for the shader.
  288. * @returns An array of attribute names.
  289. */
  290. Effect.prototype.getAttributesNames = function () {
  291. return this._attributesNames;
  292. };
  293. /**
  294. * Returns the attribute at the given index.
  295. * @param index The index of the attribute.
  296. * @returns The location of the attribute.
  297. */
  298. Effect.prototype.getAttributeLocation = function (index) {
  299. return this._attributes[index];
  300. };
  301. /**
  302. * Returns the attribute based on the name of the variable.
  303. * @param name of the attribute to look up.
  304. * @returns the attribute location.
  305. */
  306. Effect.prototype.getAttributeLocationByName = function (name) {
  307. var index = this._attributesNames.indexOf(name);
  308. return this._attributes[index];
  309. };
  310. /**
  311. * The number of attributes.
  312. * @returns the numnber of attributes.
  313. */
  314. Effect.prototype.getAttributesCount = function () {
  315. return this._attributes.length;
  316. };
  317. /**
  318. * Gets the index of a uniform variable.
  319. * @param uniformName of the uniform to look up.
  320. * @returns the index.
  321. */
  322. Effect.prototype.getUniformIndex = function (uniformName) {
  323. return this._uniformsNames.indexOf(uniformName);
  324. };
  325. /**
  326. * Returns the attribute based on the name of the variable.
  327. * @param uniformName of the uniform to look up.
  328. * @returns the location of the uniform.
  329. */
  330. Effect.prototype.getUniform = function (uniformName) {
  331. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  332. };
  333. /**
  334. * Returns an array of sampler variable names
  335. * @returns The array of sampler variable neames.
  336. */
  337. Effect.prototype.getSamplers = function () {
  338. return this._samplers;
  339. };
  340. /**
  341. * The error from the last compilation.
  342. * @returns the error string.
  343. */
  344. Effect.prototype.getCompilationError = function () {
  345. return this._compilationError;
  346. };
  347. /**
  348. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  349. * @param func The callback to be used.
  350. */
  351. Effect.prototype.executeWhenCompiled = function (func) {
  352. var _this = this;
  353. if (this.isReady()) {
  354. func(this);
  355. return;
  356. }
  357. this.onCompileObservable.add(function (effect) {
  358. func(effect);
  359. });
  360. if (!this._program || this._program.isParallelCompiled) {
  361. setTimeout(function () {
  362. _this._checkIsReady();
  363. }, 16);
  364. }
  365. };
  366. Effect.prototype._checkIsReady = function () {
  367. var _this = this;
  368. if (this.isReady()) {
  369. return;
  370. }
  371. setTimeout(function () {
  372. _this._checkIsReady();
  373. }, 16);
  374. };
  375. /** @hidden */
  376. Effect.prototype._loadVertexShader = function (vertex, callback) {
  377. if (BABYLON.Tools.IsWindowObjectExist()) {
  378. // DOM element ?
  379. if (vertex instanceof HTMLElement) {
  380. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  381. callback(vertexCode);
  382. return;
  383. }
  384. }
  385. // Base64 encoded ?
  386. if (vertex.substr(0, 7) === "base64:") {
  387. var vertexBinary = window.atob(vertex.substr(7));
  388. callback(vertexBinary);
  389. return;
  390. }
  391. // Is in local store ?
  392. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  393. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  394. return;
  395. }
  396. var vertexShaderUrl;
  397. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  398. vertexShaderUrl = vertex;
  399. }
  400. else {
  401. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  402. }
  403. // Vertex shader
  404. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  405. };
  406. /** @hidden */
  407. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  408. if (BABYLON.Tools.IsWindowObjectExist()) {
  409. // DOM element ?
  410. if (fragment instanceof HTMLElement) {
  411. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  412. callback(fragmentCode);
  413. return;
  414. }
  415. }
  416. // Base64 encoded ?
  417. if (fragment.substr(0, 7) === "base64:") {
  418. var fragmentBinary = window.atob(fragment.substr(7));
  419. callback(fragmentBinary);
  420. return;
  421. }
  422. // Is in local store ?
  423. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  424. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  425. return;
  426. }
  427. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  428. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  429. return;
  430. }
  431. var fragmentShaderUrl;
  432. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  433. fragmentShaderUrl = fragment;
  434. }
  435. else {
  436. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  437. }
  438. // Fragment shader
  439. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  440. };
  441. /** @hidden */
  442. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  443. // Rebuild shaders source code
  444. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  445. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  446. vertexCode = prefix + vertexCode;
  447. fragmentCode = prefix + fragmentCode;
  448. // Number lines of shaders source code
  449. var i = 2;
  450. var regex = /\n/gm;
  451. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  452. i = 2;
  453. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  454. // Dump shaders name and formatted source code
  455. if (this.name.vertexElement) {
  456. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  457. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  458. }
  459. else if (this.name.vertex) {
  460. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  461. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  462. }
  463. else {
  464. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  465. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  466. }
  467. };
  468. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  469. var preparedSourceCode = this._processPrecision(sourceCode);
  470. if (this._engine.webGLVersion == 1) {
  471. callback(preparedSourceCode);
  472. return;
  473. }
  474. // Already converted
  475. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  476. callback(preparedSourceCode.replace("#version 300 es", ""));
  477. return;
  478. }
  479. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  480. // Remove extensions
  481. // #extension GL_OES_standard_derivatives : enable
  482. // #extension GL_EXT_shader_texture_lod : enable
  483. // #extension GL_EXT_frag_depth : enable
  484. // #extension GL_EXT_draw_buffers : require
  485. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  486. var result = preparedSourceCode.replace(regex, "");
  487. // Migrate to GLSL v300
  488. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  489. result = result.replace(/attribute[ \t]/g, "in ");
  490. result = result.replace(/[ \t]attribute/g, " in");
  491. if (isFragment) {
  492. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  493. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  494. result = result.replace(/texture2D\s*\(/g, "texture(");
  495. result = result.replace(/textureCube\s*\(/g, "texture(");
  496. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  497. result = result.replace(/gl_FragColor/g, "glFragColor");
  498. result = result.replace(/gl_FragData/g, "glFragData");
  499. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  500. }
  501. callback(result);
  502. };
  503. Effect.prototype._processIncludes = function (sourceCode, callback) {
  504. var _this = this;
  505. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  506. var match = regex.exec(sourceCode);
  507. var returnValue = new String(sourceCode);
  508. while (match != null) {
  509. var includeFile = match[1];
  510. // Uniform declaration
  511. if (includeFile.indexOf("__decl__") !== -1) {
  512. includeFile = includeFile.replace(/__decl__/, "");
  513. if (this._engine.supportsUniformBuffers) {
  514. includeFile = includeFile.replace(/Vertex/, "Ubo");
  515. includeFile = includeFile.replace(/Fragment/, "Ubo");
  516. }
  517. includeFile = includeFile + "Declaration";
  518. }
  519. if (Effect.IncludesShadersStore[includeFile]) {
  520. // Substitution
  521. var includeContent = Effect.IncludesShadersStore[includeFile];
  522. if (match[2]) {
  523. var splits = match[3].split(",");
  524. for (var index = 0; index < splits.length; index += 2) {
  525. var source = new RegExp(splits[index], "g");
  526. var dest = splits[index + 1];
  527. includeContent = includeContent.replace(source, dest);
  528. }
  529. }
  530. if (match[4]) {
  531. var indexString = match[5];
  532. if (indexString.indexOf("..") !== -1) {
  533. var indexSplits = indexString.split("..");
  534. var minIndex = parseInt(indexSplits[0]);
  535. var maxIndex = parseInt(indexSplits[1]);
  536. var sourceIncludeContent = includeContent.slice(0);
  537. includeContent = "";
  538. if (isNaN(maxIndex)) {
  539. maxIndex = this._indexParameters[indexSplits[1]];
  540. }
  541. for (var i = minIndex; i < maxIndex; i++) {
  542. if (!this._engine.supportsUniformBuffers) {
  543. // Ubo replacement
  544. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  545. return p1 + "{X}";
  546. });
  547. }
  548. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  549. }
  550. }
  551. else {
  552. if (!this._engine.supportsUniformBuffers) {
  553. // Ubo replacement
  554. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  555. return p1 + "{X}";
  556. });
  557. }
  558. includeContent = includeContent.replace(/\{X\}/g, indexString);
  559. }
  560. }
  561. // Replace
  562. returnValue = returnValue.replace(match[0], includeContent);
  563. }
  564. else {
  565. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  566. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  567. Effect.IncludesShadersStore[includeFile] = fileContent;
  568. _this._processIncludes(returnValue, callback);
  569. });
  570. return;
  571. }
  572. match = regex.exec(sourceCode);
  573. }
  574. callback(returnValue);
  575. };
  576. Effect.prototype._processPrecision = function (source) {
  577. if (source.indexOf("precision highp float") === -1) {
  578. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  579. source = "precision mediump float;\n" + source;
  580. }
  581. else {
  582. source = "precision highp float;\n" + source;
  583. }
  584. }
  585. else {
  586. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  587. source = source.replace("precision highp float", "precision mediump float");
  588. }
  589. }
  590. return source;
  591. };
  592. /**
  593. * Recompiles the webGL program
  594. * @param vertexSourceCode The source code for the vertex shader.
  595. * @param fragmentSourceCode The source code for the fragment shader.
  596. * @param onCompiled Callback called when completed.
  597. * @param onError Callback called on error.
  598. * @hidden
  599. */
  600. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  601. var _this = this;
  602. this._isReady = false;
  603. this._vertexSourceCodeOverride = vertexSourceCode;
  604. this._fragmentSourceCodeOverride = fragmentSourceCode;
  605. this.onError = function (effect, error) {
  606. if (onError) {
  607. onError(error);
  608. }
  609. };
  610. this.onCompiled = function () {
  611. var scenes = _this.getEngine().scenes;
  612. for (var i = 0; i < scenes.length; i++) {
  613. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  614. }
  615. if (onCompiled) {
  616. onCompiled(_this._program);
  617. }
  618. };
  619. this._fallbacks = null;
  620. this._prepareEffect();
  621. };
  622. /**
  623. * Gets the uniform locations of the the specified variable names
  624. * @param names THe names of the variables to lookup.
  625. * @returns Array of locations in the same order as variable names.
  626. */
  627. Effect.prototype.getSpecificUniformLocations = function (names) {
  628. var engine = this._engine;
  629. return engine.getUniforms(this._program, names);
  630. };
  631. /**
  632. * Prepares the effect
  633. * @hidden
  634. */
  635. Effect.prototype._prepareEffect = function () {
  636. var _this = this;
  637. var attributesNames = this._attributesNames;
  638. var defines = this.defines;
  639. var fallbacks = this._fallbacks;
  640. this._valueCache = {};
  641. var previousProgram = this._program;
  642. try {
  643. var engine_1 = this._engine;
  644. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  645. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  646. }
  647. else {
  648. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  649. }
  650. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  651. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  652. if (engine_1.supportsUniformBuffers) {
  653. for (var name in _this._uniformBuffersNames) {
  654. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  655. }
  656. }
  657. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  658. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  659. var index;
  660. for (index = 0; index < _this._samplers.length; index++) {
  661. var sampler = _this.getUniform(_this._samplers[index]);
  662. if (sampler == null) {
  663. _this._samplers.splice(index, 1);
  664. index--;
  665. }
  666. }
  667. engine_1.bindSamplers(_this);
  668. _this._compilationError = "";
  669. _this._isReady = true;
  670. if (_this.onCompiled) {
  671. _this.onCompiled(_this);
  672. }
  673. _this.onCompileObservable.notifyObservers(_this);
  674. _this.onCompileObservable.clear();
  675. // Unbind mesh reference in fallbacks
  676. if (_this._fallbacks) {
  677. _this._fallbacks.unBindMesh();
  678. }
  679. if (previousProgram) {
  680. _this.getEngine()._deleteProgram(previousProgram);
  681. }
  682. });
  683. if (this._program.isParallelCompiled) {
  684. this._checkIsReady();
  685. }
  686. }
  687. catch (e) {
  688. this._compilationError = e.message;
  689. // Let's go through fallbacks then
  690. BABYLON.Tools.Error("Unable to compile effect:");
  691. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  692. return " " + uniform;
  693. }));
  694. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  695. return " " + attribute;
  696. }));
  697. BABYLON.Tools.Error("Error: " + this._compilationError);
  698. if (previousProgram) {
  699. this._program = previousProgram;
  700. this._isReady = true;
  701. if (this.onError) {
  702. this.onError(this, this._compilationError);
  703. }
  704. this.onErrorObservable.notifyObservers(this);
  705. }
  706. if (fallbacks && fallbacks.isMoreFallbacks) {
  707. BABYLON.Tools.Error("Trying next fallback.");
  708. this.defines = fallbacks.reduce(this.defines, this);
  709. this._prepareEffect();
  710. }
  711. else { // Sorry we did everything we can
  712. if (this.onError) {
  713. this.onError(this, this._compilationError);
  714. }
  715. this.onErrorObservable.notifyObservers(this);
  716. this.onErrorObservable.clear();
  717. // Unbind mesh reference in fallbacks
  718. if (this._fallbacks) {
  719. this._fallbacks.unBindMesh();
  720. }
  721. }
  722. }
  723. };
  724. Object.defineProperty(Effect.prototype, "isSupported", {
  725. /**
  726. * Checks if the effect is supported. (Must be called after compilation)
  727. */
  728. get: function () {
  729. return this._compilationError === "";
  730. },
  731. enumerable: true,
  732. configurable: true
  733. });
  734. /**
  735. * Binds a texture to the engine to be used as output of the shader.
  736. * @param channel Name of the output variable.
  737. * @param texture Texture to bind.
  738. * @hidden
  739. */
  740. Effect.prototype._bindTexture = function (channel, texture) {
  741. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  742. };
  743. /**
  744. * Sets a texture on the engine to be used in the shader.
  745. * @param channel Name of the sampler variable.
  746. * @param texture Texture to set.
  747. */
  748. Effect.prototype.setTexture = function (channel, texture) {
  749. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  750. };
  751. /**
  752. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  753. * @param channel Name of the sampler variable.
  754. * @param texture Texture to set.
  755. */
  756. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  757. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  758. };
  759. /**
  760. * Sets an array of textures on the engine to be used in the shader.
  761. * @param channel Name of the variable.
  762. * @param textures Textures to set.
  763. */
  764. Effect.prototype.setTextureArray = function (channel, textures) {
  765. if (this._samplers.indexOf(channel + "Ex") === -1) {
  766. var initialPos = this._samplers.indexOf(channel);
  767. for (var index = 1; index < textures.length; index++) {
  768. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  769. }
  770. }
  771. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  772. };
  773. /**
  774. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  775. * @param channel Name of the sampler variable.
  776. * @param postProcess Post process to get the input texture from.
  777. */
  778. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  779. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  780. };
  781. /**
  782. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  783. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  784. * @param channel Name of the sampler variable.
  785. * @param postProcess Post process to get the output texture from.
  786. */
  787. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  788. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  789. };
  790. /** @hidden */
  791. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  792. var cache = this._valueCache[uniformName];
  793. var flag = matrix.updateFlag;
  794. if (cache !== undefined && cache === flag) {
  795. return false;
  796. }
  797. this._valueCache[uniformName] = flag;
  798. return true;
  799. };
  800. /** @hidden */
  801. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  802. var cache = this._valueCache[uniformName];
  803. if (!cache) {
  804. cache = [x, y];
  805. this._valueCache[uniformName] = cache;
  806. return true;
  807. }
  808. var changed = false;
  809. if (cache[0] !== x) {
  810. cache[0] = x;
  811. changed = true;
  812. }
  813. if (cache[1] !== y) {
  814. cache[1] = y;
  815. changed = true;
  816. }
  817. return changed;
  818. };
  819. /** @hidden */
  820. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  821. var cache = this._valueCache[uniformName];
  822. if (!cache) {
  823. cache = [x, y, z];
  824. this._valueCache[uniformName] = cache;
  825. return true;
  826. }
  827. var changed = false;
  828. if (cache[0] !== x) {
  829. cache[0] = x;
  830. changed = true;
  831. }
  832. if (cache[1] !== y) {
  833. cache[1] = y;
  834. changed = true;
  835. }
  836. if (cache[2] !== z) {
  837. cache[2] = z;
  838. changed = true;
  839. }
  840. return changed;
  841. };
  842. /** @hidden */
  843. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  844. var cache = this._valueCache[uniformName];
  845. if (!cache) {
  846. cache = [x, y, z, w];
  847. this._valueCache[uniformName] = cache;
  848. return true;
  849. }
  850. var changed = false;
  851. if (cache[0] !== x) {
  852. cache[0] = x;
  853. changed = true;
  854. }
  855. if (cache[1] !== y) {
  856. cache[1] = y;
  857. changed = true;
  858. }
  859. if (cache[2] !== z) {
  860. cache[2] = z;
  861. changed = true;
  862. }
  863. if (cache[3] !== w) {
  864. cache[3] = w;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /**
  870. * Binds a buffer to a uniform.
  871. * @param buffer Buffer to bind.
  872. * @param name Name of the uniform variable to bind to.
  873. */
  874. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  875. var bufferName = this._uniformBuffersNames[name];
  876. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  877. return;
  878. }
  879. Effect._baseCache[bufferName] = buffer;
  880. this._engine.bindUniformBufferBase(buffer, bufferName);
  881. };
  882. /**
  883. * Binds block to a uniform.
  884. * @param blockName Name of the block to bind.
  885. * @param index Index to bind.
  886. */
  887. Effect.prototype.bindUniformBlock = function (blockName, index) {
  888. this._engine.bindUniformBlock(this._program, blockName, index);
  889. };
  890. /**
  891. * Sets an interger value on a uniform variable.
  892. * @param uniformName Name of the variable.
  893. * @param value Value to be set.
  894. * @returns this effect.
  895. */
  896. Effect.prototype.setInt = function (uniformName, value) {
  897. var cache = this._valueCache[uniformName];
  898. if (cache !== undefined && cache === value) {
  899. return this;
  900. }
  901. this._valueCache[uniformName] = value;
  902. this._engine.setInt(this.getUniform(uniformName), value);
  903. return this;
  904. };
  905. /**
  906. * Sets an int array on a uniform variable.
  907. * @param uniformName Name of the variable.
  908. * @param array array to be set.
  909. * @returns this effect.
  910. */
  911. Effect.prototype.setIntArray = function (uniformName, array) {
  912. this._valueCache[uniformName] = null;
  913. this._engine.setIntArray(this.getUniform(uniformName), array);
  914. return this;
  915. };
  916. /**
  917. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  918. * @param uniformName Name of the variable.
  919. * @param array array to be set.
  920. * @returns this effect.
  921. */
  922. Effect.prototype.setIntArray2 = function (uniformName, array) {
  923. this._valueCache[uniformName] = null;
  924. this._engine.setIntArray2(this.getUniform(uniformName), array);
  925. return this;
  926. };
  927. /**
  928. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  929. * @param uniformName Name of the variable.
  930. * @param array array to be set.
  931. * @returns this effect.
  932. */
  933. Effect.prototype.setIntArray3 = function (uniformName, array) {
  934. this._valueCache[uniformName] = null;
  935. this._engine.setIntArray3(this.getUniform(uniformName), array);
  936. return this;
  937. };
  938. /**
  939. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  940. * @param uniformName Name of the variable.
  941. * @param array array to be set.
  942. * @returns this effect.
  943. */
  944. Effect.prototype.setIntArray4 = function (uniformName, array) {
  945. this._valueCache[uniformName] = null;
  946. this._engine.setIntArray4(this.getUniform(uniformName), array);
  947. return this;
  948. };
  949. /**
  950. * Sets an float array on a uniform variable.
  951. * @param uniformName Name of the variable.
  952. * @param array array to be set.
  953. * @returns this effect.
  954. */
  955. Effect.prototype.setFloatArray = function (uniformName, array) {
  956. this._valueCache[uniformName] = null;
  957. this._engine.setFloatArray(this.getUniform(uniformName), array);
  958. return this;
  959. };
  960. /**
  961. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  962. * @param uniformName Name of the variable.
  963. * @param array array to be set.
  964. * @returns this effect.
  965. */
  966. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  967. this._valueCache[uniformName] = null;
  968. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  969. return this;
  970. };
  971. /**
  972. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  973. * @param uniformName Name of the variable.
  974. * @param array array to be set.
  975. * @returns this effect.
  976. */
  977. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  978. this._valueCache[uniformName] = null;
  979. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  980. return this;
  981. };
  982. /**
  983. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  984. * @param uniformName Name of the variable.
  985. * @param array array to be set.
  986. * @returns this effect.
  987. */
  988. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  989. this._valueCache[uniformName] = null;
  990. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  991. return this;
  992. };
  993. /**
  994. * Sets an array on a uniform variable.
  995. * @param uniformName Name of the variable.
  996. * @param array array to be set.
  997. * @returns this effect.
  998. */
  999. Effect.prototype.setArray = function (uniformName, array) {
  1000. this._valueCache[uniformName] = null;
  1001. this._engine.setArray(this.getUniform(uniformName), array);
  1002. return this;
  1003. };
  1004. /**
  1005. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1006. * @param uniformName Name of the variable.
  1007. * @param array array to be set.
  1008. * @returns this effect.
  1009. */
  1010. Effect.prototype.setArray2 = function (uniformName, array) {
  1011. this._valueCache[uniformName] = null;
  1012. this._engine.setArray2(this.getUniform(uniformName), array);
  1013. return this;
  1014. };
  1015. /**
  1016. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1017. * @param uniformName Name of the variable.
  1018. * @param array array to be set.
  1019. * @returns this effect.
  1020. */
  1021. Effect.prototype.setArray3 = function (uniformName, array) {
  1022. this._valueCache[uniformName] = null;
  1023. this._engine.setArray3(this.getUniform(uniformName), array);
  1024. return this;
  1025. };
  1026. /**
  1027. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1028. * @param uniformName Name of the variable.
  1029. * @param array array to be set.
  1030. * @returns this effect.
  1031. */
  1032. Effect.prototype.setArray4 = function (uniformName, array) {
  1033. this._valueCache[uniformName] = null;
  1034. this._engine.setArray4(this.getUniform(uniformName), array);
  1035. return this;
  1036. };
  1037. /**
  1038. * Sets matrices on a uniform variable.
  1039. * @param uniformName Name of the variable.
  1040. * @param matrices matrices to be set.
  1041. * @returns this effect.
  1042. */
  1043. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1044. if (!matrices) {
  1045. return this;
  1046. }
  1047. this._valueCache[uniformName] = null;
  1048. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1049. return this;
  1050. };
  1051. /**
  1052. * Sets matrix on a uniform variable.
  1053. * @param uniformName Name of the variable.
  1054. * @param matrix matrix to be set.
  1055. * @returns this effect.
  1056. */
  1057. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1058. if (this._cacheMatrix(uniformName, matrix)) {
  1059. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1060. }
  1061. return this;
  1062. };
  1063. /**
  1064. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1065. * @param uniformName Name of the variable.
  1066. * @param matrix matrix to be set.
  1067. * @returns this effect.
  1068. */
  1069. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1070. this._valueCache[uniformName] = null;
  1071. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1072. return this;
  1073. };
  1074. /**
  1075. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1076. * @param uniformName Name of the variable.
  1077. * @param matrix matrix to be set.
  1078. * @returns this effect.
  1079. */
  1080. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1081. this._valueCache[uniformName] = null;
  1082. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1083. return this;
  1084. };
  1085. /**
  1086. * Sets a float on a uniform variable.
  1087. * @param uniformName Name of the variable.
  1088. * @param value value to be set.
  1089. * @returns this effect.
  1090. */
  1091. Effect.prototype.setFloat = function (uniformName, value) {
  1092. var cache = this._valueCache[uniformName];
  1093. if (cache !== undefined && cache === value) {
  1094. return this;
  1095. }
  1096. this._valueCache[uniformName] = value;
  1097. this._engine.setFloat(this.getUniform(uniformName), value);
  1098. return this;
  1099. };
  1100. /**
  1101. * Sets a boolean on a uniform variable.
  1102. * @param uniformName Name of the variable.
  1103. * @param bool value to be set.
  1104. * @returns this effect.
  1105. */
  1106. Effect.prototype.setBool = function (uniformName, bool) {
  1107. var cache = this._valueCache[uniformName];
  1108. if (cache !== undefined && cache === bool) {
  1109. return this;
  1110. }
  1111. this._valueCache[uniformName] = bool;
  1112. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1113. return this;
  1114. };
  1115. /**
  1116. * Sets a Vector2 on a uniform variable.
  1117. * @param uniformName Name of the variable.
  1118. * @param vector2 vector2 to be set.
  1119. * @returns this effect.
  1120. */
  1121. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1122. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1123. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1124. }
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a float2 on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param x First float in float2.
  1131. * @param y Second float in float2.
  1132. * @returns this effect.
  1133. */
  1134. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1135. if (this._cacheFloat2(uniformName, x, y)) {
  1136. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1137. }
  1138. return this;
  1139. };
  1140. /**
  1141. * Sets a Vector3 on a uniform variable.
  1142. * @param uniformName Name of the variable.
  1143. * @param vector3 Value to be set.
  1144. * @returns this effect.
  1145. */
  1146. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1147. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1148. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1149. }
  1150. return this;
  1151. };
  1152. /**
  1153. * Sets a float3 on a uniform variable.
  1154. * @param uniformName Name of the variable.
  1155. * @param x First float in float3.
  1156. * @param y Second float in float3.
  1157. * @param z Third float in float3.
  1158. * @returns this effect.
  1159. */
  1160. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1161. if (this._cacheFloat3(uniformName, x, y, z)) {
  1162. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1163. }
  1164. return this;
  1165. };
  1166. /**
  1167. * Sets a Vector4 on a uniform variable.
  1168. * @param uniformName Name of the variable.
  1169. * @param vector4 Value to be set.
  1170. * @returns this effect.
  1171. */
  1172. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1173. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1174. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1175. }
  1176. return this;
  1177. };
  1178. /**
  1179. * Sets a float4 on a uniform variable.
  1180. * @param uniformName Name of the variable.
  1181. * @param x First float in float4.
  1182. * @param y Second float in float4.
  1183. * @param z Third float in float4.
  1184. * @param w Fourth float in float4.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1188. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1189. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Color3 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param color3 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setColor3 = function (uniformName, color3) {
  1200. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1201. this._engine.setColor3(this.getUniform(uniformName), color3);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a Color4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param color3 Value to be set.
  1209. * @param alpha Alpha value to be set.
  1210. * @returns this effect.
  1211. */
  1212. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1213. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1214. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1215. }
  1216. return this;
  1217. };
  1218. /**
  1219. * Sets a Color4 on a uniform variable
  1220. * @param uniformName defines the name of the variable
  1221. * @param color4 defines the value to be set
  1222. * @returns this effect.
  1223. */
  1224. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1225. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1226. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1227. }
  1228. return this;
  1229. };
  1230. /**
  1231. * This function will add a new shader to the shader store
  1232. * @param name the name of the shader
  1233. * @param pixelShader optional pixel shader content
  1234. * @param vertexShader optional vertex shader content
  1235. */
  1236. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1237. if (pixelShader) {
  1238. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1239. }
  1240. if (vertexShader) {
  1241. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1242. }
  1243. };
  1244. /**
  1245. * Resets the cache of effects.
  1246. */
  1247. Effect.ResetCache = function () {
  1248. Effect._baseCache = {};
  1249. };
  1250. Effect._uniqueIdSeed = 0;
  1251. Effect._baseCache = {};
  1252. /**
  1253. * Store of each shader (The can be looked up using effect.key)
  1254. */
  1255. Effect.ShadersStore = {};
  1256. /**
  1257. * Store of each included file for a shader (The can be looked up using effect.key)
  1258. */
  1259. Effect.IncludesShadersStore = {};
  1260. return Effect;
  1261. }());
  1262. BABYLON.Effect = Effect;
  1263. })(BABYLON || (BABYLON = {}));
  1264. //# sourceMappingURL=babylon.effect.js.map
  1265. //# sourceMappingURL=babylon.types.js.map
  1266. var BABYLON;
  1267. (function (BABYLON) {
  1268. /**
  1269. * Gather the list of keyboard event types as constants.
  1270. */
  1271. var KeyboardEventTypes = /** @class */ (function () {
  1272. function KeyboardEventTypes() {
  1273. }
  1274. /**
  1275. * The keydown event is fired when a key becomes active (pressed).
  1276. */
  1277. KeyboardEventTypes.KEYDOWN = 0x01;
  1278. /**
  1279. * The keyup event is fired when a key has been released.
  1280. */
  1281. KeyboardEventTypes.KEYUP = 0x02;
  1282. return KeyboardEventTypes;
  1283. }());
  1284. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1285. /**
  1286. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1287. */
  1288. var KeyboardInfo = /** @class */ (function () {
  1289. /**
  1290. * Instantiates a new keyboard info.
  1291. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1292. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1293. * @param event Defines the related dom event
  1294. */
  1295. function KeyboardInfo(
  1296. /**
  1297. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1298. */
  1299. type,
  1300. /**
  1301. * Defines the related dom event
  1302. */
  1303. event) {
  1304. this.type = type;
  1305. this.event = event;
  1306. }
  1307. return KeyboardInfo;
  1308. }());
  1309. BABYLON.KeyboardInfo = KeyboardInfo;
  1310. /**
  1311. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1312. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1313. */
  1314. var KeyboardInfoPre = /** @class */ (function (_super) {
  1315. __extends(KeyboardInfoPre, _super);
  1316. /**
  1317. * Instantiates a new keyboard pre info.
  1318. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfoPre(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. var _this = _super.call(this, type, event) || this;
  1332. _this.type = type;
  1333. _this.event = event;
  1334. _this.skipOnPointerObservable = false;
  1335. return _this;
  1336. }
  1337. return KeyboardInfoPre;
  1338. }(KeyboardInfo));
  1339. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1340. })(BABYLON || (BABYLON = {}));
  1341. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1342. var BABYLON;
  1343. (function (BABYLON) {
  1344. /**
  1345. * Gather the list of pointer event types as constants.
  1346. */
  1347. var PointerEventTypes = /** @class */ (function () {
  1348. function PointerEventTypes() {
  1349. }
  1350. /**
  1351. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1352. */
  1353. PointerEventTypes.POINTERDOWN = 0x01;
  1354. /**
  1355. * The pointerup event is fired when a pointer is no longer active.
  1356. */
  1357. PointerEventTypes.POINTERUP = 0x02;
  1358. /**
  1359. * The pointermove event is fired when a pointer changes coordinates.
  1360. */
  1361. PointerEventTypes.POINTERMOVE = 0x04;
  1362. /**
  1363. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1364. */
  1365. PointerEventTypes.POINTERWHEEL = 0x08;
  1366. /**
  1367. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1368. */
  1369. PointerEventTypes.POINTERPICK = 0x10;
  1370. /**
  1371. * The pointertap event is fired when a the object has been touched and released without drag.
  1372. */
  1373. PointerEventTypes.POINTERTAP = 0x20;
  1374. /**
  1375. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1376. */
  1377. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1378. return PointerEventTypes;
  1379. }());
  1380. BABYLON.PointerEventTypes = PointerEventTypes;
  1381. /**
  1382. * Base class of pointer info types.
  1383. */
  1384. var PointerInfoBase = /** @class */ (function () {
  1385. /**
  1386. * Instantiates the base class of pointers info.
  1387. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1388. * @param event Defines the related dom event
  1389. */
  1390. function PointerInfoBase(
  1391. /**
  1392. * Defines the type of event (BABYLON.PointerEventTypes)
  1393. */
  1394. type,
  1395. /**
  1396. * Defines the related dom event
  1397. */
  1398. event) {
  1399. this.type = type;
  1400. this.event = event;
  1401. }
  1402. return PointerInfoBase;
  1403. }());
  1404. BABYLON.PointerInfoBase = PointerInfoBase;
  1405. /**
  1406. * This class is used to store pointer related info for the onPrePointerObservable event.
  1407. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1408. */
  1409. var PointerInfoPre = /** @class */ (function (_super) {
  1410. __extends(PointerInfoPre, _super);
  1411. /**
  1412. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1413. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1414. * @param event Defines the related dom event
  1415. * @param localX Defines the local x coordinates of the pointer when the event occured
  1416. * @param localY Defines the local y coordinates of the pointer when the event occured
  1417. */
  1418. function PointerInfoPre(type, event, localX, localY) {
  1419. var _this = _super.call(this, type, event) || this;
  1420. /**
  1421. * Ray from a pointer if availible (eg. 6dof controller)
  1422. */
  1423. _this.ray = null;
  1424. _this.skipOnPointerObservable = false;
  1425. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1426. return _this;
  1427. }
  1428. return PointerInfoPre;
  1429. }(PointerInfoBase));
  1430. BABYLON.PointerInfoPre = PointerInfoPre;
  1431. /**
  1432. * This type contains all the data related to a pointer event in Babylon.js.
  1433. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1434. */
  1435. var PointerInfo = /** @class */ (function (_super) {
  1436. __extends(PointerInfo, _super);
  1437. /**
  1438. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1439. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1440. * @param event Defines the related dom event
  1441. * @param pickInfo Defines the picking info associated to the info (if any)\
  1442. */
  1443. function PointerInfo(type, event,
  1444. /**
  1445. * Defines the picking info associated to the info (if any)\
  1446. */
  1447. pickInfo) {
  1448. var _this = _super.call(this, type, event) || this;
  1449. _this.pickInfo = pickInfo;
  1450. return _this;
  1451. }
  1452. return PointerInfo;
  1453. }(PointerInfoBase));
  1454. BABYLON.PointerInfo = PointerInfo;
  1455. })(BABYLON || (BABYLON = {}));
  1456. //# sourceMappingURL=babylon.pointerEvents.js.map
  1457. var BABYLON;
  1458. (function (BABYLON) {
  1459. /** Class used to store color4 gradient */
  1460. var ColorGradient = /** @class */ (function () {
  1461. function ColorGradient() {
  1462. }
  1463. /**
  1464. * Will get a color picked randomly between color1 and color2.
  1465. * If color2 is undefined then color1 will be used
  1466. * @param result defines the target Color4 to store the result in
  1467. */
  1468. ColorGradient.prototype.getColorToRef = function (result) {
  1469. if (!this.color2) {
  1470. result.copyFrom(this.color1);
  1471. return;
  1472. }
  1473. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1474. };
  1475. return ColorGradient;
  1476. }());
  1477. BABYLON.ColorGradient = ColorGradient;
  1478. /** Class used to store color 3 gradient */
  1479. var Color3Gradient = /** @class */ (function () {
  1480. function Color3Gradient() {
  1481. }
  1482. return Color3Gradient;
  1483. }());
  1484. BABYLON.Color3Gradient = Color3Gradient;
  1485. /** Class used to store factor gradient */
  1486. var FactorGradient = /** @class */ (function () {
  1487. function FactorGradient() {
  1488. }
  1489. /**
  1490. * Will get a number picked randomly between factor1 and factor2.
  1491. * If factor2 is undefined then factor1 will be used
  1492. * @returns the picked number
  1493. */
  1494. FactorGradient.prototype.getFactor = function () {
  1495. if (this.factor2 === undefined) {
  1496. return this.factor1;
  1497. }
  1498. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1499. };
  1500. return FactorGradient;
  1501. }());
  1502. BABYLON.FactorGradient = FactorGradient;
  1503. /**
  1504. * @ignore
  1505. * Application error to support additional information when loading a file
  1506. */
  1507. var LoadFileError = /** @class */ (function (_super) {
  1508. __extends(LoadFileError, _super);
  1509. /**
  1510. * Creates a new LoadFileError
  1511. * @param message defines the message of the error
  1512. * @param request defines the optional XHR request
  1513. */
  1514. function LoadFileError(message,
  1515. /** defines the optional XHR request */
  1516. request) {
  1517. var _this = _super.call(this, message) || this;
  1518. _this.request = request;
  1519. _this.name = "LoadFileError";
  1520. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1521. return _this;
  1522. }
  1523. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1524. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1525. // Polyfill for Object.setPrototypeOf if necessary.
  1526. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1527. return LoadFileError;
  1528. }(Error));
  1529. BABYLON.LoadFileError = LoadFileError;
  1530. /**
  1531. * Class used to define a retry strategy when error happens while loading assets
  1532. */
  1533. var RetryStrategy = /** @class */ (function () {
  1534. function RetryStrategy() {
  1535. }
  1536. /**
  1537. * Function used to defines an exponential back off strategy
  1538. * @param maxRetries defines the maximum number of retries (3 by default)
  1539. * @param baseInterval defines the interval between retries
  1540. * @returns the strategy function to use
  1541. */
  1542. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1543. if (maxRetries === void 0) { maxRetries = 3; }
  1544. if (baseInterval === void 0) { baseInterval = 500; }
  1545. return function (url, request, retryIndex) {
  1546. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1547. return -1;
  1548. }
  1549. return Math.pow(2, retryIndex) * baseInterval;
  1550. };
  1551. };
  1552. return RetryStrategy;
  1553. }());
  1554. BABYLON.RetryStrategy = RetryStrategy;
  1555. // Screenshots
  1556. var screenshotCanvas;
  1557. var cloneValue = function (source, destinationObject) {
  1558. if (!source) {
  1559. return null;
  1560. }
  1561. if (source instanceof BABYLON.Mesh) {
  1562. return null;
  1563. }
  1564. if (source instanceof BABYLON.SubMesh) {
  1565. return source.clone(destinationObject);
  1566. }
  1567. else if (source.clone) {
  1568. return source.clone();
  1569. }
  1570. return null;
  1571. };
  1572. /**
  1573. * Class containing a set of static utilities functions
  1574. */
  1575. var Tools = /** @class */ (function () {
  1576. function Tools() {
  1577. }
  1578. /**
  1579. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1580. * @param u defines the coordinate on X axis
  1581. * @param v defines the coordinate on Y axis
  1582. * @param width defines the width of the source data
  1583. * @param height defines the height of the source data
  1584. * @param pixels defines the source byte array
  1585. * @param color defines the output color
  1586. */
  1587. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1588. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1589. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1590. var position = (wrappedU + wrappedV * width) * 4;
  1591. color.r = pixels[position] / 255;
  1592. color.g = pixels[position + 1] / 255;
  1593. color.b = pixels[position + 2] / 255;
  1594. color.a = pixels[position + 3] / 255;
  1595. };
  1596. /**
  1597. * Interpolates between a and b via alpha
  1598. * @param a The lower value (returned when alpha = 0)
  1599. * @param b The upper value (returned when alpha = 1)
  1600. * @param alpha The interpolation-factor
  1601. * @return The mixed value
  1602. */
  1603. Tools.Mix = function (a, b, alpha) {
  1604. return a * (1 - alpha) + b * alpha;
  1605. };
  1606. /**
  1607. * Tries to instantiate a new object from a given class name
  1608. * @param className defines the class name to instantiate
  1609. * @returns the new object or null if the system was not able to do the instantiation
  1610. */
  1611. Tools.Instantiate = function (className) {
  1612. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1613. return Tools.RegisteredExternalClasses[className];
  1614. }
  1615. var arr = className.split(".");
  1616. var fn = (window || this);
  1617. for (var i = 0, len = arr.length; i < len; i++) {
  1618. fn = fn[arr[i]];
  1619. }
  1620. if (typeof fn !== "function") {
  1621. return null;
  1622. }
  1623. return fn;
  1624. };
  1625. /**
  1626. * Provides a slice function that will work even on IE
  1627. * @param data defines the array to slice
  1628. * @param start defines the start of the data (optional)
  1629. * @param end defines the end of the data (optional)
  1630. * @returns the new sliced array
  1631. */
  1632. Tools.Slice = function (data, start, end) {
  1633. if (data.slice) {
  1634. return data.slice(start, end);
  1635. }
  1636. return Array.prototype.slice.call(data, start, end);
  1637. };
  1638. /**
  1639. * Polyfill for setImmediate
  1640. * @param action defines the action to execute after the current execution block
  1641. */
  1642. Tools.SetImmediate = function (action) {
  1643. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1644. window.setImmediate(action);
  1645. }
  1646. else {
  1647. setTimeout(action, 1);
  1648. }
  1649. };
  1650. /**
  1651. * Function indicating if a number is an exponent of 2
  1652. * @param value defines the value to test
  1653. * @returns true if the value is an exponent of 2
  1654. */
  1655. Tools.IsExponentOfTwo = function (value) {
  1656. var count = 1;
  1657. do {
  1658. count *= 2;
  1659. } while (count < value);
  1660. return count === value;
  1661. };
  1662. /**
  1663. * Returns the nearest 32-bit single precision float representation of a Number
  1664. * @param value A Number. If the parameter is of a different type, it will get converted
  1665. * to a number or to NaN if it cannot be converted
  1666. * @returns number
  1667. */
  1668. Tools.FloatRound = function (value) {
  1669. if (Math.fround) {
  1670. return Math.fround(value);
  1671. }
  1672. return (Tools._tmpFloatArray[0] = value);
  1673. };
  1674. /**
  1675. * Find the next highest power of two.
  1676. * @param x Number to start search from.
  1677. * @return Next highest power of two.
  1678. */
  1679. Tools.CeilingPOT = function (x) {
  1680. x--;
  1681. x |= x >> 1;
  1682. x |= x >> 2;
  1683. x |= x >> 4;
  1684. x |= x >> 8;
  1685. x |= x >> 16;
  1686. x++;
  1687. return x;
  1688. };
  1689. /**
  1690. * Find the next lowest power of two.
  1691. * @param x Number to start search from.
  1692. * @return Next lowest power of two.
  1693. */
  1694. Tools.FloorPOT = function (x) {
  1695. x = x | (x >> 1);
  1696. x = x | (x >> 2);
  1697. x = x | (x >> 4);
  1698. x = x | (x >> 8);
  1699. x = x | (x >> 16);
  1700. return x - (x >> 1);
  1701. };
  1702. /**
  1703. * Find the nearest power of two.
  1704. * @param x Number to start search from.
  1705. * @return Next nearest power of two.
  1706. */
  1707. Tools.NearestPOT = function (x) {
  1708. var c = Tools.CeilingPOT(x);
  1709. var f = Tools.FloorPOT(x);
  1710. return (c - x) > (x - f) ? f : c;
  1711. };
  1712. /**
  1713. * Get the closest exponent of two
  1714. * @param value defines the value to approximate
  1715. * @param max defines the maximum value to return
  1716. * @param mode defines how to define the closest value
  1717. * @returns closest exponent of two of the given value
  1718. */
  1719. Tools.GetExponentOfTwo = function (value, max, mode) {
  1720. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1721. var pot;
  1722. switch (mode) {
  1723. case BABYLON.Engine.SCALEMODE_FLOOR:
  1724. pot = Tools.FloorPOT(value);
  1725. break;
  1726. case BABYLON.Engine.SCALEMODE_NEAREST:
  1727. pot = Tools.NearestPOT(value);
  1728. break;
  1729. case BABYLON.Engine.SCALEMODE_CEILING:
  1730. default:
  1731. pot = Tools.CeilingPOT(value);
  1732. break;
  1733. }
  1734. return Math.min(pot, max);
  1735. };
  1736. /**
  1737. * Extracts the filename from a path
  1738. * @param path defines the path to use
  1739. * @returns the filename
  1740. */
  1741. Tools.GetFilename = function (path) {
  1742. var index = path.lastIndexOf("/");
  1743. if (index < 0) {
  1744. return path;
  1745. }
  1746. return path.substring(index + 1);
  1747. };
  1748. /**
  1749. * Extracts the "folder" part of a path (everything before the filename).
  1750. * @param uri The URI to extract the info from
  1751. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1752. * @returns The "folder" part of the path
  1753. */
  1754. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1755. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1756. var index = uri.lastIndexOf("/");
  1757. if (index < 0) {
  1758. if (returnUnchangedIfNoSlash) {
  1759. return uri;
  1760. }
  1761. return "";
  1762. }
  1763. return uri.substring(0, index + 1);
  1764. };
  1765. /**
  1766. * Extracts text content from a DOM element hierarchy
  1767. * @param element defines the root element
  1768. * @returns a string
  1769. */
  1770. Tools.GetDOMTextContent = function (element) {
  1771. var result = "";
  1772. var child = element.firstChild;
  1773. while (child) {
  1774. if (child.nodeType === 3) {
  1775. result += child.textContent;
  1776. }
  1777. child = child.nextSibling;
  1778. }
  1779. return result;
  1780. };
  1781. /**
  1782. * Convert an angle in radians to degrees
  1783. * @param angle defines the angle to convert
  1784. * @returns the angle in degrees
  1785. */
  1786. Tools.ToDegrees = function (angle) {
  1787. return angle * 180 / Math.PI;
  1788. };
  1789. /**
  1790. * Convert an angle in degrees to radians
  1791. * @param angle defines the angle to convert
  1792. * @returns the angle in radians
  1793. */
  1794. Tools.ToRadians = function (angle) {
  1795. return angle * Math.PI / 180;
  1796. };
  1797. /**
  1798. * Encode a buffer to a base64 string
  1799. * @param buffer defines the buffer to encode
  1800. * @returns the encoded string
  1801. */
  1802. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1803. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1804. var output = "";
  1805. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1806. var i = 0;
  1807. var bytes = new Uint8Array(buffer);
  1808. while (i < bytes.length) {
  1809. chr1 = bytes[i++];
  1810. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1811. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1812. enc1 = chr1 >> 2;
  1813. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1814. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1815. enc4 = chr3 & 63;
  1816. if (isNaN(chr2)) {
  1817. enc3 = enc4 = 64;
  1818. }
  1819. else if (isNaN(chr3)) {
  1820. enc4 = 64;
  1821. }
  1822. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1823. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1824. }
  1825. return "data:image/png;base64," + output;
  1826. };
  1827. /**
  1828. * Extracts minimum and maximum values from a list of indexed positions
  1829. * @param positions defines the positions to use
  1830. * @param indices defines the indices to the positions
  1831. * @param indexStart defines the start index
  1832. * @param indexCount defines the end index
  1833. * @param bias defines bias value to add to the result
  1834. * @return minimum and maximum values
  1835. */
  1836. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1837. if (bias === void 0) { bias = null; }
  1838. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1839. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1840. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1841. var offset = indices[index] * 3;
  1842. var x = positions[offset];
  1843. var y = positions[offset + 1];
  1844. var z = positions[offset + 2];
  1845. minimum.minimizeInPlaceFromFloats(x, y, z);
  1846. maximum.maximizeInPlaceFromFloats(x, y, z);
  1847. }
  1848. if (bias) {
  1849. minimum.x -= minimum.x * bias.x + bias.y;
  1850. minimum.y -= minimum.y * bias.x + bias.y;
  1851. minimum.z -= minimum.z * bias.x + bias.y;
  1852. maximum.x += maximum.x * bias.x + bias.y;
  1853. maximum.y += maximum.y * bias.x + bias.y;
  1854. maximum.z += maximum.z * bias.x + bias.y;
  1855. }
  1856. return {
  1857. minimum: minimum,
  1858. maximum: maximum
  1859. };
  1860. };
  1861. /**
  1862. * Extracts minimum and maximum values from a list of positions
  1863. * @param positions defines the positions to use
  1864. * @param start defines the start index in the positions array
  1865. * @param count defines the number of positions to handle
  1866. * @param bias defines bias value to add to the result
  1867. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1868. * @return minimum and maximum values
  1869. */
  1870. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1871. if (bias === void 0) { bias = null; }
  1872. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1873. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1874. if (!stride) {
  1875. stride = 3;
  1876. }
  1877. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1878. var x = positions[offset];
  1879. var y = positions[offset + 1];
  1880. var z = positions[offset + 2];
  1881. minimum.minimizeInPlaceFromFloats(x, y, z);
  1882. maximum.maximizeInPlaceFromFloats(x, y, z);
  1883. }
  1884. if (bias) {
  1885. minimum.x -= minimum.x * bias.x + bias.y;
  1886. minimum.y -= minimum.y * bias.x + bias.y;
  1887. minimum.z -= minimum.z * bias.x + bias.y;
  1888. maximum.x += maximum.x * bias.x + bias.y;
  1889. maximum.y += maximum.y * bias.x + bias.y;
  1890. maximum.z += maximum.z * bias.x + bias.y;
  1891. }
  1892. return {
  1893. minimum: minimum,
  1894. maximum: maximum
  1895. };
  1896. };
  1897. /**
  1898. * Returns an array if obj is not an array
  1899. * @param obj defines the object to evaluate as an array
  1900. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1901. * @returns either obj directly if obj is an array or a new array containing obj
  1902. */
  1903. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1904. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1905. return null;
  1906. }
  1907. return Array.isArray(obj) ? obj : [obj];
  1908. };
  1909. /**
  1910. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1911. * @param size the number of element to construct and put in the array
  1912. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1913. * @returns a new array filled with new objects
  1914. */
  1915. Tools.BuildArray = function (size, itemBuilder) {
  1916. var a = [];
  1917. for (var i = 0; i < size; ++i) {
  1918. a.push(itemBuilder());
  1919. }
  1920. return a;
  1921. };
  1922. /**
  1923. * Gets the pointer prefix to use
  1924. * @returns "pointer" if touch is enabled. Else returns "mouse"
  1925. */
  1926. Tools.GetPointerPrefix = function () {
  1927. var eventPrefix = "pointer";
  1928. // Check if pointer events are supported
  1929. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  1930. eventPrefix = "mouse";
  1931. }
  1932. return eventPrefix;
  1933. };
  1934. /**
  1935. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  1936. * @param func - the function to be called
  1937. * @param requester - the object that will request the next frame. Falls back to window.
  1938. * @returns frame number
  1939. */
  1940. Tools.QueueNewFrame = function (func, requester) {
  1941. if (!Tools.IsWindowObjectExist()) {
  1942. return setTimeout(func, 16);
  1943. }
  1944. if (!requester) {
  1945. requester = window;
  1946. }
  1947. if (requester.requestAnimationFrame) {
  1948. return requester.requestAnimationFrame(func);
  1949. }
  1950. else if (requester.msRequestAnimationFrame) {
  1951. return requester.msRequestAnimationFrame(func);
  1952. }
  1953. else if (requester.webkitRequestAnimationFrame) {
  1954. return requester.webkitRequestAnimationFrame(func);
  1955. }
  1956. else if (requester.mozRequestAnimationFrame) {
  1957. return requester.mozRequestAnimationFrame(func);
  1958. }
  1959. else if (requester.oRequestAnimationFrame) {
  1960. return requester.oRequestAnimationFrame(func);
  1961. }
  1962. else {
  1963. return window.setTimeout(func, 16);
  1964. }
  1965. };
  1966. /**
  1967. * Ask the browser to promote the current element to fullscreen rendering mode
  1968. * @param element defines the DOM element to promote
  1969. */
  1970. Tools.RequestFullscreen = function (element) {
  1971. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  1972. if (!requestFunction) {
  1973. return;
  1974. }
  1975. requestFunction.call(element);
  1976. };
  1977. /**
  1978. * Asks the browser to exit fullscreen mode
  1979. */
  1980. Tools.ExitFullscreen = function () {
  1981. if (document.exitFullscreen) {
  1982. document.exitFullscreen();
  1983. }
  1984. else if (document.mozCancelFullScreen) {
  1985. document.mozCancelFullScreen();
  1986. }
  1987. else if (document.webkitCancelFullScreen) {
  1988. document.webkitCancelFullScreen();
  1989. }
  1990. else if (document.msCancelFullScreen) {
  1991. document.msCancelFullScreen();
  1992. }
  1993. };
  1994. /**
  1995. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1996. * @param url define the url we are trying
  1997. * @param element define the dom element where to configure the cors policy
  1998. */
  1999. Tools.SetCorsBehavior = function (url, element) {
  2000. if (url && url.indexOf("data:") === 0) {
  2001. return;
  2002. }
  2003. if (Tools.CorsBehavior) {
  2004. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2005. element.crossOrigin = Tools.CorsBehavior;
  2006. }
  2007. else {
  2008. var result = Tools.CorsBehavior(url);
  2009. if (result) {
  2010. element.crossOrigin = result;
  2011. }
  2012. }
  2013. }
  2014. };
  2015. // External files
  2016. /**
  2017. * Removes unwanted characters from an url
  2018. * @param url defines the url to clean
  2019. * @returns the cleaned url
  2020. */
  2021. Tools.CleanUrl = function (url) {
  2022. url = url.replace(/#/mg, "%23");
  2023. return url;
  2024. };
  2025. /**
  2026. * Loads an image as an HTMLImageElement.
  2027. * @param input url string, ArrayBuffer, or Blob to load
  2028. * @param onLoad callback called when the image successfully loads
  2029. * @param onError callback called when the image fails to load
  2030. * @param offlineProvider offline provider for caching
  2031. * @returns the HTMLImageElement of the loaded image
  2032. */
  2033. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2034. var url;
  2035. var usingObjectURL = false;
  2036. if (input instanceof ArrayBuffer) {
  2037. url = URL.createObjectURL(new Blob([input]));
  2038. usingObjectURL = true;
  2039. }
  2040. else if (input instanceof Blob) {
  2041. url = URL.createObjectURL(input);
  2042. usingObjectURL = true;
  2043. }
  2044. else {
  2045. url = Tools.CleanUrl(input);
  2046. url = Tools.PreprocessUrl(input);
  2047. }
  2048. var img = new Image();
  2049. Tools.SetCorsBehavior(url, img);
  2050. var loadHandler = function () {
  2051. if (usingObjectURL && img.src) {
  2052. URL.revokeObjectURL(img.src);
  2053. }
  2054. img.removeEventListener("load", loadHandler);
  2055. img.removeEventListener("error", errorHandler);
  2056. onLoad(img);
  2057. };
  2058. var errorHandler = function (err) {
  2059. if (usingObjectURL && img.src) {
  2060. URL.revokeObjectURL(img.src);
  2061. }
  2062. img.removeEventListener("load", loadHandler);
  2063. img.removeEventListener("error", errorHandler);
  2064. Tools.Error("Error while trying to load image: " + input);
  2065. if (onError) {
  2066. onError("Error while trying to load image: " + input, err);
  2067. }
  2068. };
  2069. img.addEventListener("load", loadHandler);
  2070. img.addEventListener("error", errorHandler);
  2071. var noOfflineSupport = function () {
  2072. img.src = url;
  2073. };
  2074. var loadFromOfflineSupport = function () {
  2075. if (offlineProvider) {
  2076. offlineProvider.loadImage(url, img);
  2077. }
  2078. };
  2079. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2080. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2081. }
  2082. else {
  2083. if (url.indexOf("file:") !== -1) {
  2084. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2085. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2086. try {
  2087. var blobURL;
  2088. try {
  2089. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2090. }
  2091. catch (ex) {
  2092. // Chrome doesn't support oneTimeOnly parameter
  2093. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2094. }
  2095. img.src = blobURL;
  2096. usingObjectURL = true;
  2097. }
  2098. catch (e) {
  2099. img.src = "";
  2100. }
  2101. return img;
  2102. }
  2103. }
  2104. noOfflineSupport();
  2105. }
  2106. return img;
  2107. };
  2108. /**
  2109. * Loads a file
  2110. * @param url url string, ArrayBuffer, or Blob to load
  2111. * @param onSuccess callback called when the file successfully loads
  2112. * @param onProgress callback called while file is loading (if the server supports this mode)
  2113. * @param offlineProvider defines the offline provider for caching
  2114. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2115. * @param onError callback called when the file fails to load
  2116. * @returns a file request object
  2117. */
  2118. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2119. url = Tools.CleanUrl(url);
  2120. url = Tools.PreprocessUrl(url);
  2121. // If file and file input are set
  2122. if (url.indexOf("file:") !== -1) {
  2123. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2124. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2125. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2126. }
  2127. }
  2128. var loadUrl = Tools.BaseUrl + url;
  2129. var aborted = false;
  2130. var fileRequest = {
  2131. onCompleteObservable: new BABYLON.Observable(),
  2132. abort: function () { return aborted = true; },
  2133. };
  2134. var requestFile = function () {
  2135. var request = new XMLHttpRequest();
  2136. var retryHandle = null;
  2137. fileRequest.abort = function () {
  2138. aborted = true;
  2139. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2140. request.abort();
  2141. }
  2142. if (retryHandle !== null) {
  2143. clearTimeout(retryHandle);
  2144. retryHandle = null;
  2145. }
  2146. };
  2147. var retryLoop = function (retryIndex) {
  2148. request.open('GET', loadUrl, true);
  2149. if (useArrayBuffer) {
  2150. request.responseType = "arraybuffer";
  2151. }
  2152. if (onProgress) {
  2153. request.addEventListener("progress", onProgress);
  2154. }
  2155. var onLoadEnd = function () {
  2156. request.removeEventListener("loadend", onLoadEnd);
  2157. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2158. fileRequest.onCompleteObservable.clear();
  2159. };
  2160. request.addEventListener("loadend", onLoadEnd);
  2161. var onReadyStateChange = function () {
  2162. if (aborted) {
  2163. return;
  2164. }
  2165. // In case of undefined state in some browsers.
  2166. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2167. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2168. request.removeEventListener("readystatechange", onReadyStateChange);
  2169. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2170. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2171. return;
  2172. }
  2173. var retryStrategy = Tools.DefaultRetryStrategy;
  2174. if (retryStrategy) {
  2175. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2176. if (waitTime !== -1) {
  2177. // Prevent the request from completing for retry.
  2178. request.removeEventListener("loadend", onLoadEnd);
  2179. request = new XMLHttpRequest();
  2180. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2181. return;
  2182. }
  2183. }
  2184. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2185. if (onError) {
  2186. onError(request, e);
  2187. }
  2188. else {
  2189. throw e;
  2190. }
  2191. }
  2192. };
  2193. request.addEventListener("readystatechange", onReadyStateChange);
  2194. request.send();
  2195. };
  2196. retryLoop(0);
  2197. };
  2198. // Caching all files
  2199. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2200. var noOfflineSupport_1 = function (request) {
  2201. if (request && request.status > 400) {
  2202. if (onError) {
  2203. onError(request);
  2204. }
  2205. }
  2206. else {
  2207. if (!aborted) {
  2208. requestFile();
  2209. }
  2210. }
  2211. };
  2212. var loadFromOfflineSupport = function () {
  2213. // TODO: database needs to support aborting and should return a IFileRequest
  2214. if (aborted) {
  2215. return;
  2216. }
  2217. if (offlineProvider) {
  2218. offlineProvider.loadFile(url, function (data) {
  2219. if (!aborted) {
  2220. onSuccess(data);
  2221. }
  2222. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2223. }, onProgress ? function (event) {
  2224. if (!aborted) {
  2225. onProgress(event);
  2226. }
  2227. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2228. }
  2229. };
  2230. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2231. }
  2232. else {
  2233. requestFile();
  2234. }
  2235. return fileRequest;
  2236. };
  2237. /**
  2238. * Load a script (identified by an url). When the url returns, the
  2239. * content of this file is added into a new script element, attached to the DOM (body element)
  2240. * @param scriptUrl defines the url of the script to laod
  2241. * @param onSuccess defines the callback called when the script is loaded
  2242. * @param onError defines the callback to call if an error occurs
  2243. */
  2244. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2245. if (!Tools.IsWindowObjectExist()) {
  2246. return;
  2247. }
  2248. var head = document.getElementsByTagName('head')[0];
  2249. var script = document.createElement('script');
  2250. script.type = 'text/javascript';
  2251. script.src = scriptUrl;
  2252. script.onload = function () {
  2253. if (onSuccess) {
  2254. onSuccess();
  2255. }
  2256. };
  2257. script.onerror = function (e) {
  2258. if (onError) {
  2259. onError("Unable to load script '" + scriptUrl + "'", e);
  2260. }
  2261. };
  2262. head.appendChild(script);
  2263. };
  2264. /**
  2265. * Loads a file from a blob
  2266. * @param fileToLoad defines the blob to use
  2267. * @param callback defines the callback to call when data is loaded
  2268. * @param progressCallback defines the callback to call during loading process
  2269. * @returns a file request object
  2270. */
  2271. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2272. var reader = new FileReader();
  2273. var request = {
  2274. onCompleteObservable: new BABYLON.Observable(),
  2275. abort: function () { return reader.abort(); },
  2276. };
  2277. reader.onloadend = function (e) {
  2278. request.onCompleteObservable.notifyObservers(request);
  2279. };
  2280. reader.onload = function (e) {
  2281. //target doesn't have result from ts 1.3
  2282. callback(e.target['result']);
  2283. };
  2284. reader.onprogress = progressCallback;
  2285. reader.readAsDataURL(fileToLoad);
  2286. return request;
  2287. };
  2288. /**
  2289. * Loads a file
  2290. * @param fileToLoad defines the file to load
  2291. * @param callback defines the callback to call when data is loaded
  2292. * @param progressCallBack defines the callback to call during loading process
  2293. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2294. * @returns a file request object
  2295. */
  2296. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2297. var reader = new FileReader();
  2298. var request = {
  2299. onCompleteObservable: new BABYLON.Observable(),
  2300. abort: function () { return reader.abort(); },
  2301. };
  2302. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2303. reader.onerror = function (e) {
  2304. Tools.Log("Error while reading file: " + fileToLoad.name);
  2305. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2306. };
  2307. reader.onload = function (e) {
  2308. //target doesn't have result from ts 1.3
  2309. callback(e.target['result']);
  2310. };
  2311. if (progressCallBack) {
  2312. reader.onprogress = progressCallBack;
  2313. }
  2314. if (!useArrayBuffer) {
  2315. // Asynchronous read
  2316. reader.readAsText(fileToLoad);
  2317. }
  2318. else {
  2319. reader.readAsArrayBuffer(fileToLoad);
  2320. }
  2321. return request;
  2322. };
  2323. /**
  2324. * Creates a data url from a given string content
  2325. * @param content defines the content to convert
  2326. * @returns the new data url link
  2327. */
  2328. Tools.FileAsURL = function (content) {
  2329. var fileBlob = new Blob([content]);
  2330. var url = window.URL || window.webkitURL;
  2331. var link = url.createObjectURL(fileBlob);
  2332. return link;
  2333. };
  2334. /**
  2335. * Format the given number to a specific decimal format
  2336. * @param value defines the number to format
  2337. * @param decimals defines the number of decimals to use
  2338. * @returns the formatted string
  2339. */
  2340. Tools.Format = function (value, decimals) {
  2341. if (decimals === void 0) { decimals = 2; }
  2342. return value.toFixed(decimals);
  2343. };
  2344. /**
  2345. * Checks if a given vector is inside a specific range
  2346. * @param v defines the vector to test
  2347. * @param min defines the minimum range
  2348. * @param max defines the maximum range
  2349. */
  2350. Tools.CheckExtends = function (v, min, max) {
  2351. min.minimizeInPlace(v);
  2352. max.maximizeInPlace(v);
  2353. };
  2354. /**
  2355. * Tries to copy an object by duplicating every property
  2356. * @param source defines the source object
  2357. * @param destination defines the target object
  2358. * @param doNotCopyList defines a list of properties to avoid
  2359. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2360. */
  2361. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2362. for (var prop in source) {
  2363. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2364. continue;
  2365. }
  2366. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2367. continue;
  2368. }
  2369. var sourceValue = source[prop];
  2370. var typeOfSourceValue = typeof sourceValue;
  2371. if (typeOfSourceValue === "function") {
  2372. continue;
  2373. }
  2374. try {
  2375. if (typeOfSourceValue === "object") {
  2376. if (sourceValue instanceof Array) {
  2377. destination[prop] = [];
  2378. if (sourceValue.length > 0) {
  2379. if (typeof sourceValue[0] == "object") {
  2380. for (var index = 0; index < sourceValue.length; index++) {
  2381. var clonedValue = cloneValue(sourceValue[index], destination);
  2382. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2383. destination[prop].push(clonedValue);
  2384. }
  2385. }
  2386. }
  2387. else {
  2388. destination[prop] = sourceValue.slice(0);
  2389. }
  2390. }
  2391. }
  2392. else {
  2393. destination[prop] = cloneValue(sourceValue, destination);
  2394. }
  2395. }
  2396. else {
  2397. destination[prop] = sourceValue;
  2398. }
  2399. }
  2400. catch (e) {
  2401. // Just ignore error (it could be because of a read-only property)
  2402. }
  2403. }
  2404. };
  2405. /**
  2406. * Gets a boolean indicating if the given object has no own property
  2407. * @param obj defines the object to test
  2408. * @returns true if object has no own property
  2409. */
  2410. Tools.IsEmpty = function (obj) {
  2411. for (var i in obj) {
  2412. if (obj.hasOwnProperty(i)) {
  2413. return false;
  2414. }
  2415. }
  2416. return true;
  2417. };
  2418. /**
  2419. * Function used to register events at window level
  2420. * @param events defines the events to register
  2421. */
  2422. Tools.RegisterTopRootEvents = function (events) {
  2423. for (var index = 0; index < events.length; index++) {
  2424. var event = events[index];
  2425. window.addEventListener(event.name, event.handler, false);
  2426. try {
  2427. if (window.parent) {
  2428. window.parent.addEventListener(event.name, event.handler, false);
  2429. }
  2430. }
  2431. catch (e) {
  2432. // Silently fails...
  2433. }
  2434. }
  2435. };
  2436. /**
  2437. * Function used to unregister events from window level
  2438. * @param events defines the events to unregister
  2439. */
  2440. Tools.UnregisterTopRootEvents = function (events) {
  2441. for (var index = 0; index < events.length; index++) {
  2442. var event = events[index];
  2443. window.removeEventListener(event.name, event.handler);
  2444. try {
  2445. if (window.parent) {
  2446. window.parent.removeEventListener(event.name, event.handler);
  2447. }
  2448. }
  2449. catch (e) {
  2450. // Silently fails...
  2451. }
  2452. }
  2453. };
  2454. /**
  2455. * Dumps the current bound framebuffer
  2456. * @param width defines the rendering width
  2457. * @param height defines the rendering height
  2458. * @param engine defines the hosting engine
  2459. * @param successCallback defines the callback triggered once the data are available
  2460. * @param mimeType defines the mime type of the result
  2461. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2462. */
  2463. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2464. if (mimeType === void 0) { mimeType = "image/png"; }
  2465. // Read the contents of the framebuffer
  2466. var numberOfChannelsByLine = width * 4;
  2467. var halfHeight = height / 2;
  2468. //Reading datas from WebGL
  2469. var data = engine.readPixels(0, 0, width, height);
  2470. //To flip image on Y axis.
  2471. for (var i = 0; i < halfHeight; i++) {
  2472. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2473. var currentCell = j + i * numberOfChannelsByLine;
  2474. var targetLine = height - i - 1;
  2475. var targetCell = j + targetLine * numberOfChannelsByLine;
  2476. var temp = data[currentCell];
  2477. data[currentCell] = data[targetCell];
  2478. data[targetCell] = temp;
  2479. }
  2480. }
  2481. // Create a 2D canvas to store the result
  2482. if (!screenshotCanvas) {
  2483. screenshotCanvas = document.createElement('canvas');
  2484. }
  2485. screenshotCanvas.width = width;
  2486. screenshotCanvas.height = height;
  2487. var context = screenshotCanvas.getContext('2d');
  2488. if (context) {
  2489. // Copy the pixels to a 2D canvas
  2490. var imageData = context.createImageData(width, height);
  2491. var castData = (imageData.data);
  2492. castData.set(data);
  2493. context.putImageData(imageData, 0, 0);
  2494. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2495. }
  2496. };
  2497. /**
  2498. * Converts the canvas data to blob.
  2499. * This acts as a polyfill for browsers not supporting the to blob function.
  2500. * @param canvas Defines the canvas to extract the data from
  2501. * @param successCallback Defines the callback triggered once the data are available
  2502. * @param mimeType Defines the mime type of the result
  2503. */
  2504. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2505. if (mimeType === void 0) { mimeType = "image/png"; }
  2506. // We need HTMLCanvasElement.toBlob for HD screenshots
  2507. if (!canvas.toBlob) {
  2508. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2509. canvas.toBlob = function (callback, type, quality) {
  2510. var _this = this;
  2511. setTimeout(function () {
  2512. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2513. for (var i = 0; i < len; i++) {
  2514. arr[i] = binStr.charCodeAt(i);
  2515. }
  2516. callback(new Blob([arr]));
  2517. });
  2518. };
  2519. }
  2520. canvas.toBlob(function (blob) {
  2521. successCallback(blob);
  2522. }, mimeType);
  2523. };
  2524. /**
  2525. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2526. * @param successCallback defines the callback triggered once the data are available
  2527. * @param mimeType defines the mime type of the result
  2528. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2529. */
  2530. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2531. if (mimeType === void 0) { mimeType = "image/png"; }
  2532. if (successCallback) {
  2533. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2534. successCallback(base64Image);
  2535. }
  2536. else {
  2537. this.ToBlob(screenshotCanvas, function (blob) {
  2538. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2539. if (("download" in document.createElement("a"))) {
  2540. if (!fileName) {
  2541. var date = new Date();
  2542. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2543. fileName = "screenshot_" + stringDate + ".png";
  2544. }
  2545. Tools.Download(blob, fileName);
  2546. }
  2547. else {
  2548. var url = URL.createObjectURL(blob);
  2549. var newWindow = window.open("");
  2550. if (!newWindow) {
  2551. return;
  2552. }
  2553. var img = newWindow.document.createElement("img");
  2554. img.onload = function () {
  2555. // no longer need to read the blob so it's revoked
  2556. URL.revokeObjectURL(url);
  2557. };
  2558. img.src = url;
  2559. newWindow.document.body.appendChild(img);
  2560. }
  2561. }, mimeType);
  2562. }
  2563. };
  2564. /**
  2565. * Downloads a blob in the browser
  2566. * @param blob defines the blob to download
  2567. * @param fileName defines the name of the downloaded file
  2568. */
  2569. Tools.Download = function (blob, fileName) {
  2570. if (navigator && navigator.msSaveBlob) {
  2571. navigator.msSaveBlob(blob, fileName);
  2572. return;
  2573. }
  2574. var url = window.URL.createObjectURL(blob);
  2575. var a = document.createElement("a");
  2576. document.body.appendChild(a);
  2577. a.style.display = "none";
  2578. a.href = url;
  2579. a.download = fileName;
  2580. a.addEventListener("click", function () {
  2581. if (a.parentElement) {
  2582. a.parentElement.removeChild(a);
  2583. }
  2584. });
  2585. a.click();
  2586. window.URL.revokeObjectURL(url);
  2587. };
  2588. /**
  2589. * Captures a screenshot of the current rendering
  2590. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2591. * @param engine defines the rendering engine
  2592. * @param camera defines the source camera
  2593. * @param size This parameter can be set to a single number or to an object with the
  2594. * following (optional) properties: precision, width, height. If a single number is passed,
  2595. * it will be used for both width and height. If an object is passed, the screenshot size
  2596. * will be derived from the parameters. The precision property is a multiplier allowing
  2597. * rendering at a higher or lower resolution
  2598. * @param successCallback defines the callback receives a single parameter which contains the
  2599. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2600. * src parameter of an <img> to display it
  2601. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2602. * Check your browser for supported MIME types
  2603. */
  2604. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2605. if (mimeType === void 0) { mimeType = "image/png"; }
  2606. var width;
  2607. var height;
  2608. // If a precision value is specified
  2609. if (size.precision) {
  2610. width = Math.round(engine.getRenderWidth() * size.precision);
  2611. height = Math.round(width / engine.getAspectRatio(camera));
  2612. }
  2613. else if (size.width && size.height) {
  2614. width = size.width;
  2615. height = size.height;
  2616. }
  2617. //If passing only width, computing height to keep display canvas ratio.
  2618. else if (size.width && !size.height) {
  2619. width = size.width;
  2620. height = Math.round(width / engine.getAspectRatio(camera));
  2621. }
  2622. //If passing only height, computing width to keep display canvas ratio.
  2623. else if (size.height && !size.width) {
  2624. height = size.height;
  2625. width = Math.round(height * engine.getAspectRatio(camera));
  2626. }
  2627. //Assuming here that "size" parameter is a number
  2628. else if (!isNaN(size)) {
  2629. height = size;
  2630. width = size;
  2631. }
  2632. else {
  2633. Tools.Error("Invalid 'size' parameter !");
  2634. return;
  2635. }
  2636. if (!screenshotCanvas) {
  2637. screenshotCanvas = document.createElement('canvas');
  2638. }
  2639. screenshotCanvas.width = width;
  2640. screenshotCanvas.height = height;
  2641. var renderContext = screenshotCanvas.getContext("2d");
  2642. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2643. var newWidth = width;
  2644. var newHeight = newWidth / ratio;
  2645. if (newHeight > height) {
  2646. newHeight = height;
  2647. newWidth = newHeight * ratio;
  2648. }
  2649. var offsetX = Math.max(0, width - newWidth) / 2;
  2650. var offsetY = Math.max(0, height - newHeight) / 2;
  2651. var renderingCanvas = engine.getRenderingCanvas();
  2652. if (renderContext && renderingCanvas) {
  2653. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2654. }
  2655. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2656. };
  2657. /**
  2658. * Generates an image screenshot from the specified camera.
  2659. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2660. * @param engine The engine to use for rendering
  2661. * @param camera The camera to use for rendering
  2662. * @param size This parameter can be set to a single number or to an object with the
  2663. * following (optional) properties: precision, width, height. If a single number is passed,
  2664. * it will be used for both width and height. If an object is passed, the screenshot size
  2665. * will be derived from the parameters. The precision property is a multiplier allowing
  2666. * rendering at a higher or lower resolution
  2667. * @param successCallback The callback receives a single parameter which contains the
  2668. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2669. * src parameter of an <img> to display it
  2670. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2671. * Check your browser for supported MIME types
  2672. * @param samples Texture samples (default: 1)
  2673. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2674. * @param fileName A name for for the downloaded file.
  2675. */
  2676. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2677. if (mimeType === void 0) { mimeType = "image/png"; }
  2678. if (samples === void 0) { samples = 1; }
  2679. if (antialiasing === void 0) { antialiasing = false; }
  2680. var width;
  2681. var height;
  2682. //If a precision value is specified
  2683. if (size.precision) {
  2684. width = Math.round(engine.getRenderWidth() * size.precision);
  2685. height = Math.round(width / engine.getAspectRatio(camera));
  2686. size = { width: width, height: height };
  2687. }
  2688. else if (size.width && size.height) {
  2689. width = size.width;
  2690. height = size.height;
  2691. }
  2692. //If passing only width, computing height to keep display canvas ratio.
  2693. else if (size.width && !size.height) {
  2694. width = size.width;
  2695. height = Math.round(width / engine.getAspectRatio(camera));
  2696. size = { width: width, height: height };
  2697. }
  2698. //If passing only height, computing width to keep display canvas ratio.
  2699. else if (size.height && !size.width) {
  2700. height = size.height;
  2701. width = Math.round(height * engine.getAspectRatio(camera));
  2702. size = { width: width, height: height };
  2703. }
  2704. //Assuming here that "size" parameter is a number
  2705. else if (!isNaN(size)) {
  2706. height = size;
  2707. width = size;
  2708. }
  2709. else {
  2710. Tools.Error("Invalid 'size' parameter !");
  2711. return;
  2712. }
  2713. var scene = camera.getScene();
  2714. var previousCamera = null;
  2715. if (scene.activeCamera !== camera) {
  2716. previousCamera = scene.activeCamera;
  2717. scene.activeCamera = camera;
  2718. }
  2719. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2720. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2721. texture.renderList = null;
  2722. texture.samples = samples;
  2723. if (antialiasing) {
  2724. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2725. }
  2726. texture.onAfterRenderObservable.add(function () {
  2727. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2728. });
  2729. scene.incrementRenderId();
  2730. scene.resetCachedMaterial();
  2731. texture.render(true);
  2732. texture.dispose();
  2733. if (previousCamera) {
  2734. scene.activeCamera = previousCamera;
  2735. }
  2736. camera.getProjectionMatrix(true); // Force cache refresh;
  2737. };
  2738. /**
  2739. * Validates if xhr data is correct
  2740. * @param xhr defines the request to validate
  2741. * @param dataType defines the expected data type
  2742. * @returns true if data is correct
  2743. */
  2744. Tools.ValidateXHRData = function (xhr, dataType) {
  2745. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2746. if (dataType === void 0) { dataType = 7; }
  2747. try {
  2748. if (dataType & 1) {
  2749. if (xhr.responseText && xhr.responseText.length > 0) {
  2750. return true;
  2751. }
  2752. else if (dataType === 1) {
  2753. return false;
  2754. }
  2755. }
  2756. if (dataType & 2) {
  2757. // Check header width and height since there is no "TGA" magic number
  2758. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2759. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2760. return true;
  2761. }
  2762. else if (dataType === 2) {
  2763. return false;
  2764. }
  2765. }
  2766. if (dataType & 4) {
  2767. // Check for the "DDS" magic number
  2768. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2769. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2770. return true;
  2771. }
  2772. else {
  2773. return false;
  2774. }
  2775. }
  2776. }
  2777. catch (e) {
  2778. // Global protection
  2779. }
  2780. return false;
  2781. };
  2782. /**
  2783. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2784. * Be aware Math.random() could cause collisions, but:
  2785. * "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"
  2786. * @returns a pseudo random id
  2787. */
  2788. Tools.RandomId = function () {
  2789. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2790. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2791. return v.toString(16);
  2792. });
  2793. };
  2794. /**
  2795. * Test if the given uri is a base64 string
  2796. * @param uri The uri to test
  2797. * @return True if the uri is a base64 string or false otherwise
  2798. */
  2799. Tools.IsBase64 = function (uri) {
  2800. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2801. };
  2802. /**
  2803. * Decode the given base64 uri.
  2804. * @param uri The uri to decode
  2805. * @return The decoded base64 data.
  2806. */
  2807. Tools.DecodeBase64 = function (uri) {
  2808. var decodedString = atob(uri.split(",")[1]);
  2809. var bufferLength = decodedString.length;
  2810. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2811. for (var i = 0; i < bufferLength; i++) {
  2812. bufferView[i] = decodedString.charCodeAt(i);
  2813. }
  2814. return bufferView.buffer;
  2815. };
  2816. Tools._AddLogEntry = function (entry) {
  2817. Tools._LogCache = entry + Tools._LogCache;
  2818. if (Tools.OnNewCacheEntry) {
  2819. Tools.OnNewCacheEntry(entry);
  2820. }
  2821. };
  2822. Tools._FormatMessage = function (message) {
  2823. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2824. var date = new Date();
  2825. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2826. };
  2827. Tools._LogDisabled = function (message) {
  2828. // nothing to do
  2829. };
  2830. Tools._LogEnabled = function (message) {
  2831. var formattedMessage = Tools._FormatMessage(message);
  2832. console.log("BJS - " + formattedMessage);
  2833. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2834. Tools._AddLogEntry(entry);
  2835. };
  2836. Tools._WarnDisabled = function (message) {
  2837. // nothing to do
  2838. };
  2839. Tools._WarnEnabled = function (message) {
  2840. var formattedMessage = Tools._FormatMessage(message);
  2841. console.warn("BJS - " + formattedMessage);
  2842. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2843. Tools._AddLogEntry(entry);
  2844. };
  2845. Tools._ErrorDisabled = function (message) {
  2846. // nothing to do
  2847. };
  2848. Tools._ErrorEnabled = function (message) {
  2849. Tools.errorsCount++;
  2850. var formattedMessage = Tools._FormatMessage(message);
  2851. console.error("BJS - " + formattedMessage);
  2852. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2853. Tools._AddLogEntry(entry);
  2854. };
  2855. Object.defineProperty(Tools, "LogCache", {
  2856. /**
  2857. * Gets current log cache (list of logs)
  2858. */
  2859. get: function () {
  2860. return Tools._LogCache;
  2861. },
  2862. enumerable: true,
  2863. configurable: true
  2864. });
  2865. /**
  2866. * Clears the log cache
  2867. */
  2868. Tools.ClearLogCache = function () {
  2869. Tools._LogCache = "";
  2870. Tools.errorsCount = 0;
  2871. };
  2872. Object.defineProperty(Tools, "LogLevels", {
  2873. /**
  2874. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2875. */
  2876. set: function (level) {
  2877. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2878. Tools.Log = Tools._LogEnabled;
  2879. }
  2880. else {
  2881. Tools.Log = Tools._LogDisabled;
  2882. }
  2883. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2884. Tools.Warn = Tools._WarnEnabled;
  2885. }
  2886. else {
  2887. Tools.Warn = Tools._WarnDisabled;
  2888. }
  2889. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2890. Tools.Error = Tools._ErrorEnabled;
  2891. }
  2892. else {
  2893. Tools.Error = Tools._ErrorDisabled;
  2894. }
  2895. },
  2896. enumerable: true,
  2897. configurable: true
  2898. });
  2899. /**
  2900. * Checks if the loaded document was accessed via `file:`-Protocol.
  2901. * @returns boolean
  2902. */
  2903. Tools.IsFileURL = function () {
  2904. return location.protocol === "file:";
  2905. };
  2906. /**
  2907. * Checks if the window object exists
  2908. * @returns true if the window object exists
  2909. */
  2910. Tools.IsWindowObjectExist = function () {
  2911. return (typeof window) !== "undefined";
  2912. };
  2913. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2914. /**
  2915. * Sets the current performance log level
  2916. */
  2917. set: function (level) {
  2918. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2919. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2920. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2921. return;
  2922. }
  2923. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  2924. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  2925. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  2926. return;
  2927. }
  2928. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2929. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2930. },
  2931. enumerable: true,
  2932. configurable: true
  2933. });
  2934. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  2935. };
  2936. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  2937. };
  2938. Tools._StartUserMark = function (counterName, condition) {
  2939. if (condition === void 0) { condition = true; }
  2940. if (!Tools._performance) {
  2941. if (!Tools.IsWindowObjectExist()) {
  2942. return;
  2943. }
  2944. Tools._performance = window.performance;
  2945. }
  2946. if (!condition || !Tools._performance.mark) {
  2947. return;
  2948. }
  2949. Tools._performance.mark(counterName + "-Begin");
  2950. };
  2951. Tools._EndUserMark = function (counterName, condition) {
  2952. if (condition === void 0) { condition = true; }
  2953. if (!condition || !Tools._performance.mark) {
  2954. return;
  2955. }
  2956. Tools._performance.mark(counterName + "-End");
  2957. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  2958. };
  2959. Tools._StartPerformanceConsole = function (counterName, condition) {
  2960. if (condition === void 0) { condition = true; }
  2961. if (!condition) {
  2962. return;
  2963. }
  2964. Tools._StartUserMark(counterName, condition);
  2965. if (console.time) {
  2966. console.time(counterName);
  2967. }
  2968. };
  2969. Tools._EndPerformanceConsole = function (counterName, condition) {
  2970. if (condition === void 0) { condition = true; }
  2971. if (!condition) {
  2972. return;
  2973. }
  2974. Tools._EndUserMark(counterName, condition);
  2975. if (console.time) {
  2976. console.timeEnd(counterName);
  2977. }
  2978. };
  2979. Object.defineProperty(Tools, "Now", {
  2980. /**
  2981. * Gets either window.performance.now() if supported or Date.now() else
  2982. */
  2983. get: function () {
  2984. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  2985. return window.performance.now();
  2986. }
  2987. return Date.now();
  2988. },
  2989. enumerable: true,
  2990. configurable: true
  2991. });
  2992. /**
  2993. * This method will return the name of the class used to create the instance of the given object.
  2994. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  2995. * @param object the object to get the class name from
  2996. * @param isType defines if the object is actually a type
  2997. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  2998. */
  2999. Tools.GetClassName = function (object, isType) {
  3000. if (isType === void 0) { isType = false; }
  3001. var name = null;
  3002. if (!isType && object.getClassName) {
  3003. name = object.getClassName();
  3004. }
  3005. else {
  3006. if (object instanceof Object) {
  3007. var classObj = isType ? object : Object.getPrototypeOf(object);
  3008. name = classObj.constructor["__bjsclassName__"];
  3009. }
  3010. if (!name) {
  3011. name = typeof object;
  3012. }
  3013. }
  3014. return name;
  3015. };
  3016. /**
  3017. * Gets the first element of an array satisfying a given predicate
  3018. * @param array defines the array to browse
  3019. * @param predicate defines the predicate to use
  3020. * @returns null if not found or the element
  3021. */
  3022. Tools.First = function (array, predicate) {
  3023. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3024. var el = array_1[_i];
  3025. if (predicate(el)) {
  3026. return el;
  3027. }
  3028. }
  3029. return null;
  3030. };
  3031. /**
  3032. * This method will return the name of the full name of the class, including its owning module (if any).
  3033. * 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).
  3034. * @param object the object to get the class name from
  3035. * @param isType defines if the object is actually a type
  3036. * @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.
  3037. * @ignorenaming
  3038. */
  3039. Tools.getFullClassName = function (object, isType) {
  3040. if (isType === void 0) { isType = false; }
  3041. var className = null;
  3042. var moduleName = null;
  3043. if (!isType && object.getClassName) {
  3044. className = object.getClassName();
  3045. }
  3046. else {
  3047. if (object instanceof Object) {
  3048. var classObj = isType ? object : Object.getPrototypeOf(object);
  3049. className = classObj.constructor["__bjsclassName__"];
  3050. moduleName = classObj.constructor["__bjsmoduleName__"];
  3051. }
  3052. if (!className) {
  3053. className = typeof object;
  3054. }
  3055. }
  3056. if (!className) {
  3057. return null;
  3058. }
  3059. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3060. };
  3061. /**
  3062. * Returns a promise that resolves after the given amount of time.
  3063. * @param delay Number of milliseconds to delay
  3064. * @returns Promise that resolves after the given amount of time
  3065. */
  3066. Tools.DelayAsync = function (delay) {
  3067. return new Promise(function (resolve) {
  3068. setTimeout(function () {
  3069. resolve();
  3070. }, delay);
  3071. });
  3072. };
  3073. /**
  3074. * Gets the current gradient from an array of IValueGradient
  3075. * @param ratio defines the current ratio to get
  3076. * @param gradients defines the array of IValueGradient
  3077. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3078. */
  3079. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3080. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3081. var currentGradient = gradients[gradientIndex];
  3082. var nextGradient = gradients[gradientIndex + 1];
  3083. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3084. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3085. updateFunc(currentGradient, nextGradient, scale);
  3086. return;
  3087. }
  3088. }
  3089. // Use last index if over
  3090. var lastIndex = gradients.length - 1;
  3091. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3092. };
  3093. /**
  3094. * Gets or sets the base URL to use to load assets
  3095. */
  3096. Tools.BaseUrl = "";
  3097. /**
  3098. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3099. */
  3100. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3101. /**
  3102. * Default behaviour for cors in the application.
  3103. * It can be a string if the expected behavior is identical in the entire app.
  3104. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3105. */
  3106. Tools.CorsBehavior = "anonymous";
  3107. /**
  3108. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3109. * @ignorenaming
  3110. */
  3111. Tools.UseFallbackTexture = true;
  3112. /**
  3113. * Use this object to register external classes like custom textures or material
  3114. * to allow the laoders to instantiate them
  3115. */
  3116. Tools.RegisteredExternalClasses = {};
  3117. /**
  3118. * Texture content used if a texture cannot loaded
  3119. * @ignorenaming
  3120. */
  3121. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3122. Tools._tmpFloatArray = new Float32Array(1);
  3123. /**
  3124. * Gets or sets a function used to pre-process url before using them to load assets
  3125. */
  3126. Tools.PreprocessUrl = function (url) {
  3127. return url;
  3128. };
  3129. // Logs
  3130. /**
  3131. * No log
  3132. */
  3133. Tools.NoneLogLevel = 0;
  3134. /**
  3135. * Only message logs
  3136. */
  3137. Tools.MessageLogLevel = 1;
  3138. /**
  3139. * Only warning logs
  3140. */
  3141. Tools.WarningLogLevel = 2;
  3142. /**
  3143. * Only error logs
  3144. */
  3145. Tools.ErrorLogLevel = 4;
  3146. /**
  3147. * All logs
  3148. */
  3149. Tools.AllLogLevel = 7;
  3150. Tools._LogCache = "";
  3151. /**
  3152. * Gets a value indicating the number of loading errors
  3153. * @ignorenaming
  3154. */
  3155. Tools.errorsCount = 0;
  3156. /**
  3157. * Log a message to the console
  3158. */
  3159. Tools.Log = Tools._LogEnabled;
  3160. /**
  3161. * Write a warning message to the console
  3162. */
  3163. Tools.Warn = Tools._WarnEnabled;
  3164. /**
  3165. * Write an error message to the console
  3166. */
  3167. Tools.Error = Tools._ErrorEnabled;
  3168. // Performances
  3169. /**
  3170. * No performance log
  3171. */
  3172. Tools.PerformanceNoneLogLevel = 0;
  3173. /**
  3174. * Use user marks to log performance
  3175. */
  3176. Tools.PerformanceUserMarkLogLevel = 1;
  3177. /**
  3178. * Log performance to the console
  3179. */
  3180. Tools.PerformanceConsoleLogLevel = 2;
  3181. /**
  3182. * Starts a performance counter
  3183. */
  3184. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3185. /**
  3186. * Ends a specific performance coutner
  3187. */
  3188. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3189. return Tools;
  3190. }());
  3191. BABYLON.Tools = Tools;
  3192. /**
  3193. * This class is used to track a performance counter which is number based.
  3194. * The user has access to many properties which give statistics of different nature.
  3195. *
  3196. * The implementer can track two kinds of Performance Counter: time and count.
  3197. * 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.
  3198. * 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.
  3199. */
  3200. var PerfCounter = /** @class */ (function () {
  3201. /**
  3202. * Creates a new counter
  3203. */
  3204. function PerfCounter() {
  3205. this._startMonitoringTime = 0;
  3206. this._min = 0;
  3207. this._max = 0;
  3208. this._average = 0;
  3209. this._lastSecAverage = 0;
  3210. this._current = 0;
  3211. this._totalValueCount = 0;
  3212. this._totalAccumulated = 0;
  3213. this._lastSecAccumulated = 0;
  3214. this._lastSecTime = 0;
  3215. this._lastSecValueCount = 0;
  3216. }
  3217. Object.defineProperty(PerfCounter.prototype, "min", {
  3218. /**
  3219. * Returns the smallest value ever
  3220. */
  3221. get: function () {
  3222. return this._min;
  3223. },
  3224. enumerable: true,
  3225. configurable: true
  3226. });
  3227. Object.defineProperty(PerfCounter.prototype, "max", {
  3228. /**
  3229. * Returns the biggest value ever
  3230. */
  3231. get: function () {
  3232. return this._max;
  3233. },
  3234. enumerable: true,
  3235. configurable: true
  3236. });
  3237. Object.defineProperty(PerfCounter.prototype, "average", {
  3238. /**
  3239. * Returns the average value since the performance counter is running
  3240. */
  3241. get: function () {
  3242. return this._average;
  3243. },
  3244. enumerable: true,
  3245. configurable: true
  3246. });
  3247. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3248. /**
  3249. * Returns the average value of the last second the counter was monitored
  3250. */
  3251. get: function () {
  3252. return this._lastSecAverage;
  3253. },
  3254. enumerable: true,
  3255. configurable: true
  3256. });
  3257. Object.defineProperty(PerfCounter.prototype, "current", {
  3258. /**
  3259. * Returns the current value
  3260. */
  3261. get: function () {
  3262. return this._current;
  3263. },
  3264. enumerable: true,
  3265. configurable: true
  3266. });
  3267. Object.defineProperty(PerfCounter.prototype, "total", {
  3268. /**
  3269. * Gets the accumulated total
  3270. */
  3271. get: function () {
  3272. return this._totalAccumulated;
  3273. },
  3274. enumerable: true,
  3275. configurable: true
  3276. });
  3277. Object.defineProperty(PerfCounter.prototype, "count", {
  3278. /**
  3279. * Gets the total value count
  3280. */
  3281. get: function () {
  3282. return this._totalValueCount;
  3283. },
  3284. enumerable: true,
  3285. configurable: true
  3286. });
  3287. /**
  3288. * Call this method to start monitoring a new frame.
  3289. * 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.
  3290. */
  3291. PerfCounter.prototype.fetchNewFrame = function () {
  3292. this._totalValueCount++;
  3293. this._current = 0;
  3294. this._lastSecValueCount++;
  3295. };
  3296. /**
  3297. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3298. * @param newCount the count value to add to the monitored count
  3299. * @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.
  3300. */
  3301. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3302. if (!PerfCounter.Enabled) {
  3303. return;
  3304. }
  3305. this._current += newCount;
  3306. if (fetchResult) {
  3307. this._fetchResult();
  3308. }
  3309. };
  3310. /**
  3311. * Start monitoring this performance counter
  3312. */
  3313. PerfCounter.prototype.beginMonitoring = function () {
  3314. if (!PerfCounter.Enabled) {
  3315. return;
  3316. }
  3317. this._startMonitoringTime = Tools.Now;
  3318. };
  3319. /**
  3320. * Compute the time lapsed since the previous beginMonitoring() call.
  3321. * @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
  3322. */
  3323. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3324. if (newFrame === void 0) { newFrame = true; }
  3325. if (!PerfCounter.Enabled) {
  3326. return;
  3327. }
  3328. if (newFrame) {
  3329. this.fetchNewFrame();
  3330. }
  3331. var currentTime = Tools.Now;
  3332. this._current = currentTime - this._startMonitoringTime;
  3333. if (newFrame) {
  3334. this._fetchResult();
  3335. }
  3336. };
  3337. PerfCounter.prototype._fetchResult = function () {
  3338. this._totalAccumulated += this._current;
  3339. this._lastSecAccumulated += this._current;
  3340. // Min/Max update
  3341. this._min = Math.min(this._min, this._current);
  3342. this._max = Math.max(this._max, this._current);
  3343. this._average = this._totalAccumulated / this._totalValueCount;
  3344. // Reset last sec?
  3345. var now = Tools.Now;
  3346. if ((now - this._lastSecTime) > 1000) {
  3347. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3348. this._lastSecTime = now;
  3349. this._lastSecAccumulated = 0;
  3350. this._lastSecValueCount = 0;
  3351. }
  3352. };
  3353. /**
  3354. * Gets or sets a global boolean to turn on and off all the counters
  3355. */
  3356. PerfCounter.Enabled = true;
  3357. return PerfCounter;
  3358. }());
  3359. BABYLON.PerfCounter = PerfCounter;
  3360. /**
  3361. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3362. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3363. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3364. * @param name The name of the class, case should be preserved
  3365. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3366. */
  3367. function className(name, module) {
  3368. return function (target) {
  3369. target["__bjsclassName__"] = name;
  3370. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3371. };
  3372. }
  3373. BABYLON.className = className;
  3374. /**
  3375. * An implementation of a loop for asynchronous functions.
  3376. */
  3377. var AsyncLoop = /** @class */ (function () {
  3378. /**
  3379. * Constructor.
  3380. * @param iterations the number of iterations.
  3381. * @param func the function to run each iteration
  3382. * @param successCallback the callback that will be called upon succesful execution
  3383. * @param offset starting offset.
  3384. */
  3385. function AsyncLoop(
  3386. /**
  3387. * Defines the number of iterations for the loop
  3388. */
  3389. iterations, func, successCallback, offset) {
  3390. if (offset === void 0) { offset = 0; }
  3391. this.iterations = iterations;
  3392. this.index = offset - 1;
  3393. this._done = false;
  3394. this._fn = func;
  3395. this._successCallback = successCallback;
  3396. }
  3397. /**
  3398. * Execute the next iteration. Must be called after the last iteration was finished.
  3399. */
  3400. AsyncLoop.prototype.executeNext = function () {
  3401. if (!this._done) {
  3402. if (this.index + 1 < this.iterations) {
  3403. ++this.index;
  3404. this._fn(this);
  3405. }
  3406. else {
  3407. this.breakLoop();
  3408. }
  3409. }
  3410. };
  3411. /**
  3412. * Break the loop and run the success callback.
  3413. */
  3414. AsyncLoop.prototype.breakLoop = function () {
  3415. this._done = true;
  3416. this._successCallback();
  3417. };
  3418. /**
  3419. * Create and run an async loop.
  3420. * @param iterations the number of iterations.
  3421. * @param fn the function to run each iteration
  3422. * @param successCallback the callback that will be called upon succesful execution
  3423. * @param offset starting offset.
  3424. * @returns the created async loop object
  3425. */
  3426. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3427. if (offset === void 0) { offset = 0; }
  3428. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3429. loop.executeNext();
  3430. return loop;
  3431. };
  3432. /**
  3433. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3434. * @param iterations total number of iterations
  3435. * @param syncedIterations number of synchronous iterations in each async iteration.
  3436. * @param fn the function to call each iteration.
  3437. * @param callback a success call back that will be called when iterating stops.
  3438. * @param breakFunction a break condition (optional)
  3439. * @param timeout timeout settings for the setTimeout function. default - 0.
  3440. * @returns the created async loop object
  3441. */
  3442. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3443. if (timeout === void 0) { timeout = 0; }
  3444. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3445. if (breakFunction && breakFunction()) {
  3446. loop.breakLoop();
  3447. }
  3448. else {
  3449. setTimeout(function () {
  3450. for (var i = 0; i < syncedIterations; ++i) {
  3451. var iteration = (loop.index * syncedIterations) + i;
  3452. if (iteration >= iterations) {
  3453. break;
  3454. }
  3455. fn(iteration);
  3456. if (breakFunction && breakFunction()) {
  3457. loop.breakLoop();
  3458. break;
  3459. }
  3460. }
  3461. loop.executeNext();
  3462. }, timeout);
  3463. }
  3464. }, callback);
  3465. };
  3466. return AsyncLoop;
  3467. }());
  3468. BABYLON.AsyncLoop = AsyncLoop;
  3469. })(BABYLON || (BABYLON = {}));
  3470. //# sourceMappingURL=babylon.tools.js.map
  3471. var BABYLON;
  3472. (function (BABYLON) {
  3473. /**
  3474. * Constant used to convert a value to gamma space
  3475. * @ignorenaming
  3476. */
  3477. BABYLON.ToGammaSpace = 1 / 2.2;
  3478. /**
  3479. * Constant used to convert a value to linear space
  3480. * @ignorenaming
  3481. */
  3482. BABYLON.ToLinearSpace = 2.2;
  3483. /**
  3484. * Constant used to define the minimal number value in Babylon.js
  3485. * @ignorenaming
  3486. */
  3487. BABYLON.Epsilon = 0.001;
  3488. /**
  3489. * Class used to hold a RBG color
  3490. */
  3491. var Color3 = /** @class */ (function () {
  3492. /**
  3493. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3494. * @param r defines the red component (between 0 and 1, default is 0)
  3495. * @param g defines the green component (between 0 and 1, default is 0)
  3496. * @param b defines the blue component (between 0 and 1, default is 0)
  3497. */
  3498. function Color3(
  3499. /**
  3500. * Defines the red component (between 0 and 1, default is 0)
  3501. */
  3502. r,
  3503. /**
  3504. * Defines the green component (between 0 and 1, default is 0)
  3505. */
  3506. g,
  3507. /**
  3508. * Defines the blue component (between 0 and 1, default is 0)
  3509. */
  3510. b) {
  3511. if (r === void 0) { r = 0; }
  3512. if (g === void 0) { g = 0; }
  3513. if (b === void 0) { b = 0; }
  3514. this.r = r;
  3515. this.g = g;
  3516. this.b = b;
  3517. }
  3518. /**
  3519. * Creates a string with the Color3 current values
  3520. * @returns the string representation of the Color3 object
  3521. */
  3522. Color3.prototype.toString = function () {
  3523. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3524. };
  3525. /**
  3526. * Returns the string "Color3"
  3527. * @returns "Color3"
  3528. */
  3529. Color3.prototype.getClassName = function () {
  3530. return "Color3";
  3531. };
  3532. /**
  3533. * Compute the Color3 hash code
  3534. * @returns an unique number that can be used to hash Color3 objects
  3535. */
  3536. Color3.prototype.getHashCode = function () {
  3537. var hash = this.r || 0;
  3538. hash = (hash * 397) ^ (this.g || 0);
  3539. hash = (hash * 397) ^ (this.b || 0);
  3540. return hash;
  3541. };
  3542. // Operators
  3543. /**
  3544. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3545. * @param array defines the array where to store the r,g,b components
  3546. * @param index defines an optional index in the target array to define where to start storing values
  3547. * @returns the current Color3 object
  3548. */
  3549. Color3.prototype.toArray = function (array, index) {
  3550. if (index === undefined) {
  3551. index = 0;
  3552. }
  3553. array[index] = this.r;
  3554. array[index + 1] = this.g;
  3555. array[index + 2] = this.b;
  3556. return this;
  3557. };
  3558. /**
  3559. * Returns a new Color4 object from the current Color3 and the given alpha
  3560. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3561. * @returns a new Color4 object
  3562. */
  3563. Color3.prototype.toColor4 = function (alpha) {
  3564. if (alpha === void 0) { alpha = 1; }
  3565. return new Color4(this.r, this.g, this.b, alpha);
  3566. };
  3567. /**
  3568. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3569. * @returns the new array
  3570. */
  3571. Color3.prototype.asArray = function () {
  3572. var result = new Array();
  3573. this.toArray(result, 0);
  3574. return result;
  3575. };
  3576. /**
  3577. * Returns the luminance value
  3578. * @returns a float value
  3579. */
  3580. Color3.prototype.toLuminance = function () {
  3581. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3582. };
  3583. /**
  3584. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3585. * @param otherColor defines the second operand
  3586. * @returns the new Color3 object
  3587. */
  3588. Color3.prototype.multiply = function (otherColor) {
  3589. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3590. };
  3591. /**
  3592. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3593. * @param otherColor defines the second operand
  3594. * @param result defines the Color3 object where to store the result
  3595. * @returns the current Color3
  3596. */
  3597. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3598. result.r = this.r * otherColor.r;
  3599. result.g = this.g * otherColor.g;
  3600. result.b = this.b * otherColor.b;
  3601. return this;
  3602. };
  3603. /**
  3604. * Determines equality between Color3 objects
  3605. * @param otherColor defines the second operand
  3606. * @returns true if the rgb values are equal to the given ones
  3607. */
  3608. Color3.prototype.equals = function (otherColor) {
  3609. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3610. };
  3611. /**
  3612. * Determines equality between the current Color3 object and a set of r,b,g values
  3613. * @param r defines the red component to check
  3614. * @param g defines the green component to check
  3615. * @param b defines the blue component to check
  3616. * @returns true if the rgb values are equal to the given ones
  3617. */
  3618. Color3.prototype.equalsFloats = function (r, g, b) {
  3619. return this.r === r && this.g === g && this.b === b;
  3620. };
  3621. /**
  3622. * Multiplies in place each rgb value by scale
  3623. * @param scale defines the scaling factor
  3624. * @returns the updated Color3
  3625. */
  3626. Color3.prototype.scale = function (scale) {
  3627. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3628. };
  3629. /**
  3630. * Multiplies the rgb values by scale and stores the result into "result"
  3631. * @param scale defines the scaling factor
  3632. * @param result defines the Color3 object where to store the result
  3633. * @returns the unmodified current Color3
  3634. */
  3635. Color3.prototype.scaleToRef = function (scale, result) {
  3636. result.r = this.r * scale;
  3637. result.g = this.g * scale;
  3638. result.b = this.b * scale;
  3639. return this;
  3640. };
  3641. /**
  3642. * Scale the current Color3 values by a factor and add the result to a given Color3
  3643. * @param scale defines the scale factor
  3644. * @param result defines color to store the result into
  3645. * @returns the unmodified current Color3
  3646. */
  3647. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3648. result.r += this.r * scale;
  3649. result.g += this.g * scale;
  3650. result.b += this.b * scale;
  3651. return this;
  3652. };
  3653. /**
  3654. * Clamps the rgb values by the min and max values and stores the result into "result"
  3655. * @param min defines minimum clamping value (default is 0)
  3656. * @param max defines maximum clamping value (default is 1)
  3657. * @param result defines color to store the result into
  3658. * @returns the original Color3
  3659. */
  3660. Color3.prototype.clampToRef = function (min, max, result) {
  3661. if (min === void 0) { min = 0; }
  3662. if (max === void 0) { max = 1; }
  3663. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3664. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3665. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3666. return this;
  3667. };
  3668. /**
  3669. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3670. * @param otherColor defines the second operand
  3671. * @returns the new Color3
  3672. */
  3673. Color3.prototype.add = function (otherColor) {
  3674. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3675. };
  3676. /**
  3677. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3678. * @param otherColor defines the second operand
  3679. * @param result defines Color3 object to store the result into
  3680. * @returns the unmodified current Color3
  3681. */
  3682. Color3.prototype.addToRef = function (otherColor, result) {
  3683. result.r = this.r + otherColor.r;
  3684. result.g = this.g + otherColor.g;
  3685. result.b = this.b + otherColor.b;
  3686. return this;
  3687. };
  3688. /**
  3689. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3690. * @param otherColor defines the second operand
  3691. * @returns the new Color3
  3692. */
  3693. Color3.prototype.subtract = function (otherColor) {
  3694. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3695. };
  3696. /**
  3697. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3698. * @param otherColor defines the second operand
  3699. * @param result defines Color3 object to store the result into
  3700. * @returns the unmodified current Color3
  3701. */
  3702. Color3.prototype.subtractToRef = function (otherColor, result) {
  3703. result.r = this.r - otherColor.r;
  3704. result.g = this.g - otherColor.g;
  3705. result.b = this.b - otherColor.b;
  3706. return this;
  3707. };
  3708. /**
  3709. * Copy the current object
  3710. * @returns a new Color3 copied the current one
  3711. */
  3712. Color3.prototype.clone = function () {
  3713. return new Color3(this.r, this.g, this.b);
  3714. };
  3715. /**
  3716. * Copies the rgb values from the source in the current Color3
  3717. * @param source defines the source Color3 object
  3718. * @returns the updated Color3 object
  3719. */
  3720. Color3.prototype.copyFrom = function (source) {
  3721. this.r = source.r;
  3722. this.g = source.g;
  3723. this.b = source.b;
  3724. return this;
  3725. };
  3726. /**
  3727. * Updates the Color3 rgb values from the given floats
  3728. * @param r defines the red component to read from
  3729. * @param g defines the green component to read from
  3730. * @param b defines the blue component to read from
  3731. * @returns the current Color3 object
  3732. */
  3733. Color3.prototype.copyFromFloats = function (r, g, b) {
  3734. this.r = r;
  3735. this.g = g;
  3736. this.b = b;
  3737. return this;
  3738. };
  3739. /**
  3740. * Updates the Color3 rgb values from the given floats
  3741. * @param r defines the red component to read from
  3742. * @param g defines the green component to read from
  3743. * @param b defines the blue component to read from
  3744. * @returns the current Color3 object
  3745. */
  3746. Color3.prototype.set = function (r, g, b) {
  3747. return this.copyFromFloats(r, g, b);
  3748. };
  3749. /**
  3750. * Compute the Color3 hexadecimal code as a string
  3751. * @returns a string containing the hexadecimal representation of the Color3 object
  3752. */
  3753. Color3.prototype.toHexString = function () {
  3754. var intR = (this.r * 255) | 0;
  3755. var intG = (this.g * 255) | 0;
  3756. var intB = (this.b * 255) | 0;
  3757. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3758. };
  3759. /**
  3760. * Computes a new Color3 converted from the current one to linear space
  3761. * @returns a new Color3 object
  3762. */
  3763. Color3.prototype.toLinearSpace = function () {
  3764. var convertedColor = new Color3();
  3765. this.toLinearSpaceToRef(convertedColor);
  3766. return convertedColor;
  3767. };
  3768. /**
  3769. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3770. * @param convertedColor defines the Color3 object where to store the linear space version
  3771. * @returns the unmodified Color3
  3772. */
  3773. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3774. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3775. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3776. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3777. return this;
  3778. };
  3779. /**
  3780. * Computes a new Color3 converted from the current one to gamma space
  3781. * @returns a new Color3 object
  3782. */
  3783. Color3.prototype.toGammaSpace = function () {
  3784. var convertedColor = new Color3();
  3785. this.toGammaSpaceToRef(convertedColor);
  3786. return convertedColor;
  3787. };
  3788. /**
  3789. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3790. * @param convertedColor defines the Color3 object where to store the gamma space version
  3791. * @returns the unmodified Color3
  3792. */
  3793. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3794. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3795. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3796. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3797. return this;
  3798. };
  3799. // Statics
  3800. /**
  3801. * Creates a new Color3 from the string containing valid hexadecimal values
  3802. * @param hex defines a string containing valid hexadecimal values
  3803. * @returns a new Color3 object
  3804. */
  3805. Color3.FromHexString = function (hex) {
  3806. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3807. return new Color3(0, 0, 0);
  3808. }
  3809. var r = parseInt(hex.substring(1, 3), 16);
  3810. var g = parseInt(hex.substring(3, 5), 16);
  3811. var b = parseInt(hex.substring(5, 7), 16);
  3812. return Color3.FromInts(r, g, b);
  3813. };
  3814. /**
  3815. * Creates a new Vector3 from the starting index of the given array
  3816. * @param array defines the source array
  3817. * @param offset defines an offset in the source array
  3818. * @returns a new Color3 object
  3819. */
  3820. Color3.FromArray = function (array, offset) {
  3821. if (offset === void 0) { offset = 0; }
  3822. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3823. };
  3824. /**
  3825. * Creates a new Color3 from integer values (< 256)
  3826. * @param r defines the red component to read from (value between 0 and 255)
  3827. * @param g defines the green component to read from (value between 0 and 255)
  3828. * @param b defines the blue component to read from (value between 0 and 255)
  3829. * @returns a new Color3 object
  3830. */
  3831. Color3.FromInts = function (r, g, b) {
  3832. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3833. };
  3834. /**
  3835. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3836. * @param start defines the start Color3 value
  3837. * @param end defines the end Color3 value
  3838. * @param amount defines the gradient value between start and end
  3839. * @returns a new Color3 object
  3840. */
  3841. Color3.Lerp = function (start, end, amount) {
  3842. var result = new Color3(0.0, 0.0, 0.0);
  3843. Color3.LerpToRef(start, end, amount, result);
  3844. return result;
  3845. };
  3846. /**
  3847. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3848. * @param left defines the start value
  3849. * @param right defines the end value
  3850. * @param amount defines the gradient factor
  3851. * @param result defines the Color3 object where to store the result
  3852. */
  3853. Color3.LerpToRef = function (left, right, amount, result) {
  3854. result.r = left.r + ((right.r - left.r) * amount);
  3855. result.g = left.g + ((right.g - left.g) * amount);
  3856. result.b = left.b + ((right.b - left.b) * amount);
  3857. };
  3858. /**
  3859. * Returns a Color3 value containing a red color
  3860. * @returns a new Color3 object
  3861. */
  3862. Color3.Red = function () { return new Color3(1, 0, 0); };
  3863. /**
  3864. * Returns a Color3 value containing a green color
  3865. * @returns a new Color3 object
  3866. */
  3867. Color3.Green = function () { return new Color3(0, 1, 0); };
  3868. /**
  3869. * Returns a Color3 value containing a blue color
  3870. * @returns a new Color3 object
  3871. */
  3872. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3873. /**
  3874. * Returns a Color3 value containing a black color
  3875. * @returns a new Color3 object
  3876. */
  3877. Color3.Black = function () { return new Color3(0, 0, 0); };
  3878. /**
  3879. * Returns a Color3 value containing a white color
  3880. * @returns a new Color3 object
  3881. */
  3882. Color3.White = function () { return new Color3(1, 1, 1); };
  3883. /**
  3884. * Returns a Color3 value containing a purple color
  3885. * @returns a new Color3 object
  3886. */
  3887. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3888. /**
  3889. * Returns a Color3 value containing a magenta color
  3890. * @returns a new Color3 object
  3891. */
  3892. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3893. /**
  3894. * Returns a Color3 value containing a yellow color
  3895. * @returns a new Color3 object
  3896. */
  3897. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3898. /**
  3899. * Returns a Color3 value containing a gray color
  3900. * @returns a new Color3 object
  3901. */
  3902. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  3903. /**
  3904. * Returns a Color3 value containing a teal color
  3905. * @returns a new Color3 object
  3906. */
  3907. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  3908. /**
  3909. * Returns a Color3 value containing a random color
  3910. * @returns a new Color3 object
  3911. */
  3912. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  3913. return Color3;
  3914. }());
  3915. BABYLON.Color3 = Color3;
  3916. /**
  3917. * Class used to hold a RBGA color
  3918. */
  3919. var Color4 = /** @class */ (function () {
  3920. /**
  3921. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  3922. * @param r defines the red component (between 0 and 1, default is 0)
  3923. * @param g defines the green component (between 0 and 1, default is 0)
  3924. * @param b defines the blue component (between 0 and 1, default is 0)
  3925. * @param a defines the alpha component (between 0 and 1, default is 1)
  3926. */
  3927. function Color4(
  3928. /**
  3929. * Defines the red component (between 0 and 1, default is 0)
  3930. */
  3931. r,
  3932. /**
  3933. * Defines the green component (between 0 and 1, default is 0)
  3934. */
  3935. g,
  3936. /**
  3937. * Defines the blue component (between 0 and 1, default is 0)
  3938. */
  3939. b,
  3940. /**
  3941. * Defines the alpha component (between 0 and 1, default is 1)
  3942. */
  3943. a) {
  3944. if (r === void 0) { r = 0; }
  3945. if (g === void 0) { g = 0; }
  3946. if (b === void 0) { b = 0; }
  3947. if (a === void 0) { a = 1; }
  3948. this.r = r;
  3949. this.g = g;
  3950. this.b = b;
  3951. this.a = a;
  3952. }
  3953. // Operators
  3954. /**
  3955. * Adds in place the given Color4 values to the current Color4 object
  3956. * @param right defines the second operand
  3957. * @returns the current updated Color4 object
  3958. */
  3959. Color4.prototype.addInPlace = function (right) {
  3960. this.r += right.r;
  3961. this.g += right.g;
  3962. this.b += right.b;
  3963. this.a += right.a;
  3964. return this;
  3965. };
  3966. /**
  3967. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  3968. * @returns the new array
  3969. */
  3970. Color4.prototype.asArray = function () {
  3971. var result = new Array();
  3972. this.toArray(result, 0);
  3973. return result;
  3974. };
  3975. /**
  3976. * Stores from the starting index in the given array the Color4 successive values
  3977. * @param array defines the array where to store the r,g,b components
  3978. * @param index defines an optional index in the target array to define where to start storing values
  3979. * @returns the current Color4 object
  3980. */
  3981. Color4.prototype.toArray = function (array, index) {
  3982. if (index === void 0) { index = 0; }
  3983. array[index] = this.r;
  3984. array[index + 1] = this.g;
  3985. array[index + 2] = this.b;
  3986. array[index + 3] = this.a;
  3987. return this;
  3988. };
  3989. /**
  3990. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  3991. * @param right defines the second operand
  3992. * @returns a new Color4 object
  3993. */
  3994. Color4.prototype.add = function (right) {
  3995. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  3996. };
  3997. /**
  3998. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  3999. * @param right defines the second operand
  4000. * @returns a new Color4 object
  4001. */
  4002. Color4.prototype.subtract = function (right) {
  4003. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4004. };
  4005. /**
  4006. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4007. * @param right defines the second operand
  4008. * @param result defines the Color4 object where to store the result
  4009. * @returns the current Color4 object
  4010. */
  4011. Color4.prototype.subtractToRef = function (right, result) {
  4012. result.r = this.r - right.r;
  4013. result.g = this.g - right.g;
  4014. result.b = this.b - right.b;
  4015. result.a = this.a - right.a;
  4016. return this;
  4017. };
  4018. /**
  4019. * Creates a new Color4 with the current Color4 values multiplied by scale
  4020. * @param scale defines the scaling factor to apply
  4021. * @returns a new Color4 object
  4022. */
  4023. Color4.prototype.scale = function (scale) {
  4024. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4025. };
  4026. /**
  4027. * Multiplies the current Color4 values by scale and stores the result in "result"
  4028. * @param scale defines the scaling factor to apply
  4029. * @param result defines the Color4 object where to store the result
  4030. * @returns the current unmodified Color4
  4031. */
  4032. Color4.prototype.scaleToRef = function (scale, result) {
  4033. result.r = this.r * scale;
  4034. result.g = this.g * scale;
  4035. result.b = this.b * scale;
  4036. result.a = this.a * scale;
  4037. return this;
  4038. };
  4039. /**
  4040. * Scale the current Color4 values by a factor and add the result to a given Color4
  4041. * @param scale defines the scale factor
  4042. * @param result defines the Color4 object where to store the result
  4043. * @returns the unmodified current Color4
  4044. */
  4045. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4046. result.r += this.r * scale;
  4047. result.g += this.g * scale;
  4048. result.b += this.b * scale;
  4049. result.a += this.a * scale;
  4050. return this;
  4051. };
  4052. /**
  4053. * Clamps the rgb values by the min and max values and stores the result into "result"
  4054. * @param min defines minimum clamping value (default is 0)
  4055. * @param max defines maximum clamping value (default is 1)
  4056. * @param result defines color to store the result into.
  4057. * @returns the cuurent Color4
  4058. */
  4059. Color4.prototype.clampToRef = function (min, max, result) {
  4060. if (min === void 0) { min = 0; }
  4061. if (max === void 0) { max = 1; }
  4062. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4063. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4064. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4065. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4066. return this;
  4067. };
  4068. /**
  4069. * Multipy an Color4 value by another and return a new Color4 object
  4070. * @param color defines the Color4 value to multiply by
  4071. * @returns a new Color4 object
  4072. */
  4073. Color4.prototype.multiply = function (color) {
  4074. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4075. };
  4076. /**
  4077. * Multipy a Color4 value by another and push the result in a reference value
  4078. * @param color defines the Color4 value to multiply by
  4079. * @param result defines the Color4 to fill the result in
  4080. * @returns the result Color4
  4081. */
  4082. Color4.prototype.multiplyToRef = function (color, result) {
  4083. result.r = this.r * color.r;
  4084. result.g = this.g * color.g;
  4085. result.b = this.b * color.b;
  4086. result.a = this.a * color.a;
  4087. return result;
  4088. };
  4089. /**
  4090. * Creates a string with the Color4 current values
  4091. * @returns the string representation of the Color4 object
  4092. */
  4093. Color4.prototype.toString = function () {
  4094. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4095. };
  4096. /**
  4097. * Returns the string "Color4"
  4098. * @returns "Color4"
  4099. */
  4100. Color4.prototype.getClassName = function () {
  4101. return "Color4";
  4102. };
  4103. /**
  4104. * Compute the Color4 hash code
  4105. * @returns an unique number that can be used to hash Color4 objects
  4106. */
  4107. Color4.prototype.getHashCode = function () {
  4108. var hash = this.r || 0;
  4109. hash = (hash * 397) ^ (this.g || 0);
  4110. hash = (hash * 397) ^ (this.b || 0);
  4111. hash = (hash * 397) ^ (this.a || 0);
  4112. return hash;
  4113. };
  4114. /**
  4115. * Creates a new Color4 copied from the current one
  4116. * @returns a new Color4 object
  4117. */
  4118. Color4.prototype.clone = function () {
  4119. return new Color4(this.r, this.g, this.b, this.a);
  4120. };
  4121. /**
  4122. * Copies the given Color4 values into the current one
  4123. * @param source defines the source Color4 object
  4124. * @returns the current updated Color4 object
  4125. */
  4126. Color4.prototype.copyFrom = function (source) {
  4127. this.r = source.r;
  4128. this.g = source.g;
  4129. this.b = source.b;
  4130. this.a = source.a;
  4131. return this;
  4132. };
  4133. /**
  4134. * Copies the given float values into the current one
  4135. * @param r defines the red component to read from
  4136. * @param g defines the green component to read from
  4137. * @param b defines the blue component to read from
  4138. * @param a defines the alpha component to read from
  4139. * @returns the current updated Color4 object
  4140. */
  4141. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4142. this.r = r;
  4143. this.g = g;
  4144. this.b = b;
  4145. this.a = a;
  4146. return this;
  4147. };
  4148. /**
  4149. * Copies the given float values into the current one
  4150. * @param r defines the red component to read from
  4151. * @param g defines the green component to read from
  4152. * @param b defines the blue component to read from
  4153. * @param a defines the alpha component to read from
  4154. * @returns the current updated Color4 object
  4155. */
  4156. Color4.prototype.set = function (r, g, b, a) {
  4157. return this.copyFromFloats(r, g, b, a);
  4158. };
  4159. /**
  4160. * Compute the Color4 hexadecimal code as a string
  4161. * @returns a string containing the hexadecimal representation of the Color4 object
  4162. */
  4163. Color4.prototype.toHexString = function () {
  4164. var intR = (this.r * 255) | 0;
  4165. var intG = (this.g * 255) | 0;
  4166. var intB = (this.b * 255) | 0;
  4167. var intA = (this.a * 255) | 0;
  4168. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4169. };
  4170. /**
  4171. * Computes a new Color4 converted from the current one to linear space
  4172. * @returns a new Color4 object
  4173. */
  4174. Color4.prototype.toLinearSpace = function () {
  4175. var convertedColor = new Color4();
  4176. this.toLinearSpaceToRef(convertedColor);
  4177. return convertedColor;
  4178. };
  4179. /**
  4180. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4181. * @param convertedColor defines the Color4 object where to store the linear space version
  4182. * @returns the unmodified Color4
  4183. */
  4184. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4185. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4186. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4187. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4188. convertedColor.a = this.a;
  4189. return this;
  4190. };
  4191. /**
  4192. * Computes a new Color4 converted from the current one to gamma space
  4193. * @returns a new Color4 object
  4194. */
  4195. Color4.prototype.toGammaSpace = function () {
  4196. var convertedColor = new Color4();
  4197. this.toGammaSpaceToRef(convertedColor);
  4198. return convertedColor;
  4199. };
  4200. /**
  4201. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4202. * @param convertedColor defines the Color4 object where to store the gamma space version
  4203. * @returns the unmodified Color4
  4204. */
  4205. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4206. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4207. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4208. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4209. convertedColor.a = this.a;
  4210. return this;
  4211. };
  4212. // Statics
  4213. /**
  4214. * Creates a new Color4 from the string containing valid hexadecimal values
  4215. * @param hex defines a string containing valid hexadecimal values
  4216. * @returns a new Color4 object
  4217. */
  4218. Color4.FromHexString = function (hex) {
  4219. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4220. return new Color4(0.0, 0.0, 0.0, 0.0);
  4221. }
  4222. var r = parseInt(hex.substring(1, 3), 16);
  4223. var g = parseInt(hex.substring(3, 5), 16);
  4224. var b = parseInt(hex.substring(5, 7), 16);
  4225. var a = parseInt(hex.substring(7, 9), 16);
  4226. return Color4.FromInts(r, g, b, a);
  4227. };
  4228. /**
  4229. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4230. * @param left defines the start value
  4231. * @param right defines the end value
  4232. * @param amount defines the gradient factor
  4233. * @returns a new Color4 object
  4234. */
  4235. Color4.Lerp = function (left, right, amount) {
  4236. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4237. Color4.LerpToRef(left, right, amount, result);
  4238. return result;
  4239. };
  4240. /**
  4241. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4242. * @param left defines the start value
  4243. * @param right defines the end value
  4244. * @param amount defines the gradient factor
  4245. * @param result defines the Color4 object where to store data
  4246. */
  4247. Color4.LerpToRef = function (left, right, amount, result) {
  4248. result.r = left.r + (right.r - left.r) * amount;
  4249. result.g = left.g + (right.g - left.g) * amount;
  4250. result.b = left.b + (right.b - left.b) * amount;
  4251. result.a = left.a + (right.a - left.a) * amount;
  4252. };
  4253. /**
  4254. * Creates a new Color4 from a Color3 and an alpha value
  4255. * @param color3 defines the source Color3 to read from
  4256. * @param alpha defines the alpha component (1.0 by default)
  4257. * @returns a new Color4 object
  4258. */
  4259. Color4.FromColor3 = function (color3, alpha) {
  4260. if (alpha === void 0) { alpha = 1.0; }
  4261. return new Color4(color3.r, color3.g, color3.b, alpha);
  4262. };
  4263. /**
  4264. * Creates a new Color4 from the starting index element of the given array
  4265. * @param array defines the source array to read from
  4266. * @param offset defines the offset in the source array
  4267. * @returns a new Color4 object
  4268. */
  4269. Color4.FromArray = function (array, offset) {
  4270. if (offset === void 0) { offset = 0; }
  4271. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4272. };
  4273. /**
  4274. * Creates a new Color3 from integer values (< 256)
  4275. * @param r defines the red component to read from (value between 0 and 255)
  4276. * @param g defines the green component to read from (value between 0 and 255)
  4277. * @param b defines the blue component to read from (value between 0 and 255)
  4278. * @param a defines the alpha component to read from (value between 0 and 255)
  4279. * @returns a new Color3 object
  4280. */
  4281. Color4.FromInts = function (r, g, b, a) {
  4282. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4283. };
  4284. /**
  4285. * Check the content of a given array and convert it to an array containing RGBA data
  4286. * If the original array was already containing count * 4 values then it is returned directly
  4287. * @param colors defines the array to check
  4288. * @param count defines the number of RGBA data to expect
  4289. * @returns an array containing count * 4 values (RGBA)
  4290. */
  4291. Color4.CheckColors4 = function (colors, count) {
  4292. // Check if color3 was used
  4293. if (colors.length === count * 3) {
  4294. var colors4 = [];
  4295. for (var index = 0; index < colors.length; index += 3) {
  4296. var newIndex = (index / 3) * 4;
  4297. colors4[newIndex] = colors[index];
  4298. colors4[newIndex + 1] = colors[index + 1];
  4299. colors4[newIndex + 2] = colors[index + 2];
  4300. colors4[newIndex + 3] = 1.0;
  4301. }
  4302. return colors4;
  4303. }
  4304. return colors;
  4305. };
  4306. return Color4;
  4307. }());
  4308. BABYLON.Color4 = Color4;
  4309. /**
  4310. * Class representing a vector containing 2 coordinates
  4311. */
  4312. var Vector2 = /** @class */ (function () {
  4313. /**
  4314. * Creates a new Vector2 from the given x and y coordinates
  4315. * @param x defines the first coordinate
  4316. * @param y defines the second coordinate
  4317. */
  4318. function Vector2(
  4319. /** defines the first coordinate */
  4320. x,
  4321. /** defines the second coordinate */
  4322. y) {
  4323. if (x === void 0) { x = 0; }
  4324. if (y === void 0) { y = 0; }
  4325. this.x = x;
  4326. this.y = y;
  4327. }
  4328. /**
  4329. * Gets a string with the Vector2 coordinates
  4330. * @returns a string with the Vector2 coordinates
  4331. */
  4332. Vector2.prototype.toString = function () {
  4333. return "{X: " + this.x + " Y:" + this.y + "}";
  4334. };
  4335. /**
  4336. * Gets class name
  4337. * @returns the string "Vector2"
  4338. */
  4339. Vector2.prototype.getClassName = function () {
  4340. return "Vector2";
  4341. };
  4342. /**
  4343. * Gets current vector hash code
  4344. * @returns the Vector2 hash code as a number
  4345. */
  4346. Vector2.prototype.getHashCode = function () {
  4347. var hash = this.x || 0;
  4348. hash = (hash * 397) ^ (this.y || 0);
  4349. return hash;
  4350. };
  4351. // Operators
  4352. /**
  4353. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4354. * @param array defines the source array
  4355. * @param index defines the offset in source array
  4356. * @returns the current Vector2
  4357. */
  4358. Vector2.prototype.toArray = function (array, index) {
  4359. if (index === void 0) { index = 0; }
  4360. array[index] = this.x;
  4361. array[index + 1] = this.y;
  4362. return this;
  4363. };
  4364. /**
  4365. * Copy the current vector to an array
  4366. * @returns a new array with 2 elements: the Vector2 coordinates.
  4367. */
  4368. Vector2.prototype.asArray = function () {
  4369. var result = new Array();
  4370. this.toArray(result, 0);
  4371. return result;
  4372. };
  4373. /**
  4374. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4375. * @param source defines the source Vector2
  4376. * @returns the current updated Vector2
  4377. */
  4378. Vector2.prototype.copyFrom = function (source) {
  4379. this.x = source.x;
  4380. this.y = source.y;
  4381. return this;
  4382. };
  4383. /**
  4384. * Sets the Vector2 coordinates with the given floats
  4385. * @param x defines the first coordinate
  4386. * @param y defines the second coordinate
  4387. * @returns the current updated Vector2
  4388. */
  4389. Vector2.prototype.copyFromFloats = function (x, y) {
  4390. this.x = x;
  4391. this.y = y;
  4392. return this;
  4393. };
  4394. /**
  4395. * Sets the Vector2 coordinates with the given floats
  4396. * @param x defines the first coordinate
  4397. * @param y defines the second coordinate
  4398. * @returns the current updated Vector2
  4399. */
  4400. Vector2.prototype.set = function (x, y) {
  4401. return this.copyFromFloats(x, y);
  4402. };
  4403. /**
  4404. * Add another vector with the current one
  4405. * @param otherVector defines the other vector
  4406. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4407. */
  4408. Vector2.prototype.add = function (otherVector) {
  4409. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4410. };
  4411. /**
  4412. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4413. * @param otherVector defines the other vector
  4414. * @param result defines the target vector
  4415. * @returns the unmodified current Vector2
  4416. */
  4417. Vector2.prototype.addToRef = function (otherVector, result) {
  4418. result.x = this.x + otherVector.x;
  4419. result.y = this.y + otherVector.y;
  4420. return this;
  4421. };
  4422. /**
  4423. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4424. * @param otherVector defines the other vector
  4425. * @returns the current updated Vector2
  4426. */
  4427. Vector2.prototype.addInPlace = function (otherVector) {
  4428. this.x += otherVector.x;
  4429. this.y += otherVector.y;
  4430. return this;
  4431. };
  4432. /**
  4433. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4434. * @param otherVector defines the other vector
  4435. * @returns a new Vector2
  4436. */
  4437. Vector2.prototype.addVector3 = function (otherVector) {
  4438. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4439. };
  4440. /**
  4441. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4442. * @param otherVector defines the other vector
  4443. * @returns a new Vector2
  4444. */
  4445. Vector2.prototype.subtract = function (otherVector) {
  4446. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4447. };
  4448. /**
  4449. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4450. * @param otherVector defines the other vector
  4451. * @param result defines the target vector
  4452. * @returns the unmodified current Vector2
  4453. */
  4454. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4455. result.x = this.x - otherVector.x;
  4456. result.y = this.y - otherVector.y;
  4457. return this;
  4458. };
  4459. /**
  4460. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4461. * @param otherVector defines the other vector
  4462. * @returns the current updated Vector2
  4463. */
  4464. Vector2.prototype.subtractInPlace = function (otherVector) {
  4465. this.x -= otherVector.x;
  4466. this.y -= otherVector.y;
  4467. return this;
  4468. };
  4469. /**
  4470. * Multiplies in place the current Vector2 coordinates by the given ones
  4471. * @param otherVector defines the other vector
  4472. * @returns the current updated Vector2
  4473. */
  4474. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4475. this.x *= otherVector.x;
  4476. this.y *= otherVector.y;
  4477. return this;
  4478. };
  4479. /**
  4480. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4481. * @param otherVector defines the other vector
  4482. * @returns a new Vector2
  4483. */
  4484. Vector2.prototype.multiply = function (otherVector) {
  4485. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4486. };
  4487. /**
  4488. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4489. * @param otherVector defines the other vector
  4490. * @param result defines the target vector
  4491. * @returns the unmodified current Vector2
  4492. */
  4493. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4494. result.x = this.x * otherVector.x;
  4495. result.y = this.y * otherVector.y;
  4496. return this;
  4497. };
  4498. /**
  4499. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4500. * @param x defines the first coordinate
  4501. * @param y defines the second coordinate
  4502. * @returns a new Vector2
  4503. */
  4504. Vector2.prototype.multiplyByFloats = function (x, y) {
  4505. return new Vector2(this.x * x, this.y * y);
  4506. };
  4507. /**
  4508. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4509. * @param otherVector defines the other vector
  4510. * @returns a new Vector2
  4511. */
  4512. Vector2.prototype.divide = function (otherVector) {
  4513. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4514. };
  4515. /**
  4516. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4517. * @param otherVector defines the other vector
  4518. * @param result defines the target vector
  4519. * @returns the unmodified current Vector2
  4520. */
  4521. Vector2.prototype.divideToRef = function (otherVector, result) {
  4522. result.x = this.x / otherVector.x;
  4523. result.y = this.y / otherVector.y;
  4524. return this;
  4525. };
  4526. /**
  4527. * Divides the current Vector2 coordinates by the given ones
  4528. * @param otherVector defines the other vector
  4529. * @returns the current updated Vector2
  4530. */
  4531. Vector2.prototype.divideInPlace = function (otherVector) {
  4532. return this.divideToRef(otherVector, this);
  4533. };
  4534. /**
  4535. * Gets a new Vector2 with current Vector2 negated coordinates
  4536. * @returns a new Vector2
  4537. */
  4538. Vector2.prototype.negate = function () {
  4539. return new Vector2(-this.x, -this.y);
  4540. };
  4541. /**
  4542. * Multiply the Vector2 coordinates by scale
  4543. * @param scale defines the scaling factor
  4544. * @returns the current updated Vector2
  4545. */
  4546. Vector2.prototype.scaleInPlace = function (scale) {
  4547. this.x *= scale;
  4548. this.y *= scale;
  4549. return this;
  4550. };
  4551. /**
  4552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4553. * @param scale defines the scaling factor
  4554. * @returns a new Vector2
  4555. */
  4556. Vector2.prototype.scale = function (scale) {
  4557. var result = new Vector2(0, 0);
  4558. this.scaleToRef(scale, result);
  4559. return result;
  4560. };
  4561. /**
  4562. * Scale the current Vector2 values by a factor to a given Vector2
  4563. * @param scale defines the scale factor
  4564. * @param result defines the Vector2 object where to store the result
  4565. * @returns the unmodified current Vector2
  4566. */
  4567. Vector2.prototype.scaleToRef = function (scale, result) {
  4568. result.x = this.x * scale;
  4569. result.y = this.y * scale;
  4570. return this;
  4571. };
  4572. /**
  4573. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4574. * @param scale defines the scale factor
  4575. * @param result defines the Vector2 object where to store the result
  4576. * @returns the unmodified current Vector2
  4577. */
  4578. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4579. result.x += this.x * scale;
  4580. result.y += this.y * scale;
  4581. return this;
  4582. };
  4583. /**
  4584. * Gets a boolean if two vectors are equals
  4585. * @param otherVector defines the other vector
  4586. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4587. */
  4588. Vector2.prototype.equals = function (otherVector) {
  4589. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4590. };
  4591. /**
  4592. * Gets a boolean if two vectors are equals (using an epsilon value)
  4593. * @param otherVector defines the other vector
  4594. * @param epsilon defines the minimal distance to consider equality
  4595. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4596. */
  4597. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4598. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4599. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4600. };
  4601. /**
  4602. * Gets a new Vector2 from current Vector2 floored values
  4603. * @returns a new Vector2
  4604. */
  4605. Vector2.prototype.floor = function () {
  4606. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4607. };
  4608. /**
  4609. * Gets a new Vector2 from current Vector2 floored values
  4610. * @returns a new Vector2
  4611. */
  4612. Vector2.prototype.fract = function () {
  4613. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4614. };
  4615. // Properties
  4616. /**
  4617. * Gets the length of the vector
  4618. * @returns the vector length (float)
  4619. */
  4620. Vector2.prototype.length = function () {
  4621. return Math.sqrt(this.x * this.x + this.y * this.y);
  4622. };
  4623. /**
  4624. * Gets the vector squared length
  4625. * @returns the vector squared length (float)
  4626. */
  4627. Vector2.prototype.lengthSquared = function () {
  4628. return (this.x * this.x + this.y * this.y);
  4629. };
  4630. // Methods
  4631. /**
  4632. * Normalize the vector
  4633. * @returns the current updated Vector2
  4634. */
  4635. Vector2.prototype.normalize = function () {
  4636. var len = this.length();
  4637. if (len === 0) {
  4638. return this;
  4639. }
  4640. var num = 1.0 / len;
  4641. this.x *= num;
  4642. this.y *= num;
  4643. return this;
  4644. };
  4645. /**
  4646. * Gets a new Vector2 copied from the Vector2
  4647. * @returns a new Vector2
  4648. */
  4649. Vector2.prototype.clone = function () {
  4650. return new Vector2(this.x, this.y);
  4651. };
  4652. // Statics
  4653. /**
  4654. * Gets a new Vector2(0, 0)
  4655. * @returns a new Vector2
  4656. */
  4657. Vector2.Zero = function () {
  4658. return new Vector2(0, 0);
  4659. };
  4660. /**
  4661. * Gets a new Vector2(1, 1)
  4662. * @returns a new Vector2
  4663. */
  4664. Vector2.One = function () {
  4665. return new Vector2(1, 1);
  4666. };
  4667. /**
  4668. * Gets a new Vector2 set from the given index element of the given array
  4669. * @param array defines the data source
  4670. * @param offset defines the offset in the data source
  4671. * @returns a new Vector2
  4672. */
  4673. Vector2.FromArray = function (array, offset) {
  4674. if (offset === void 0) { offset = 0; }
  4675. return new Vector2(array[offset], array[offset + 1]);
  4676. };
  4677. /**
  4678. * Sets "result" from the given index element of the given array
  4679. * @param array defines the data source
  4680. * @param offset defines the offset in the data source
  4681. * @param result defines the target vector
  4682. */
  4683. Vector2.FromArrayToRef = function (array, offset, result) {
  4684. result.x = array[offset];
  4685. result.y = array[offset + 1];
  4686. };
  4687. /**
  4688. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4689. * @param value1 defines 1st point of control
  4690. * @param value2 defines 2nd point of control
  4691. * @param value3 defines 3rd point of control
  4692. * @param value4 defines 4th point of control
  4693. * @param amount defines the interpolation factor
  4694. * @returns a new Vector2
  4695. */
  4696. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4697. var squared = amount * amount;
  4698. var cubed = amount * squared;
  4699. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4700. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4701. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4702. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4703. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4704. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4705. return new Vector2(x, y);
  4706. };
  4707. /**
  4708. * 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".
  4709. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4710. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4711. * @param value defines the value to clamp
  4712. * @param min defines the lower limit
  4713. * @param max defines the upper limit
  4714. * @returns a new Vector2
  4715. */
  4716. Vector2.Clamp = function (value, min, max) {
  4717. var x = value.x;
  4718. x = (x > max.x) ? max.x : x;
  4719. x = (x < min.x) ? min.x : x;
  4720. var y = value.y;
  4721. y = (y > max.y) ? max.y : y;
  4722. y = (y < min.y) ? min.y : y;
  4723. return new Vector2(x, y);
  4724. };
  4725. /**
  4726. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4727. * @param value1 defines the 1st control point
  4728. * @param tangent1 defines the outgoing tangent
  4729. * @param value2 defines the 2nd control point
  4730. * @param tangent2 defines the incoming tangent
  4731. * @param amount defines the interpolation factor
  4732. * @returns a new Vector2
  4733. */
  4734. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4735. var squared = amount * amount;
  4736. var cubed = amount * squared;
  4737. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4738. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4739. var part3 = (cubed - (2.0 * squared)) + amount;
  4740. var part4 = cubed - squared;
  4741. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4742. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4743. return new Vector2(x, y);
  4744. };
  4745. /**
  4746. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4747. * @param start defines the start vector
  4748. * @param end defines the end vector
  4749. * @param amount defines the interpolation factor
  4750. * @returns a new Vector2
  4751. */
  4752. Vector2.Lerp = function (start, end, amount) {
  4753. var x = start.x + ((end.x - start.x) * amount);
  4754. var y = start.y + ((end.y - start.y) * amount);
  4755. return new Vector2(x, y);
  4756. };
  4757. /**
  4758. * Gets the dot product of the vector "left" and the vector "right"
  4759. * @param left defines first vector
  4760. * @param right defines second vector
  4761. * @returns the dot product (float)
  4762. */
  4763. Vector2.Dot = function (left, right) {
  4764. return left.x * right.x + left.y * right.y;
  4765. };
  4766. /**
  4767. * Returns a new Vector2 equal to the normalized given vector
  4768. * @param vector defines the vector to normalize
  4769. * @returns a new Vector2
  4770. */
  4771. Vector2.Normalize = function (vector) {
  4772. var newVector = vector.clone();
  4773. newVector.normalize();
  4774. return newVector;
  4775. };
  4776. /**
  4777. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4778. * @param left defines 1st vector
  4779. * @param right defines 2nd vector
  4780. * @returns a new Vector2
  4781. */
  4782. Vector2.Minimize = function (left, right) {
  4783. var x = (left.x < right.x) ? left.x : right.x;
  4784. var y = (left.y < right.y) ? left.y : right.y;
  4785. return new Vector2(x, y);
  4786. };
  4787. /**
  4788. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4789. * @param left defines 1st vector
  4790. * @param right defines 2nd vector
  4791. * @returns a new Vector2
  4792. */
  4793. Vector2.Maximize = function (left, right) {
  4794. var x = (left.x > right.x) ? left.x : right.x;
  4795. var y = (left.y > right.y) ? left.y : right.y;
  4796. return new Vector2(x, y);
  4797. };
  4798. /**
  4799. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4800. * @param vector defines the vector to transform
  4801. * @param transformation defines the matrix to apply
  4802. * @returns a new Vector2
  4803. */
  4804. Vector2.Transform = function (vector, transformation) {
  4805. var r = Vector2.Zero();
  4806. Vector2.TransformToRef(vector, transformation, r);
  4807. return r;
  4808. };
  4809. /**
  4810. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4811. * @param vector defines the vector to transform
  4812. * @param transformation defines the matrix to apply
  4813. * @param result defines the target vector
  4814. */
  4815. Vector2.TransformToRef = function (vector, transformation, result) {
  4816. var m = transformation.m;
  4817. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4818. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4819. result.x = x;
  4820. result.y = y;
  4821. };
  4822. /**
  4823. * Determines if a given vector is included in a triangle
  4824. * @param p defines the vector to test
  4825. * @param p0 defines 1st triangle point
  4826. * @param p1 defines 2nd triangle point
  4827. * @param p2 defines 3rd triangle point
  4828. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4829. */
  4830. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4831. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4832. var sign = a < 0 ? -1 : 1;
  4833. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4834. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4835. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4836. };
  4837. /**
  4838. * Gets the distance between the vectors "value1" and "value2"
  4839. * @param value1 defines first vector
  4840. * @param value2 defines second vector
  4841. * @returns the distance between vectors
  4842. */
  4843. Vector2.Distance = function (value1, value2) {
  4844. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4845. };
  4846. /**
  4847. * Returns the squared distance between the vectors "value1" and "value2"
  4848. * @param value1 defines first vector
  4849. * @param value2 defines second vector
  4850. * @returns the squared distance between vectors
  4851. */
  4852. Vector2.DistanceSquared = function (value1, value2) {
  4853. var x = value1.x - value2.x;
  4854. var y = value1.y - value2.y;
  4855. return (x * x) + (y * y);
  4856. };
  4857. /**
  4858. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4859. * @param value1 defines first vector
  4860. * @param value2 defines second vector
  4861. * @returns a new Vector2
  4862. */
  4863. Vector2.Center = function (value1, value2) {
  4864. var center = value1.add(value2);
  4865. center.scaleInPlace(0.5);
  4866. return center;
  4867. };
  4868. /**
  4869. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4870. * @param p defines the middle point
  4871. * @param segA defines one point of the segment
  4872. * @param segB defines the other point of the segment
  4873. * @returns the shortest distance
  4874. */
  4875. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4876. var l2 = Vector2.DistanceSquared(segA, segB);
  4877. if (l2 === 0.0) {
  4878. return Vector2.Distance(p, segA);
  4879. }
  4880. var v = segB.subtract(segA);
  4881. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4882. var proj = segA.add(v.multiplyByFloats(t, t));
  4883. return Vector2.Distance(p, proj);
  4884. };
  4885. return Vector2;
  4886. }());
  4887. BABYLON.Vector2 = Vector2;
  4888. /**
  4889. * Classed used to store (x,y,z) vector representation
  4890. * A Vector3 is the main object used in 3D geometry
  4891. * It can represent etiher the coordinates of a point the space, either a direction
  4892. * Reminder: Babylon.js uses a left handed forward facing system
  4893. */
  4894. var Vector3 = /** @class */ (function () {
  4895. /**
  4896. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  4897. * @param x defines the first coordinates (on X axis)
  4898. * @param y defines the second coordinates (on Y axis)
  4899. * @param z defines the third coordinates (on Z axis)
  4900. */
  4901. function Vector3(
  4902. /**
  4903. * Defines the first coordinates (on X axis)
  4904. */
  4905. x,
  4906. /**
  4907. * Defines the second coordinates (on Y axis)
  4908. */
  4909. y,
  4910. /**
  4911. * Defines the third coordinates (on Z axis)
  4912. */
  4913. z) {
  4914. if (x === void 0) { x = 0; }
  4915. if (y === void 0) { y = 0; }
  4916. if (z === void 0) { z = 0; }
  4917. this.x = x;
  4918. this.y = y;
  4919. this.z = z;
  4920. }
  4921. /**
  4922. * Creates a string representation of the Vector3
  4923. * @returns a string with the Vector3 coordinates.
  4924. */
  4925. Vector3.prototype.toString = function () {
  4926. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  4927. };
  4928. /**
  4929. * Gets the class name
  4930. * @returns the string "Vector3"
  4931. */
  4932. Vector3.prototype.getClassName = function () {
  4933. return "Vector3";
  4934. };
  4935. /**
  4936. * Creates the Vector3 hash code
  4937. * @returns a number which tends to be unique between Vector3 instances
  4938. */
  4939. Vector3.prototype.getHashCode = function () {
  4940. var hash = this.x || 0;
  4941. hash = (hash * 397) ^ (this.y || 0);
  4942. hash = (hash * 397) ^ (this.z || 0);
  4943. return hash;
  4944. };
  4945. // Operators
  4946. /**
  4947. * Creates an array containing three elements : the coordinates of the Vector3
  4948. * @returns a new array of numbers
  4949. */
  4950. Vector3.prototype.asArray = function () {
  4951. var result = [];
  4952. this.toArray(result, 0);
  4953. return result;
  4954. };
  4955. /**
  4956. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  4957. * @param array defines the destination array
  4958. * @param index defines the offset in the destination array
  4959. * @returns the current Vector3
  4960. */
  4961. Vector3.prototype.toArray = function (array, index) {
  4962. if (index === void 0) { index = 0; }
  4963. array[index] = this.x;
  4964. array[index + 1] = this.y;
  4965. array[index + 2] = this.z;
  4966. return this;
  4967. };
  4968. /**
  4969. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  4970. * @returns a new Quaternion object, computed from the Vector3 coordinates
  4971. */
  4972. Vector3.prototype.toQuaternion = function () {
  4973. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  4974. };
  4975. /**
  4976. * Adds the given vector to the current Vector3
  4977. * @param otherVector defines the second operand
  4978. * @returns the current updated Vector3
  4979. */
  4980. Vector3.prototype.addInPlace = function (otherVector) {
  4981. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  4982. };
  4983. /**
  4984. * Adds the given coordinates to the current Vector3
  4985. * @param x defines the x coordinate of the operand
  4986. * @param y defines the y coordinate of the operand
  4987. * @param z defines the z coordinate of the operand
  4988. * @returns the current updated Vector3
  4989. */
  4990. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  4991. this.x += x;
  4992. this.y += y;
  4993. this.z += z;
  4994. return this;
  4995. };
  4996. /**
  4997. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  4998. * @param otherVector defines the second operand
  4999. * @returns the resulting Vector3
  5000. */
  5001. Vector3.prototype.add = function (otherVector) {
  5002. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5003. };
  5004. /**
  5005. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5006. * @param otherVector defines the second operand
  5007. * @param result defines the Vector3 object where to store the result
  5008. * @returns the current Vector3
  5009. */
  5010. Vector3.prototype.addToRef = function (otherVector, result) {
  5011. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5012. };
  5013. /**
  5014. * Subtract the given vector from the current Vector3
  5015. * @param otherVector defines the second operand
  5016. * @returns the current updated Vector3
  5017. */
  5018. Vector3.prototype.subtractInPlace = function (otherVector) {
  5019. this.x -= otherVector.x;
  5020. this.y -= otherVector.y;
  5021. this.z -= otherVector.z;
  5022. return this;
  5023. };
  5024. /**
  5025. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5026. * @param otherVector defines the second operand
  5027. * @returns the resulting Vector3
  5028. */
  5029. Vector3.prototype.subtract = function (otherVector) {
  5030. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5031. };
  5032. /**
  5033. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5034. * @param otherVector defines the second operand
  5035. * @param result defines the Vector3 object where to store the result
  5036. * @returns the current Vector3
  5037. */
  5038. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5039. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5040. };
  5041. /**
  5042. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5043. * @param x defines the x coordinate of the operand
  5044. * @param y defines the y coordinate of the operand
  5045. * @param z defines the z coordinate of the operand
  5046. * @returns the resulting Vector3
  5047. */
  5048. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5049. return new Vector3(this.x - x, this.y - y, this.z - z);
  5050. };
  5051. /**
  5052. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5053. * @param x defines the x coordinate of the operand
  5054. * @param y defines the y coordinate of the operand
  5055. * @param z defines the z coordinate of the operand
  5056. * @param result defines the Vector3 object where to store the result
  5057. * @returns the current Vector3
  5058. */
  5059. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5060. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5061. };
  5062. /**
  5063. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5064. * @returns a new Vector3
  5065. */
  5066. Vector3.prototype.negate = function () {
  5067. return new Vector3(-this.x, -this.y, -this.z);
  5068. };
  5069. /**
  5070. * Multiplies the Vector3 coordinates by the float "scale"
  5071. * @param scale defines the multiplier factor
  5072. * @returns the current updated Vector3
  5073. */
  5074. Vector3.prototype.scaleInPlace = function (scale) {
  5075. this.x *= scale;
  5076. this.y *= scale;
  5077. this.z *= scale;
  5078. return this;
  5079. };
  5080. /**
  5081. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5082. * @param scale defines the multiplier factor
  5083. * @returns a new Vector3
  5084. */
  5085. Vector3.prototype.scale = function (scale) {
  5086. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5087. };
  5088. /**
  5089. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5090. * @param scale defines the multiplier factor
  5091. * @param result defines the Vector3 object where to store the result
  5092. * @returns the current Vector3
  5093. */
  5094. Vector3.prototype.scaleToRef = function (scale, result) {
  5095. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5096. };
  5097. /**
  5098. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5099. * @param scale defines the scale factor
  5100. * @param result defines the Vector3 object where to store the result
  5101. * @returns the unmodified current Vector3
  5102. */
  5103. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5104. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5105. };
  5106. /**
  5107. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5108. * @param otherVector defines the second operand
  5109. * @returns true if both vectors are equals
  5110. */
  5111. Vector3.prototype.equals = function (otherVector) {
  5112. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5113. };
  5114. /**
  5115. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5116. * @param otherVector defines the second operand
  5117. * @param epsilon defines the minimal distance to define values as equals
  5118. * @returns true if both vectors are distant less than epsilon
  5119. */
  5120. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5121. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5122. 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);
  5123. };
  5124. /**
  5125. * Returns true if the current Vector3 coordinates equals the given floats
  5126. * @param x defines the x coordinate of the operand
  5127. * @param y defines the y coordinate of the operand
  5128. * @param z defines the z coordinate of the operand
  5129. * @returns true if both vectors are equals
  5130. */
  5131. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5132. return this.x === x && this.y === y && this.z === z;
  5133. };
  5134. /**
  5135. * Multiplies the current Vector3 coordinates by the given ones
  5136. * @param otherVector defines the second operand
  5137. * @returns the current updated Vector3
  5138. */
  5139. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5140. this.x *= otherVector.x;
  5141. this.y *= otherVector.y;
  5142. this.z *= otherVector.z;
  5143. return this;
  5144. };
  5145. /**
  5146. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5147. * @param otherVector defines the second operand
  5148. * @returns the new Vector3
  5149. */
  5150. Vector3.prototype.multiply = function (otherVector) {
  5151. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5152. };
  5153. /**
  5154. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5155. * @param otherVector defines the second operand
  5156. * @param result defines the Vector3 object where to store the result
  5157. * @returns the current Vector3
  5158. */
  5159. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5160. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5161. };
  5162. /**
  5163. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5164. * @param x defines the x coordinate of the operand
  5165. * @param y defines the y coordinate of the operand
  5166. * @param z defines the z coordinate of the operand
  5167. * @returns the new Vector3
  5168. */
  5169. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5170. return new Vector3(this.x * x, this.y * y, this.z * z);
  5171. };
  5172. /**
  5173. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5174. * @param otherVector defines the second operand
  5175. * @returns the new Vector3
  5176. */
  5177. Vector3.prototype.divide = function (otherVector) {
  5178. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5179. };
  5180. /**
  5181. * Divides the current Vector3 coordinates by the given ones 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.divideToRef = function (otherVector, result) {
  5187. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5188. };
  5189. /**
  5190. * Divides the current Vector3 coordinates by the given ones.
  5191. * @param otherVector defines the second operand
  5192. * @returns the current updated Vector3
  5193. */
  5194. Vector3.prototype.divideInPlace = function (otherVector) {
  5195. return this.divideToRef(otherVector, this);
  5196. };
  5197. /**
  5198. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5199. * @param other defines the second operand
  5200. * @returns the current updated Vector3
  5201. */
  5202. Vector3.prototype.minimizeInPlace = function (other) {
  5203. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5204. };
  5205. /**
  5206. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5207. * @param other defines the second operand
  5208. * @returns the current updated Vector3
  5209. */
  5210. Vector3.prototype.maximizeInPlace = function (other) {
  5211. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5212. };
  5213. /**
  5214. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5215. * @param x defines the x coordinate of the operand
  5216. * @param y defines the y coordinate of the operand
  5217. * @param z defines the z coordinate of the operand
  5218. * @returns the current updated Vector3
  5219. */
  5220. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5221. if (x < this.x) {
  5222. this.x = x;
  5223. }
  5224. if (y < this.y) {
  5225. this.y = y;
  5226. }
  5227. if (z < this.z) {
  5228. this.z = z;
  5229. }
  5230. return this;
  5231. };
  5232. /**
  5233. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5234. * @param x defines the x coordinate of the operand
  5235. * @param y defines the y coordinate of the operand
  5236. * @param z defines the z coordinate of the operand
  5237. * @returns the current updated Vector3
  5238. */
  5239. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5240. if (x > this.x) {
  5241. this.x = x;
  5242. }
  5243. if (y > this.y) {
  5244. this.y = y;
  5245. }
  5246. if (z > this.z) {
  5247. this.z = z;
  5248. }
  5249. return this;
  5250. };
  5251. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5252. /**
  5253. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5254. */
  5255. get: function () {
  5256. var absX = Math.abs(this.x);
  5257. var absY = Math.abs(this.y);
  5258. if (absX !== absY) {
  5259. return true;
  5260. }
  5261. var absZ = Math.abs(this.z);
  5262. if (absX !== absZ) {
  5263. return true;
  5264. }
  5265. if (absY !== absZ) {
  5266. return true;
  5267. }
  5268. return false;
  5269. },
  5270. enumerable: true,
  5271. configurable: true
  5272. });
  5273. /**
  5274. * Gets a new Vector3 from current Vector3 floored values
  5275. * @returns a new Vector3
  5276. */
  5277. Vector3.prototype.floor = function () {
  5278. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5279. };
  5280. /**
  5281. * Gets a new Vector3 from current Vector3 floored values
  5282. * @returns a new Vector3
  5283. */
  5284. Vector3.prototype.fract = function () {
  5285. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5286. };
  5287. // Properties
  5288. /**
  5289. * Gets the length of the Vector3
  5290. * @returns the length of the Vecto3
  5291. */
  5292. Vector3.prototype.length = function () {
  5293. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5294. };
  5295. /**
  5296. * Gets the squared length of the Vector3
  5297. * @returns squared length of the Vector3
  5298. */
  5299. Vector3.prototype.lengthSquared = function () {
  5300. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5301. };
  5302. /**
  5303. * Normalize the current Vector3.
  5304. * Please note that this is an in place operation.
  5305. * @returns the current updated Vector3
  5306. */
  5307. Vector3.prototype.normalize = function () {
  5308. return this.normalizeFromLength(this.length());
  5309. };
  5310. /**
  5311. * Normalize the current Vector3 with the given input length.
  5312. * Please note that this is an in place operation.
  5313. * @param len the length of the vector
  5314. * @returns the current updated Vector3
  5315. */
  5316. Vector3.prototype.normalizeFromLength = function (len) {
  5317. if (len === 0 || len === 1.0) {
  5318. return this;
  5319. }
  5320. return this.scaleInPlace(1.0 / len);
  5321. };
  5322. /**
  5323. * Normalize the current Vector3 to a new vector
  5324. * @returns the new Vector3
  5325. */
  5326. Vector3.prototype.normalizeToNew = function () {
  5327. var normalized = new Vector3(0, 0, 0);
  5328. this.normalizeToRef(normalized);
  5329. return normalized;
  5330. };
  5331. /**
  5332. * Normalize the current Vector3 to the reference
  5333. * @param reference define the Vector3 to update
  5334. * @returns the updated Vector3
  5335. */
  5336. Vector3.prototype.normalizeToRef = function (reference) {
  5337. var len = this.length();
  5338. if (len === 0 || len === 1.0) {
  5339. return reference.copyFromFloats(this.x, this.y, this.z);
  5340. }
  5341. return this.scaleToRef(1.0 / len, reference);
  5342. };
  5343. /**
  5344. * Creates a new Vector3 copied from the current Vector3
  5345. * @returns the new Vector3
  5346. */
  5347. Vector3.prototype.clone = function () {
  5348. return new Vector3(this.x, this.y, this.z);
  5349. };
  5350. /**
  5351. * Copies the given vector coordinates to the current Vector3 ones
  5352. * @param source defines the source Vector3
  5353. * @returns the current updated Vector3
  5354. */
  5355. Vector3.prototype.copyFrom = function (source) {
  5356. return this.copyFromFloats(source.x, source.y, source.z);
  5357. };
  5358. /**
  5359. * Copies the given floats to the current Vector3 coordinates
  5360. * @param x defines the x coordinate of the operand
  5361. * @param y defines the y coordinate of the operand
  5362. * @param z defines the z coordinate of the operand
  5363. * @returns the current updated Vector3
  5364. */
  5365. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5366. this.x = x;
  5367. this.y = y;
  5368. this.z = z;
  5369. return this;
  5370. };
  5371. /**
  5372. * Copies the given floats to the current Vector3 coordinates
  5373. * @param x defines the x coordinate of the operand
  5374. * @param y defines the y coordinate of the operand
  5375. * @param z defines the z coordinate of the operand
  5376. * @returns the current updated Vector3
  5377. */
  5378. Vector3.prototype.set = function (x, y, z) {
  5379. return this.copyFromFloats(x, y, z);
  5380. };
  5381. /**
  5382. * Copies the given float to the current Vector3 coordinates
  5383. * @param v defines the x, y and z coordinates of the operand
  5384. * @returns the current updated Vector3
  5385. */
  5386. Vector3.prototype.setAll = function (v) {
  5387. this.x = this.y = this.z = v;
  5388. return this;
  5389. };
  5390. // Statics
  5391. /**
  5392. * Get the clip factor between two vectors
  5393. * @param vector0 defines the first operand
  5394. * @param vector1 defines the second operand
  5395. * @param axis defines the axis to use
  5396. * @param size defines the size along the axis
  5397. * @returns the clip factor
  5398. */
  5399. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5400. var d0 = Vector3.Dot(vector0, axis) - size;
  5401. var d1 = Vector3.Dot(vector1, axis) - size;
  5402. var s = d0 / (d0 - d1);
  5403. return s;
  5404. };
  5405. /**
  5406. * Get angle between two vectors
  5407. * @param vector0 angle between vector0 and vector1
  5408. * @param vector1 angle between vector0 and vector1
  5409. * @param normal direction of the normal
  5410. * @return the angle between vector0 and vector1
  5411. */
  5412. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5413. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5414. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5415. var dot = Vector3.Dot(v0, v1);
  5416. var n = MathTmp.Vector3[3];
  5417. Vector3.CrossToRef(v0, v1, n);
  5418. if (Vector3.Dot(n, normal) > 0) {
  5419. return Math.acos(dot);
  5420. }
  5421. return -Math.acos(dot);
  5422. };
  5423. /**
  5424. * Returns a new Vector3 set from the index "offset" of the given array
  5425. * @param array defines the source array
  5426. * @param offset defines the offset in the source array
  5427. * @returns the new Vector3
  5428. */
  5429. Vector3.FromArray = function (array, offset) {
  5430. if (!offset) {
  5431. offset = 0;
  5432. }
  5433. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5434. };
  5435. /**
  5436. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5437. * This function is deprecated. Use FromArray instead
  5438. * @param array defines the source array
  5439. * @param offset defines the offset in the source array
  5440. * @returns the new Vector3
  5441. */
  5442. Vector3.FromFloatArray = function (array, offset) {
  5443. return Vector3.FromArray(array, offset);
  5444. };
  5445. /**
  5446. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5447. * @param array defines the source array
  5448. * @param offset defines the offset in the source array
  5449. * @param result defines the Vector3 where to store the result
  5450. */
  5451. Vector3.FromArrayToRef = function (array, offset, result) {
  5452. result.x = array[offset];
  5453. result.y = array[offset + 1];
  5454. result.z = array[offset + 2];
  5455. };
  5456. /**
  5457. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5458. * This function is deprecated. Use FromArrayToRef instead.
  5459. * @param array defines the source array
  5460. * @param offset defines the offset in the source array
  5461. * @param result defines the Vector3 where to store the result
  5462. */
  5463. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5464. return Vector3.FromArrayToRef(array, offset, result);
  5465. };
  5466. /**
  5467. * Sets the given vector "result" with the given floats.
  5468. * @param x defines the x coordinate of the source
  5469. * @param y defines the y coordinate of the source
  5470. * @param z defines the z coordinate of the source
  5471. * @param result defines the Vector3 where to store the result
  5472. */
  5473. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5474. result.copyFromFloats(x, y, z);
  5475. };
  5476. /**
  5477. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5478. * @returns a new empty Vector3
  5479. */
  5480. Vector3.Zero = function () {
  5481. return new Vector3(0.0, 0.0, 0.0);
  5482. };
  5483. /**
  5484. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5485. * @returns a new unit Vector3
  5486. */
  5487. Vector3.One = function () {
  5488. return new Vector3(1.0, 1.0, 1.0);
  5489. };
  5490. /**
  5491. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5492. * @returns a new up Vector3
  5493. */
  5494. Vector3.Up = function () {
  5495. return new Vector3(0.0, 1.0, 0.0);
  5496. };
  5497. /**
  5498. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5499. * @returns a new down Vector3
  5500. */
  5501. Vector3.Down = function () {
  5502. return new Vector3(0.0, -1.0, 0.0);
  5503. };
  5504. /**
  5505. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5506. * @returns a new forward Vector3
  5507. */
  5508. Vector3.Forward = function () {
  5509. return new Vector3(0.0, 0.0, 1.0);
  5510. };
  5511. /**
  5512. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5513. * @returns a new forward Vector3
  5514. */
  5515. Vector3.Backward = function () {
  5516. return new Vector3(0.0, 0.0, -1.0);
  5517. };
  5518. /**
  5519. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5520. * @returns a new right Vector3
  5521. */
  5522. Vector3.Right = function () {
  5523. return new Vector3(1.0, 0.0, 0.0);
  5524. };
  5525. /**
  5526. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5527. * @returns a new left Vector3
  5528. */
  5529. Vector3.Left = function () {
  5530. return new Vector3(-1.0, 0.0, 0.0);
  5531. };
  5532. /**
  5533. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5534. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5535. * @param vector defines the Vector3 to transform
  5536. * @param transformation defines the transformation matrix
  5537. * @returns the transformed Vector3
  5538. */
  5539. Vector3.TransformCoordinates = function (vector, transformation) {
  5540. var result = Vector3.Zero();
  5541. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5542. return result;
  5543. };
  5544. /**
  5545. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5546. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5547. * @param vector defines the Vector3 to transform
  5548. * @param transformation defines the transformation matrix
  5549. * @param result defines the Vector3 where to store the result
  5550. */
  5551. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5552. return Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5553. };
  5554. /**
  5555. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5556. * This method computes tranformed coordinates only, not transformed direction vectors
  5557. * @param x define the x coordinate of the source vector
  5558. * @param y define the y coordinate of the source vector
  5559. * @param z define the z coordinate of the source vector
  5560. * @param transformation defines the transformation matrix
  5561. * @param result defines the Vector3 where to store the result
  5562. */
  5563. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5564. var m = transformation.m;
  5565. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5566. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5567. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5568. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5569. result.x = rx * rw;
  5570. result.y = ry * rw;
  5571. result.z = rz * rw;
  5572. };
  5573. /**
  5574. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5575. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5576. * @param vector defines the Vector3 to transform
  5577. * @param transformation defines the transformation matrix
  5578. * @returns the new Vector3
  5579. */
  5580. Vector3.TransformNormal = function (vector, transformation) {
  5581. var result = Vector3.Zero();
  5582. Vector3.TransformNormalToRef(vector, transformation, result);
  5583. return result;
  5584. };
  5585. /**
  5586. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5587. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5588. * @param vector defines the Vector3 to transform
  5589. * @param transformation defines the transformation matrix
  5590. * @param result defines the Vector3 where to store the result
  5591. */
  5592. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5593. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5594. };
  5595. /**
  5596. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5597. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5598. * @param x define the x coordinate of the source vector
  5599. * @param y define the y coordinate of the source vector
  5600. * @param z define the z coordinate of the source vector
  5601. * @param transformation defines the transformation matrix
  5602. * @param result defines the Vector3 where to store the result
  5603. */
  5604. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5605. var m = transformation.m;
  5606. result.x = x * m[0] + y * m[4] + z * m[8];
  5607. result.y = x * m[1] + y * m[5] + z * m[9];
  5608. result.z = x * m[2] + y * m[6] + z * m[10];
  5609. };
  5610. /**
  5611. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5612. * @param value1 defines the first control point
  5613. * @param value2 defines the second control point
  5614. * @param value3 defines the third control point
  5615. * @param value4 defines the fourth control point
  5616. * @param amount defines the amount on the spline to use
  5617. * @returns the new Vector3
  5618. */
  5619. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5620. var squared = amount * amount;
  5621. var cubed = amount * squared;
  5622. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5623. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5624. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5625. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5626. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5627. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5628. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5629. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5630. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5631. return new Vector3(x, y, z);
  5632. };
  5633. /**
  5634. * 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"
  5635. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5636. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5637. * @param value defines the current value
  5638. * @param min defines the lower range value
  5639. * @param max defines the upper range value
  5640. * @returns the new Vector3
  5641. */
  5642. Vector3.Clamp = function (value, min, max) {
  5643. var x = value.x;
  5644. x = (x > max.x) ? max.x : x;
  5645. x = (x < min.x) ? min.x : x;
  5646. var y = value.y;
  5647. y = (y > max.y) ? max.y : y;
  5648. y = (y < min.y) ? min.y : y;
  5649. var z = value.z;
  5650. z = (z > max.z) ? max.z : z;
  5651. z = (z < min.z) ? min.z : z;
  5652. return new Vector3(x, y, z);
  5653. };
  5654. /**
  5655. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5656. * @param value1 defines the first control point
  5657. * @param tangent1 defines the first tangent vector
  5658. * @param value2 defines the second control point
  5659. * @param tangent2 defines the second tangent vector
  5660. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5661. * @returns the new Vector3
  5662. */
  5663. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5664. var squared = amount * amount;
  5665. var cubed = amount * squared;
  5666. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5667. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5668. var part3 = (cubed - (2.0 * squared)) + amount;
  5669. var part4 = cubed - squared;
  5670. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5671. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5672. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5673. return new Vector3(x, y, z);
  5674. };
  5675. /**
  5676. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5677. * @param start defines the start value
  5678. * @param end defines the end value
  5679. * @param amount max defines amount between both (between 0 and 1)
  5680. * @returns the new Vector3
  5681. */
  5682. Vector3.Lerp = function (start, end, amount) {
  5683. var result = new Vector3(0, 0, 0);
  5684. Vector3.LerpToRef(start, end, amount, result);
  5685. return result;
  5686. };
  5687. /**
  5688. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5689. * @param start defines the start value
  5690. * @param end defines the end value
  5691. * @param amount max defines amount between both (between 0 and 1)
  5692. * @param result defines the Vector3 where to store the result
  5693. */
  5694. Vector3.LerpToRef = function (start, end, amount, result) {
  5695. result.x = start.x + ((end.x - start.x) * amount);
  5696. result.y = start.y + ((end.y - start.y) * amount);
  5697. result.z = start.z + ((end.z - start.z) * amount);
  5698. };
  5699. /**
  5700. * Returns the dot product (float) between the vectors "left" and "right"
  5701. * @param left defines the left operand
  5702. * @param right defines the right operand
  5703. * @returns the dot product
  5704. */
  5705. Vector3.Dot = function (left, right) {
  5706. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5707. };
  5708. /**
  5709. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5710. * The cross product is then orthogonal to both "left" and "right"
  5711. * @param left defines the left operand
  5712. * @param right defines the right operand
  5713. * @returns the cross product
  5714. */
  5715. Vector3.Cross = function (left, right) {
  5716. var result = Vector3.Zero();
  5717. Vector3.CrossToRef(left, right, result);
  5718. return result;
  5719. };
  5720. /**
  5721. * Sets the given vector "result" with the cross product of "left" and "right"
  5722. * The cross product is then orthogonal to both "left" and "right"
  5723. * @param left defines the left operand
  5724. * @param right defines the right operand
  5725. * @param result defines the Vector3 where to store the result
  5726. */
  5727. Vector3.CrossToRef = function (left, right, result) {
  5728. MathTmp.Vector3[0].x = left.y * right.z - left.z * right.y;
  5729. MathTmp.Vector3[0].y = left.z * right.x - left.x * right.z;
  5730. MathTmp.Vector3[0].z = left.x * right.y - left.y * right.x;
  5731. result.copyFrom(MathTmp.Vector3[0]);
  5732. };
  5733. /**
  5734. * Returns a new Vector3 as the normalization of the given vector
  5735. * @param vector defines the Vector3 to normalize
  5736. * @returns the new Vector3
  5737. */
  5738. Vector3.Normalize = function (vector) {
  5739. var result = Vector3.Zero();
  5740. Vector3.NormalizeToRef(vector, result);
  5741. return result;
  5742. };
  5743. /**
  5744. * Sets the given vector "result" with the normalization of the given first vector
  5745. * @param vector defines the Vector3 to normalize
  5746. * @param result defines the Vector3 where to store the result
  5747. */
  5748. Vector3.NormalizeToRef = function (vector, result) {
  5749. vector.normalizeToRef(result);
  5750. };
  5751. /**
  5752. * Project a Vector3 onto screen space
  5753. * @param vector defines the Vector3 to project
  5754. * @param world defines the world matrix to use
  5755. * @param transform defines the transform (view x projection) matrix to use
  5756. * @param viewport defines the screen viewport to use
  5757. * @returns the new Vector3
  5758. */
  5759. Vector3.Project = function (vector, world, transform, viewport) {
  5760. var cw = viewport.width;
  5761. var ch = viewport.height;
  5762. var cx = viewport.x;
  5763. var cy = viewport.y;
  5764. var viewportMatrix = Vector3._viewportMatrixCache ? Vector3._viewportMatrixCache : (Vector3._viewportMatrixCache = new Matrix());
  5765. 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);
  5766. var matrix = MathTmp.Matrix[0];
  5767. world.multiplyToRef(transform, matrix);
  5768. matrix.multiplyToRef(viewportMatrix, matrix);
  5769. return Vector3.TransformCoordinates(vector, matrix);
  5770. };
  5771. /**
  5772. * Unproject from screen space to object space
  5773. * @param source defines the screen space Vector3 to use
  5774. * @param viewportWidth defines the current width of the viewport
  5775. * @param viewportHeight defines the current height of the viewport
  5776. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5777. * @param transform defines the transform (view x projection) matrix to use
  5778. * @returns the new Vector3
  5779. */
  5780. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5781. var matrix = MathTmp.Matrix[0];
  5782. world.multiplyToRef(transform, matrix);
  5783. matrix.invert();
  5784. source.x = source.x / viewportWidth * 2 - 1;
  5785. source.y = -(source.y / viewportHeight * 2 - 1);
  5786. var vector = Vector3.TransformCoordinates(source, matrix);
  5787. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  5788. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5789. vector = vector.scale(1.0 / num);
  5790. }
  5791. return vector;
  5792. };
  5793. /**
  5794. * Unproject from screen space to object space
  5795. * @param source defines the screen space Vector3 to use
  5796. * @param viewportWidth defines the current width of the viewport
  5797. * @param viewportHeight defines the current height of the viewport
  5798. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5799. * @param view defines the view matrix to use
  5800. * @param projection defines the projection matrix to use
  5801. * @returns the new Vector3
  5802. */
  5803. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5804. var result = Vector3.Zero();
  5805. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5806. return result;
  5807. };
  5808. /**
  5809. * Unproject from screen space to object space
  5810. * @param source defines the screen space Vector3 to use
  5811. * @param viewportWidth defines the current width of the viewport
  5812. * @param viewportHeight defines the current height of the viewport
  5813. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5814. * @param view defines the view matrix to use
  5815. * @param projection defines the projection matrix to use
  5816. * @param result defines the Vector3 where to store the result
  5817. */
  5818. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5819. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5820. };
  5821. /**
  5822. * Unproject from screen space to object space
  5823. * @param sourceX defines the screen space x coordinate to use
  5824. * @param sourceY defines the screen space y coordinate to use
  5825. * @param sourceZ defines the screen space z coordinate to use
  5826. * @param viewportWidth defines the current width of the viewport
  5827. * @param viewportHeight defines the current height of the viewport
  5828. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5829. * @param view defines the view matrix to use
  5830. * @param projection defines the projection matrix to use
  5831. * @param result defines the Vector3 where to store the result
  5832. */
  5833. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5834. var matrix = MathTmp.Matrix[0];
  5835. world.multiplyToRef(view, matrix);
  5836. matrix.multiplyToRef(projection, matrix);
  5837. matrix.invert();
  5838. var screenSource = MathTmp.Vector3[0];
  5839. screenSource.x = sourceX / viewportWidth * 2 - 1;
  5840. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5841. screenSource.z = 2 * sourceZ - 1.0;
  5842. Vector3.TransformCoordinatesToRef(screenSource, matrix, result);
  5843. var num = screenSource.x * matrix.m[3] + screenSource.y * matrix.m[7] + screenSource.z * matrix.m[11] + matrix.m[15];
  5844. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5845. result.scaleInPlace(1.0 / num);
  5846. }
  5847. };
  5848. /**
  5849. * Gets the minimal coordinate values between two Vector3
  5850. * @param left defines the first operand
  5851. * @param right defines the second operand
  5852. * @returns the new Vector3
  5853. */
  5854. Vector3.Minimize = function (left, right) {
  5855. var min = left.clone();
  5856. min.minimizeInPlace(right);
  5857. return min;
  5858. };
  5859. /**
  5860. * Gets the maximal coordinate values between two Vector3
  5861. * @param left defines the first operand
  5862. * @param right defines the second operand
  5863. * @returns the new Vector3
  5864. */
  5865. Vector3.Maximize = function (left, right) {
  5866. var max = left.clone();
  5867. max.maximizeInPlace(right);
  5868. return max;
  5869. };
  5870. /**
  5871. * Returns the distance between the vectors "value1" and "value2"
  5872. * @param value1 defines the first operand
  5873. * @param value2 defines the second operand
  5874. * @returns the distance
  5875. */
  5876. Vector3.Distance = function (value1, value2) {
  5877. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  5878. };
  5879. /**
  5880. * Returns the squared distance between the vectors "value1" and "value2"
  5881. * @param value1 defines the first operand
  5882. * @param value2 defines the second operand
  5883. * @returns the squared distance
  5884. */
  5885. Vector3.DistanceSquared = function (value1, value2) {
  5886. var x = value1.x - value2.x;
  5887. var y = value1.y - value2.y;
  5888. var z = value1.z - value2.z;
  5889. return (x * x) + (y * y) + (z * z);
  5890. };
  5891. /**
  5892. * Returns a new Vector3 located at the center between "value1" and "value2"
  5893. * @param value1 defines the first operand
  5894. * @param value2 defines the second operand
  5895. * @returns the new Vector3
  5896. */
  5897. Vector3.Center = function (value1, value2) {
  5898. var center = value1.add(value2);
  5899. center.scaleInPlace(0.5);
  5900. return center;
  5901. };
  5902. /**
  5903. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  5904. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  5905. * to something in order to rotate it from its local system to the given target system
  5906. * Note: axis1, axis2 and axis3 are normalized during this operation
  5907. * @param axis1 defines the first axis
  5908. * @param axis2 defines the second axis
  5909. * @param axis3 defines the third axis
  5910. * @returns a new Vector3
  5911. */
  5912. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  5913. var rotation = Vector3.Zero();
  5914. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  5915. return rotation;
  5916. };
  5917. /**
  5918. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  5919. * @param axis1 defines the first axis
  5920. * @param axis2 defines the second axis
  5921. * @param axis3 defines the third axis
  5922. * @param ref defines the Vector3 where to store the result
  5923. */
  5924. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  5925. var quat = MathTmp.Quaternion[0];
  5926. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  5927. quat.toEulerAnglesToRef(ref);
  5928. };
  5929. return Vector3;
  5930. }());
  5931. BABYLON.Vector3 = Vector3;
  5932. /**
  5933. * Vector4 class created for EulerAngle class conversion to Quaternion
  5934. */
  5935. var Vector4 = /** @class */ (function () {
  5936. /**
  5937. * Creates a Vector4 object from the given floats.
  5938. * @param x x value of the vector
  5939. * @param y y value of the vector
  5940. * @param z z value of the vector
  5941. * @param w w value of the vector
  5942. */
  5943. function Vector4(
  5944. /** x value of the vector */
  5945. x,
  5946. /** y value of the vector */
  5947. y,
  5948. /** z value of the vector */
  5949. z,
  5950. /** w value of the vector */
  5951. w) {
  5952. this.x = x;
  5953. this.y = y;
  5954. this.z = z;
  5955. this.w = w;
  5956. }
  5957. /**
  5958. * Returns the string with the Vector4 coordinates.
  5959. * @returns a string containing all the vector values
  5960. */
  5961. Vector4.prototype.toString = function () {
  5962. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  5963. };
  5964. /**
  5965. * Returns the string "Vector4".
  5966. * @returns "Vector4"
  5967. */
  5968. Vector4.prototype.getClassName = function () {
  5969. return "Vector4";
  5970. };
  5971. /**
  5972. * Returns the Vector4 hash code.
  5973. * @returns a unique hash code
  5974. */
  5975. Vector4.prototype.getHashCode = function () {
  5976. var hash = this.x || 0;
  5977. hash = (hash * 397) ^ (this.y || 0);
  5978. hash = (hash * 397) ^ (this.z || 0);
  5979. hash = (hash * 397) ^ (this.w || 0);
  5980. return hash;
  5981. };
  5982. // Operators
  5983. /**
  5984. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  5985. * @returns the resulting array
  5986. */
  5987. Vector4.prototype.asArray = function () {
  5988. var result = new Array();
  5989. this.toArray(result, 0);
  5990. return result;
  5991. };
  5992. /**
  5993. * Populates the given array from the given index with the Vector4 coordinates.
  5994. * @param array array to populate
  5995. * @param index index of the array to start at (default: 0)
  5996. * @returns the Vector4.
  5997. */
  5998. Vector4.prototype.toArray = function (array, index) {
  5999. if (index === undefined) {
  6000. index = 0;
  6001. }
  6002. array[index] = this.x;
  6003. array[index + 1] = this.y;
  6004. array[index + 2] = this.z;
  6005. array[index + 3] = this.w;
  6006. return this;
  6007. };
  6008. /**
  6009. * Adds the given vector to the current Vector4.
  6010. * @param otherVector the vector to add
  6011. * @returns the updated Vector4.
  6012. */
  6013. Vector4.prototype.addInPlace = function (otherVector) {
  6014. this.x += otherVector.x;
  6015. this.y += otherVector.y;
  6016. this.z += otherVector.z;
  6017. this.w += otherVector.w;
  6018. return this;
  6019. };
  6020. /**
  6021. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6022. * @param otherVector the vector to add
  6023. * @returns the resulting vector
  6024. */
  6025. Vector4.prototype.add = function (otherVector) {
  6026. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6027. };
  6028. /**
  6029. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6030. * @param otherVector the vector to add
  6031. * @param result the vector to store the result
  6032. * @returns the current Vector4.
  6033. */
  6034. Vector4.prototype.addToRef = function (otherVector, result) {
  6035. result.x = this.x + otherVector.x;
  6036. result.y = this.y + otherVector.y;
  6037. result.z = this.z + otherVector.z;
  6038. result.w = this.w + otherVector.w;
  6039. return this;
  6040. };
  6041. /**
  6042. * Subtract in place the given vector from the current Vector4.
  6043. * @param otherVector the vector to subtract
  6044. * @returns the updated Vector4.
  6045. */
  6046. Vector4.prototype.subtractInPlace = function (otherVector) {
  6047. this.x -= otherVector.x;
  6048. this.y -= otherVector.y;
  6049. this.z -= otherVector.z;
  6050. this.w -= otherVector.w;
  6051. return this;
  6052. };
  6053. /**
  6054. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6055. * @param otherVector the vector to add
  6056. * @returns the new vector with the result
  6057. */
  6058. Vector4.prototype.subtract = function (otherVector) {
  6059. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6060. };
  6061. /**
  6062. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6063. * @param otherVector the vector to subtract
  6064. * @param result the vector to store the result
  6065. * @returns the current Vector4.
  6066. */
  6067. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6068. result.x = this.x - otherVector.x;
  6069. result.y = this.y - otherVector.y;
  6070. result.z = this.z - otherVector.z;
  6071. result.w = this.w - otherVector.w;
  6072. return this;
  6073. };
  6074. /**
  6075. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6076. */
  6077. /**
  6078. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6079. * @param x value to subtract
  6080. * @param y value to subtract
  6081. * @param z value to subtract
  6082. * @param w value to subtract
  6083. * @returns new vector containing the result
  6084. */
  6085. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6086. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6087. };
  6088. /**
  6089. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6090. * @param x value to subtract
  6091. * @param y value to subtract
  6092. * @param z value to subtract
  6093. * @param w value to subtract
  6094. * @param result the vector to store the result in
  6095. * @returns the current Vector4.
  6096. */
  6097. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6098. result.x = this.x - x;
  6099. result.y = this.y - y;
  6100. result.z = this.z - z;
  6101. result.w = this.w - w;
  6102. return this;
  6103. };
  6104. /**
  6105. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6106. * @returns a new vector with the negated values
  6107. */
  6108. Vector4.prototype.negate = function () {
  6109. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6110. };
  6111. /**
  6112. * Multiplies the current Vector4 coordinates by scale (float).
  6113. * @param scale the number to scale with
  6114. * @returns the updated Vector4.
  6115. */
  6116. Vector4.prototype.scaleInPlace = function (scale) {
  6117. this.x *= scale;
  6118. this.y *= scale;
  6119. this.z *= scale;
  6120. this.w *= scale;
  6121. return this;
  6122. };
  6123. /**
  6124. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6125. * @param scale the number to scale with
  6126. * @returns a new vector with the result
  6127. */
  6128. Vector4.prototype.scale = function (scale) {
  6129. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6130. };
  6131. /**
  6132. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6133. * @param scale the number to scale with
  6134. * @param result a vector to store the result in
  6135. * @returns the current Vector4.
  6136. */
  6137. Vector4.prototype.scaleToRef = function (scale, result) {
  6138. result.x = this.x * scale;
  6139. result.y = this.y * scale;
  6140. result.z = this.z * scale;
  6141. result.w = this.w * scale;
  6142. return this;
  6143. };
  6144. /**
  6145. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6146. * @param scale defines the scale factor
  6147. * @param result defines the Vector4 object where to store the result
  6148. * @returns the unmodified current Vector4
  6149. */
  6150. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6151. result.x += this.x * scale;
  6152. result.y += this.y * scale;
  6153. result.z += this.z * scale;
  6154. result.w += this.w * scale;
  6155. return this;
  6156. };
  6157. /**
  6158. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6159. * @param otherVector the vector to compare against
  6160. * @returns true if they are equal
  6161. */
  6162. Vector4.prototype.equals = function (otherVector) {
  6163. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6164. };
  6165. /**
  6166. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6167. * @param otherVector vector to compare against
  6168. * @param epsilon (Default: very small number)
  6169. * @returns true if they are equal
  6170. */
  6171. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6172. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6173. return otherVector
  6174. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6175. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6176. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6177. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6178. };
  6179. /**
  6180. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6181. * @param x x value to compare against
  6182. * @param y y value to compare against
  6183. * @param z z value to compare against
  6184. * @param w w value to compare against
  6185. * @returns true if equal
  6186. */
  6187. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6188. return this.x === x && this.y === y && this.z === z && this.w === w;
  6189. };
  6190. /**
  6191. * Multiplies in place the current Vector4 by the given one.
  6192. * @param otherVector vector to multiple with
  6193. * @returns the updated Vector4.
  6194. */
  6195. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6196. this.x *= otherVector.x;
  6197. this.y *= otherVector.y;
  6198. this.z *= otherVector.z;
  6199. this.w *= otherVector.w;
  6200. return this;
  6201. };
  6202. /**
  6203. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6204. * @param otherVector vector to multiple with
  6205. * @returns resulting new vector
  6206. */
  6207. Vector4.prototype.multiply = function (otherVector) {
  6208. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6209. };
  6210. /**
  6211. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6212. * @param otherVector vector to multiple with
  6213. * @param result vector to store the result
  6214. * @returns the current Vector4.
  6215. */
  6216. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6217. result.x = this.x * otherVector.x;
  6218. result.y = this.y * otherVector.y;
  6219. result.z = this.z * otherVector.z;
  6220. result.w = this.w * otherVector.w;
  6221. return this;
  6222. };
  6223. /**
  6224. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6225. * @param x x value multiply with
  6226. * @param y y value multiply with
  6227. * @param z z value multiply with
  6228. * @param w w value multiply with
  6229. * @returns resulting new vector
  6230. */
  6231. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6232. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6233. };
  6234. /**
  6235. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6236. * @param otherVector vector to devide with
  6237. * @returns resulting new vector
  6238. */
  6239. Vector4.prototype.divide = function (otherVector) {
  6240. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6241. };
  6242. /**
  6243. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6244. * @param otherVector vector to devide with
  6245. * @param result vector to store the result
  6246. * @returns the current Vector4.
  6247. */
  6248. Vector4.prototype.divideToRef = function (otherVector, result) {
  6249. result.x = this.x / otherVector.x;
  6250. result.y = this.y / otherVector.y;
  6251. result.z = this.z / otherVector.z;
  6252. result.w = this.w / otherVector.w;
  6253. return this;
  6254. };
  6255. /**
  6256. * Divides the current Vector3 coordinates by the given ones.
  6257. * @param otherVector vector to devide with
  6258. * @returns the updated Vector3.
  6259. */
  6260. Vector4.prototype.divideInPlace = function (otherVector) {
  6261. return this.divideToRef(otherVector, this);
  6262. };
  6263. /**
  6264. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6265. * @param other defines the second operand
  6266. * @returns the current updated Vector4
  6267. */
  6268. Vector4.prototype.minimizeInPlace = function (other) {
  6269. if (other.x < this.x) {
  6270. this.x = other.x;
  6271. }
  6272. if (other.y < this.y) {
  6273. this.y = other.y;
  6274. }
  6275. if (other.z < this.z) {
  6276. this.z = other.z;
  6277. }
  6278. if (other.w < this.w) {
  6279. this.w = other.w;
  6280. }
  6281. return this;
  6282. };
  6283. /**
  6284. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6285. * @param other defines the second operand
  6286. * @returns the current updated Vector4
  6287. */
  6288. Vector4.prototype.maximizeInPlace = function (other) {
  6289. if (other.x > this.x) {
  6290. this.x = other.x;
  6291. }
  6292. if (other.y > this.y) {
  6293. this.y = other.y;
  6294. }
  6295. if (other.z > this.z) {
  6296. this.z = other.z;
  6297. }
  6298. if (other.w > this.w) {
  6299. this.w = other.w;
  6300. }
  6301. return this;
  6302. };
  6303. /**
  6304. * Gets a new Vector4 from current Vector4 floored values
  6305. * @returns a new Vector4
  6306. */
  6307. Vector4.prototype.floor = function () {
  6308. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6309. };
  6310. /**
  6311. * Gets a new Vector4 from current Vector3 floored values
  6312. * @returns a new Vector4
  6313. */
  6314. Vector4.prototype.fract = function () {
  6315. 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));
  6316. };
  6317. // Properties
  6318. /**
  6319. * Returns the Vector4 length (float).
  6320. * @returns the length
  6321. */
  6322. Vector4.prototype.length = function () {
  6323. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6324. };
  6325. /**
  6326. * Returns the Vector4 squared length (float).
  6327. * @returns the length squared
  6328. */
  6329. Vector4.prototype.lengthSquared = function () {
  6330. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6331. };
  6332. // Methods
  6333. /**
  6334. * Normalizes in place the Vector4.
  6335. * @returns the updated Vector4.
  6336. */
  6337. Vector4.prototype.normalize = function () {
  6338. var len = this.length();
  6339. if (len === 0) {
  6340. return this;
  6341. }
  6342. return this.scaleInPlace(1.0 / len);
  6343. };
  6344. /**
  6345. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6346. * @returns this converted to a new vector3
  6347. */
  6348. Vector4.prototype.toVector3 = function () {
  6349. return new Vector3(this.x, this.y, this.z);
  6350. };
  6351. /**
  6352. * Returns a new Vector4 copied from the current one.
  6353. * @returns the new cloned vector
  6354. */
  6355. Vector4.prototype.clone = function () {
  6356. return new Vector4(this.x, this.y, this.z, this.w);
  6357. };
  6358. /**
  6359. * Updates the current Vector4 with the given one coordinates.
  6360. * @param source the source vector to copy from
  6361. * @returns the updated Vector4.
  6362. */
  6363. Vector4.prototype.copyFrom = function (source) {
  6364. this.x = source.x;
  6365. this.y = source.y;
  6366. this.z = source.z;
  6367. this.w = source.w;
  6368. return this;
  6369. };
  6370. /**
  6371. * Updates the current Vector4 coordinates with the given floats.
  6372. * @param x float to copy from
  6373. * @param y float to copy from
  6374. * @param z float to copy from
  6375. * @param w float to copy from
  6376. * @returns the updated Vector4.
  6377. */
  6378. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6379. this.x = x;
  6380. this.y = y;
  6381. this.z = z;
  6382. this.w = w;
  6383. return this;
  6384. };
  6385. /**
  6386. * Updates the current Vector4 coordinates with the given floats.
  6387. * @param x float to set from
  6388. * @param y float to set from
  6389. * @param z float to set from
  6390. * @param w float to set from
  6391. * @returns the updated Vector4.
  6392. */
  6393. Vector4.prototype.set = function (x, y, z, w) {
  6394. return this.copyFromFloats(x, y, z, w);
  6395. };
  6396. /**
  6397. * Copies the given float to the current Vector3 coordinates
  6398. * @param v defines the x, y, z and w coordinates of the operand
  6399. * @returns the current updated Vector3
  6400. */
  6401. Vector4.prototype.setAll = function (v) {
  6402. this.x = this.y = this.z = this.w = v;
  6403. return this;
  6404. };
  6405. // Statics
  6406. /**
  6407. * Returns a new Vector4 set from the starting index of the given array.
  6408. * @param array the array to pull values from
  6409. * @param offset the offset into the array to start at
  6410. * @returns the new vector
  6411. */
  6412. Vector4.FromArray = function (array, offset) {
  6413. if (!offset) {
  6414. offset = 0;
  6415. }
  6416. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6417. };
  6418. /**
  6419. * Updates the given vector "result" from the starting index of the given array.
  6420. * @param array the array to pull values from
  6421. * @param offset the offset into the array to start at
  6422. * @param result the vector to store the result in
  6423. */
  6424. Vector4.FromArrayToRef = function (array, offset, result) {
  6425. result.x = array[offset];
  6426. result.y = array[offset + 1];
  6427. result.z = array[offset + 2];
  6428. result.w = array[offset + 3];
  6429. };
  6430. /**
  6431. * Updates the given vector "result" from the starting index of the given Float32Array.
  6432. * @param array the array to pull values from
  6433. * @param offset the offset into the array to start at
  6434. * @param result the vector to store the result in
  6435. */
  6436. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6437. Vector4.FromArrayToRef(array, offset, result);
  6438. };
  6439. /**
  6440. * Updates the given vector "result" coordinates from the given floats.
  6441. * @param x float to set from
  6442. * @param y float to set from
  6443. * @param z float to set from
  6444. * @param w float to set from
  6445. * @param result the vector to the floats in
  6446. */
  6447. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6448. result.x = x;
  6449. result.y = y;
  6450. result.z = z;
  6451. result.w = w;
  6452. };
  6453. /**
  6454. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6455. * @returns the new vector
  6456. */
  6457. Vector4.Zero = function () {
  6458. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6459. };
  6460. /**
  6461. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6462. * @returns the new vector
  6463. */
  6464. Vector4.One = function () {
  6465. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6466. };
  6467. /**
  6468. * Returns a new normalized Vector4 from the given one.
  6469. * @param vector the vector to normalize
  6470. * @returns the vector
  6471. */
  6472. Vector4.Normalize = function (vector) {
  6473. var result = Vector4.Zero();
  6474. Vector4.NormalizeToRef(vector, result);
  6475. return result;
  6476. };
  6477. /**
  6478. * Updates the given vector "result" from the normalization of the given one.
  6479. * @param vector the vector to normalize
  6480. * @param result the vector to store the result in
  6481. */
  6482. Vector4.NormalizeToRef = function (vector, result) {
  6483. result.copyFrom(vector);
  6484. result.normalize();
  6485. };
  6486. /**
  6487. * Returns a vector with the minimum values from the left and right vectors
  6488. * @param left left vector to minimize
  6489. * @param right right vector to minimize
  6490. * @returns a new vector with the minimum of the left and right vector values
  6491. */
  6492. Vector4.Minimize = function (left, right) {
  6493. var min = left.clone();
  6494. min.minimizeInPlace(right);
  6495. return min;
  6496. };
  6497. /**
  6498. * Returns a vector with the maximum values from the left and right vectors
  6499. * @param left left vector to maximize
  6500. * @param right right vector to maximize
  6501. * @returns a new vector with the maximum of the left and right vector values
  6502. */
  6503. Vector4.Maximize = function (left, right) {
  6504. var max = left.clone();
  6505. max.maximizeInPlace(right);
  6506. return max;
  6507. };
  6508. /**
  6509. * Returns the distance (float) between the vectors "value1" and "value2".
  6510. * @param value1 value to calulate the distance between
  6511. * @param value2 value to calulate the distance between
  6512. * @return the distance between the two vectors
  6513. */
  6514. Vector4.Distance = function (value1, value2) {
  6515. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6516. };
  6517. /**
  6518. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6519. * @param value1 value to calulate the distance between
  6520. * @param value2 value to calulate the distance between
  6521. * @return the distance between the two vectors squared
  6522. */
  6523. Vector4.DistanceSquared = function (value1, value2) {
  6524. var x = value1.x - value2.x;
  6525. var y = value1.y - value2.y;
  6526. var z = value1.z - value2.z;
  6527. var w = value1.w - value2.w;
  6528. return (x * x) + (y * y) + (z * z) + (w * w);
  6529. };
  6530. /**
  6531. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6532. * @param value1 value to calulate the center between
  6533. * @param value2 value to calulate the center between
  6534. * @return the center between the two vectors
  6535. */
  6536. Vector4.Center = function (value1, value2) {
  6537. var center = value1.add(value2);
  6538. center.scaleInPlace(0.5);
  6539. return center;
  6540. };
  6541. /**
  6542. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6543. * This methods computes transformed normalized direction vectors only.
  6544. * @param vector the vector to transform
  6545. * @param transformation the transformation matrix to apply
  6546. * @returns the new vector
  6547. */
  6548. Vector4.TransformNormal = function (vector, transformation) {
  6549. var result = Vector4.Zero();
  6550. Vector4.TransformNormalToRef(vector, transformation, result);
  6551. return result;
  6552. };
  6553. /**
  6554. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6555. * This methods computes transformed normalized direction vectors only.
  6556. * @param vector the vector to transform
  6557. * @param transformation the transformation matrix to apply
  6558. * @param result the vector to store the result in
  6559. */
  6560. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6561. var m = transformation.m;
  6562. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6563. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6564. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6565. result.x = x;
  6566. result.y = y;
  6567. result.z = z;
  6568. result.w = vector.w;
  6569. };
  6570. /**
  6571. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6572. * This methods computes transformed normalized direction vectors only.
  6573. * @param x value to transform
  6574. * @param y value to transform
  6575. * @param z value to transform
  6576. * @param w value to transform
  6577. * @param transformation the transformation matrix to apply
  6578. * @param result the vector to store the results in
  6579. */
  6580. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6581. var m = transformation.m;
  6582. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6583. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6584. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6585. result.w = w;
  6586. };
  6587. return Vector4;
  6588. }());
  6589. BABYLON.Vector4 = Vector4;
  6590. /**
  6591. * Size containing widht and height
  6592. */
  6593. var Size = /** @class */ (function () {
  6594. /**
  6595. * Creates a Size object from the given width and height (floats).
  6596. * @param width width of the new size
  6597. * @param height height of the new size
  6598. */
  6599. function Size(width, height) {
  6600. this.width = width;
  6601. this.height = height;
  6602. }
  6603. /**
  6604. * Returns a string with the Size width and height
  6605. * @returns a string with the Size width and height
  6606. */
  6607. Size.prototype.toString = function () {
  6608. return "{W: " + this.width + ", H: " + this.height + "}";
  6609. };
  6610. /**
  6611. * "Size"
  6612. * @returns the string "Size"
  6613. */
  6614. Size.prototype.getClassName = function () {
  6615. return "Size";
  6616. };
  6617. /**
  6618. * Returns the Size hash code.
  6619. * @returns a hash code for a unique width and height
  6620. */
  6621. Size.prototype.getHashCode = function () {
  6622. var hash = this.width || 0;
  6623. hash = (hash * 397) ^ (this.height || 0);
  6624. return hash;
  6625. };
  6626. /**
  6627. * Updates the current size from the given one.
  6628. * @param src the given size
  6629. */
  6630. Size.prototype.copyFrom = function (src) {
  6631. this.width = src.width;
  6632. this.height = src.height;
  6633. };
  6634. /**
  6635. * Updates in place the current Size from the given floats.
  6636. * @param width width of the new size
  6637. * @param height height of the new size
  6638. * @returns the updated Size.
  6639. */
  6640. Size.prototype.copyFromFloats = function (width, height) {
  6641. this.width = width;
  6642. this.height = height;
  6643. return this;
  6644. };
  6645. /**
  6646. * Updates in place the current Size from the given floats.
  6647. * @param width width to set
  6648. * @param height height to set
  6649. * @returns the updated Size.
  6650. */
  6651. Size.prototype.set = function (width, height) {
  6652. return this.copyFromFloats(width, height);
  6653. };
  6654. /**
  6655. * Multiplies the width and height by numbers
  6656. * @param w factor to multiple the width by
  6657. * @param h factor to multiple the height by
  6658. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6659. */
  6660. Size.prototype.multiplyByFloats = function (w, h) {
  6661. return new Size(this.width * w, this.height * h);
  6662. };
  6663. /**
  6664. * Clones the size
  6665. * @returns a new Size copied from the given one.
  6666. */
  6667. Size.prototype.clone = function () {
  6668. return new Size(this.width, this.height);
  6669. };
  6670. /**
  6671. * True if the current Size and the given one width and height are strictly equal.
  6672. * @param other the other size to compare against
  6673. * @returns True if the current Size and the given one width and height are strictly equal.
  6674. */
  6675. Size.prototype.equals = function (other) {
  6676. if (!other) {
  6677. return false;
  6678. }
  6679. return (this.width === other.width) && (this.height === other.height);
  6680. };
  6681. Object.defineProperty(Size.prototype, "surface", {
  6682. /**
  6683. * The surface of the Size : width * height (float).
  6684. */
  6685. get: function () {
  6686. return this.width * this.height;
  6687. },
  6688. enumerable: true,
  6689. configurable: true
  6690. });
  6691. /**
  6692. * Create a new size of zero
  6693. * @returns a new Size set to (0.0, 0.0)
  6694. */
  6695. Size.Zero = function () {
  6696. return new Size(0.0, 0.0);
  6697. };
  6698. /**
  6699. * Sums the width and height of two sizes
  6700. * @param otherSize size to add to this size
  6701. * @returns a new Size set as the addition result of the current Size and the given one.
  6702. */
  6703. Size.prototype.add = function (otherSize) {
  6704. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6705. return r;
  6706. };
  6707. /**
  6708. * Subtracts the width and height of two
  6709. * @param otherSize size to subtract to this size
  6710. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6711. */
  6712. Size.prototype.subtract = function (otherSize) {
  6713. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6714. return r;
  6715. };
  6716. /**
  6717. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6718. * @param start starting size to lerp between
  6719. * @param end end size to lerp between
  6720. * @param amount amount to lerp between the start and end values
  6721. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6722. */
  6723. Size.Lerp = function (start, end, amount) {
  6724. var w = start.width + ((end.width - start.width) * amount);
  6725. var h = start.height + ((end.height - start.height) * amount);
  6726. return new Size(w, h);
  6727. };
  6728. return Size;
  6729. }());
  6730. BABYLON.Size = Size;
  6731. /**
  6732. * Class used to store quaternion data
  6733. * @see https://en.wikipedia.org/wiki/Quaternion
  6734. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6735. */
  6736. var Quaternion = /** @class */ (function () {
  6737. /**
  6738. * Creates a new Quaternion from the given floats
  6739. * @param x defines the first component (0 by default)
  6740. * @param y defines the second component (0 by default)
  6741. * @param z defines the third component (0 by default)
  6742. * @param w defines the fourth component (1.0 by default)
  6743. */
  6744. function Quaternion(
  6745. /** defines the first component (0 by default) */
  6746. x,
  6747. /** defines the second component (0 by default) */
  6748. y,
  6749. /** defines the third component (0 by default) */
  6750. z,
  6751. /** defines the fourth component (1.0 by default) */
  6752. w) {
  6753. if (x === void 0) { x = 0.0; }
  6754. if (y === void 0) { y = 0.0; }
  6755. if (z === void 0) { z = 0.0; }
  6756. if (w === void 0) { w = 1.0; }
  6757. this.x = x;
  6758. this.y = y;
  6759. this.z = z;
  6760. this.w = w;
  6761. }
  6762. /**
  6763. * Gets a string representation for the current quaternion
  6764. * @returns a string with the Quaternion coordinates
  6765. */
  6766. Quaternion.prototype.toString = function () {
  6767. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6768. };
  6769. /**
  6770. * Gets the class name of the quaternion
  6771. * @returns the string "Quaternion"
  6772. */
  6773. Quaternion.prototype.getClassName = function () {
  6774. return "Quaternion";
  6775. };
  6776. /**
  6777. * Gets a hash code for this quaternion
  6778. * @returns the quaternion hash code
  6779. */
  6780. Quaternion.prototype.getHashCode = function () {
  6781. var hash = this.x || 0;
  6782. hash = (hash * 397) ^ (this.y || 0);
  6783. hash = (hash * 397) ^ (this.z || 0);
  6784. hash = (hash * 397) ^ (this.w || 0);
  6785. return hash;
  6786. };
  6787. /**
  6788. * Copy the quaternion to an array
  6789. * @returns a new array populated with 4 elements from the quaternion coordinates
  6790. */
  6791. Quaternion.prototype.asArray = function () {
  6792. return [this.x, this.y, this.z, this.w];
  6793. };
  6794. /**
  6795. * Check if two quaternions are equals
  6796. * @param otherQuaternion defines the second operand
  6797. * @return true if the current quaternion and the given one coordinates are strictly equals
  6798. */
  6799. Quaternion.prototype.equals = function (otherQuaternion) {
  6800. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6801. };
  6802. /**
  6803. * Clone the current quaternion
  6804. * @returns a new quaternion copied from the current one
  6805. */
  6806. Quaternion.prototype.clone = function () {
  6807. return new Quaternion(this.x, this.y, this.z, this.w);
  6808. };
  6809. /**
  6810. * Copy a quaternion to the current one
  6811. * @param other defines the other quaternion
  6812. * @returns the updated current quaternion
  6813. */
  6814. Quaternion.prototype.copyFrom = function (other) {
  6815. this.x = other.x;
  6816. this.y = other.y;
  6817. this.z = other.z;
  6818. this.w = other.w;
  6819. return this;
  6820. };
  6821. /**
  6822. * Updates the current quaternion with the given float coordinates
  6823. * @param x defines the x coordinate
  6824. * @param y defines the y coordinate
  6825. * @param z defines the z coordinate
  6826. * @param w defines the w coordinate
  6827. * @returns the updated current quaternion
  6828. */
  6829. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  6830. this.x = x;
  6831. this.y = y;
  6832. this.z = z;
  6833. this.w = w;
  6834. return this;
  6835. };
  6836. /**
  6837. * Updates the current quaternion from the given float coordinates
  6838. * @param x defines the x coordinate
  6839. * @param y defines the y coordinate
  6840. * @param z defines the z coordinate
  6841. * @param w defines the w coordinate
  6842. * @returns the updated current quaternion
  6843. */
  6844. Quaternion.prototype.set = function (x, y, z, w) {
  6845. return this.copyFromFloats(x, y, z, w);
  6846. };
  6847. /**
  6848. * Adds two quaternions
  6849. * @param other defines the second operand
  6850. * @returns a new quaternion as the addition result of the given one and the current quaternion
  6851. */
  6852. Quaternion.prototype.add = function (other) {
  6853. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  6854. };
  6855. /**
  6856. * Add a quaternion to the current one
  6857. * @param other defines the quaternion to add
  6858. * @returns the current quaternion
  6859. */
  6860. Quaternion.prototype.addInPlace = function (other) {
  6861. this.x += other.x;
  6862. this.y += other.y;
  6863. this.z += other.z;
  6864. this.w += other.w;
  6865. return this;
  6866. };
  6867. /**
  6868. * Subtract two quaternions
  6869. * @param other defines the second operand
  6870. * @returns a new quaternion as the subtraction result of the given one from the current one
  6871. */
  6872. Quaternion.prototype.subtract = function (other) {
  6873. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  6874. };
  6875. /**
  6876. * Multiplies the current quaternion by a scale factor
  6877. * @param value defines the scale factor
  6878. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  6879. */
  6880. Quaternion.prototype.scale = function (value) {
  6881. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  6882. };
  6883. /**
  6884. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  6885. * @param scale defines the scale factor
  6886. * @param result defines the Quaternion object where to store the result
  6887. * @returns the unmodified current quaternion
  6888. */
  6889. Quaternion.prototype.scaleToRef = function (scale, result) {
  6890. result.x = this.x * scale;
  6891. result.y = this.y * scale;
  6892. result.z = this.z * scale;
  6893. result.w = this.w * scale;
  6894. return this;
  6895. };
  6896. /**
  6897. * Multiplies in place the current quaternion by a scale factor
  6898. * @param value defines the scale factor
  6899. * @returns the current modified quaternion
  6900. */
  6901. Quaternion.prototype.scaleInPlace = function (value) {
  6902. this.x *= value;
  6903. this.y *= value;
  6904. this.z *= value;
  6905. this.w *= value;
  6906. return this;
  6907. };
  6908. /**
  6909. * Scale the current quaternion values by a factor and add the result to a given quaternion
  6910. * @param scale defines the scale factor
  6911. * @param result defines the Quaternion object where to store the result
  6912. * @returns the unmodified current quaternion
  6913. */
  6914. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  6915. result.x += this.x * scale;
  6916. result.y += this.y * scale;
  6917. result.z += this.z * scale;
  6918. result.w += this.w * scale;
  6919. return this;
  6920. };
  6921. /**
  6922. * Multiplies two quaternions
  6923. * @param q1 defines the second operand
  6924. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  6925. */
  6926. Quaternion.prototype.multiply = function (q1) {
  6927. var result = new Quaternion(0, 0, 0, 1.0);
  6928. this.multiplyToRef(q1, result);
  6929. return result;
  6930. };
  6931. /**
  6932. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  6933. * @param q1 defines the second operand
  6934. * @param result defines the target quaternion
  6935. * @returns the current quaternion
  6936. */
  6937. Quaternion.prototype.multiplyToRef = function (q1, result) {
  6938. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  6939. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  6940. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  6941. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  6942. result.copyFromFloats(x, y, z, w);
  6943. return this;
  6944. };
  6945. /**
  6946. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  6947. * @param q1 defines the second operand
  6948. * @returns the currentupdated quaternion
  6949. */
  6950. Quaternion.prototype.multiplyInPlace = function (q1) {
  6951. this.multiplyToRef(q1, this);
  6952. return this;
  6953. };
  6954. /**
  6955. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  6956. * @param ref defines the target quaternion
  6957. * @returns the current quaternion
  6958. */
  6959. Quaternion.prototype.conjugateToRef = function (ref) {
  6960. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  6961. return this;
  6962. };
  6963. /**
  6964. * Conjugates in place (1-q) the current quaternion
  6965. * @returns the current updated quaternion
  6966. */
  6967. Quaternion.prototype.conjugateInPlace = function () {
  6968. this.x *= -1;
  6969. this.y *= -1;
  6970. this.z *= -1;
  6971. return this;
  6972. };
  6973. /**
  6974. * Conjugates in place (1-q) the current quaternion
  6975. * @returns a new quaternion
  6976. */
  6977. Quaternion.prototype.conjugate = function () {
  6978. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  6979. return result;
  6980. };
  6981. /**
  6982. * Gets length of current quaternion
  6983. * @returns the quaternion length (float)
  6984. */
  6985. Quaternion.prototype.length = function () {
  6986. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  6987. };
  6988. /**
  6989. * Normalize in place the current quaternion
  6990. * @returns the current updated quaternion
  6991. */
  6992. Quaternion.prototype.normalize = function () {
  6993. var length = 1.0 / this.length();
  6994. this.x *= length;
  6995. this.y *= length;
  6996. this.z *= length;
  6997. this.w *= length;
  6998. return this;
  6999. };
  7000. /**
  7001. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7002. * @param order is a reserved parameter and is ignore for now
  7003. * @returns a new Vector3 containing the Euler angles
  7004. */
  7005. Quaternion.prototype.toEulerAngles = function (order) {
  7006. if (order === void 0) { order = "YZX"; }
  7007. var result = Vector3.Zero();
  7008. this.toEulerAnglesToRef(result, order);
  7009. return result;
  7010. };
  7011. /**
  7012. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7013. * @param result defines the vector which will be filled with the Euler angles
  7014. * @param order is a reserved parameter and is ignore for now
  7015. * @returns the current unchanged quaternion
  7016. */
  7017. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7018. if (order === void 0) { order = "YZX"; }
  7019. var qz = this.z;
  7020. var qx = this.x;
  7021. var qy = this.y;
  7022. var qw = this.w;
  7023. var sqw = qw * qw;
  7024. var sqz = qz * qz;
  7025. var sqx = qx * qx;
  7026. var sqy = qy * qy;
  7027. var zAxisY = qy * qz - qx * qw;
  7028. var limit = .4999999;
  7029. if (zAxisY < -limit) {
  7030. result.y = 2 * Math.atan2(qy, qw);
  7031. result.x = Math.PI / 2;
  7032. result.z = 0;
  7033. }
  7034. else if (zAxisY > limit) {
  7035. result.y = 2 * Math.atan2(qy, qw);
  7036. result.x = -Math.PI / 2;
  7037. result.z = 0;
  7038. }
  7039. else {
  7040. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7041. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7042. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7043. }
  7044. return this;
  7045. };
  7046. /**
  7047. * Updates the given rotation matrix with the current quaternion values
  7048. * @param result defines the target matrix
  7049. * @returns the current unchanged quaternion
  7050. */
  7051. Quaternion.prototype.toRotationMatrix = function (result) {
  7052. var xx = this.x * this.x;
  7053. var yy = this.y * this.y;
  7054. var zz = this.z * this.z;
  7055. var xy = this.x * this.y;
  7056. var zw = this.z * this.w;
  7057. var zx = this.z * this.x;
  7058. var yw = this.y * this.w;
  7059. var yz = this.y * this.z;
  7060. var xw = this.x * this.w;
  7061. result.m[0] = 1.0 - (2.0 * (yy + zz));
  7062. result.m[1] = 2.0 * (xy + zw);
  7063. result.m[2] = 2.0 * (zx - yw);
  7064. result.m[3] = 0;
  7065. result.m[4] = 2.0 * (xy - zw);
  7066. result.m[5] = 1.0 - (2.0 * (zz + xx));
  7067. result.m[6] = 2.0 * (yz + xw);
  7068. result.m[7] = 0;
  7069. result.m[8] = 2.0 * (zx + yw);
  7070. result.m[9] = 2.0 * (yz - xw);
  7071. result.m[10] = 1.0 - (2.0 * (yy + xx));
  7072. result.m[11] = 0;
  7073. result.m[12] = 0;
  7074. result.m[13] = 0;
  7075. result.m[14] = 0;
  7076. result.m[15] = 1.0;
  7077. result._markAsUpdated();
  7078. return this;
  7079. };
  7080. /**
  7081. * Updates the current quaternion from the given rotation matrix values
  7082. * @param matrix defines the source matrix
  7083. * @returns the current updated quaternion
  7084. */
  7085. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7086. Quaternion.FromRotationMatrixToRef(matrix, this);
  7087. return this;
  7088. };
  7089. // Statics
  7090. /**
  7091. * Creates a new quaternion from a rotation matrix
  7092. * @param matrix defines the source matrix
  7093. * @returns a new quaternion created from the given rotation matrix values
  7094. */
  7095. Quaternion.FromRotationMatrix = function (matrix) {
  7096. var result = new Quaternion();
  7097. Quaternion.FromRotationMatrixToRef(matrix, result);
  7098. return result;
  7099. };
  7100. /**
  7101. * Updates the given quaternion with the given rotation matrix values
  7102. * @param matrix defines the source matrix
  7103. * @param result defines the target quaternion
  7104. */
  7105. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7106. var data = matrix.m;
  7107. var m11 = data[0], m12 = data[4], m13 = data[8];
  7108. var m21 = data[1], m22 = data[5], m23 = data[9];
  7109. var m31 = data[2], m32 = data[6], m33 = data[10];
  7110. var trace = m11 + m22 + m33;
  7111. var s;
  7112. if (trace > 0) {
  7113. s = 0.5 / Math.sqrt(trace + 1.0);
  7114. result.w = 0.25 / s;
  7115. result.x = (m32 - m23) * s;
  7116. result.y = (m13 - m31) * s;
  7117. result.z = (m21 - m12) * s;
  7118. }
  7119. else if (m11 > m22 && m11 > m33) {
  7120. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7121. result.w = (m32 - m23) / s;
  7122. result.x = 0.25 * s;
  7123. result.y = (m12 + m21) / s;
  7124. result.z = (m13 + m31) / s;
  7125. }
  7126. else if (m22 > m33) {
  7127. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7128. result.w = (m13 - m31) / s;
  7129. result.x = (m12 + m21) / s;
  7130. result.y = 0.25 * s;
  7131. result.z = (m23 + m32) / s;
  7132. }
  7133. else {
  7134. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7135. result.w = (m21 - m12) / s;
  7136. result.x = (m13 + m31) / s;
  7137. result.y = (m23 + m32) / s;
  7138. result.z = 0.25 * s;
  7139. }
  7140. };
  7141. /**
  7142. * Returns the dot product (float) between the quaternions "left" and "right"
  7143. * @param left defines the left operand
  7144. * @param right defines the right operand
  7145. * @returns the dot product
  7146. */
  7147. Quaternion.Dot = function (left, right) {
  7148. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7149. };
  7150. /**
  7151. * Checks if the two quaternions are close to each other
  7152. * @param quat0 defines the first quaternion to check
  7153. * @param quat1 defines the second quaternion to check
  7154. * @returns true if the two quaternions are close to each other
  7155. */
  7156. Quaternion.AreClose = function (quat0, quat1) {
  7157. var dot = Quaternion.Dot(quat0, quat1);
  7158. return dot >= 0;
  7159. };
  7160. /**
  7161. * Creates an empty quaternion
  7162. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7163. */
  7164. Quaternion.Zero = function () {
  7165. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7166. };
  7167. /**
  7168. * Inverse a given quaternion
  7169. * @param q defines the source quaternion
  7170. * @returns a new quaternion as the inverted current quaternion
  7171. */
  7172. Quaternion.Inverse = function (q) {
  7173. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7174. };
  7175. /**
  7176. * Creates an identity quaternion
  7177. * @returns the identity quaternion
  7178. */
  7179. Quaternion.Identity = function () {
  7180. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7181. };
  7182. /**
  7183. * Gets a boolean indicating if the given quaternion is identity
  7184. * @param quaternion defines the quaternion to check
  7185. * @returns true if the quaternion is identity
  7186. */
  7187. Quaternion.IsIdentity = function (quaternion) {
  7188. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7189. };
  7190. /**
  7191. * Creates a quaternion from a rotation around an axis
  7192. * @param axis defines the axis to use
  7193. * @param angle defines the angle to use
  7194. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7195. */
  7196. Quaternion.RotationAxis = function (axis, angle) {
  7197. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7198. };
  7199. /**
  7200. * Creates a rotation around an axis and stores it into the given quaternion
  7201. * @param axis defines the axis to use
  7202. * @param angle defines the angle to use
  7203. * @param result defines the target quaternion
  7204. * @returns the target quaternion
  7205. */
  7206. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7207. var sin = Math.sin(angle / 2);
  7208. axis.normalize();
  7209. result.w = Math.cos(angle / 2);
  7210. result.x = axis.x * sin;
  7211. result.y = axis.y * sin;
  7212. result.z = axis.z * sin;
  7213. return result;
  7214. };
  7215. /**
  7216. * Creates a new quaternion from data stored into an array
  7217. * @param array defines the data source
  7218. * @param offset defines the offset in the source array where the data starts
  7219. * @returns a new quaternion
  7220. */
  7221. Quaternion.FromArray = function (array, offset) {
  7222. if (!offset) {
  7223. offset = 0;
  7224. }
  7225. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7226. };
  7227. /**
  7228. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7229. * @param yaw defines the rotation around Y axis
  7230. * @param pitch defines the rotation around X axis
  7231. * @param roll defines the rotation around Z axis
  7232. * @returns the new quaternion
  7233. */
  7234. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7235. var q = new Quaternion();
  7236. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7237. return q;
  7238. };
  7239. /**
  7240. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7241. * @param yaw defines the rotation around Y axis
  7242. * @param pitch defines the rotation around X axis
  7243. * @param roll defines the rotation around Z axis
  7244. * @param result defines the target quaternion
  7245. */
  7246. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7247. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7248. var halfRoll = roll * 0.5;
  7249. var halfPitch = pitch * 0.5;
  7250. var halfYaw = yaw * 0.5;
  7251. var sinRoll = Math.sin(halfRoll);
  7252. var cosRoll = Math.cos(halfRoll);
  7253. var sinPitch = Math.sin(halfPitch);
  7254. var cosPitch = Math.cos(halfPitch);
  7255. var sinYaw = Math.sin(halfYaw);
  7256. var cosYaw = Math.cos(halfYaw);
  7257. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7258. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7259. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7260. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7261. };
  7262. /**
  7263. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7264. * @param alpha defines the rotation around first axis
  7265. * @param beta defines the rotation around second axis
  7266. * @param gamma defines the rotation around third axis
  7267. * @returns the new quaternion
  7268. */
  7269. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7270. var result = new Quaternion();
  7271. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7272. return result;
  7273. };
  7274. /**
  7275. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7276. * @param alpha defines the rotation around first axis
  7277. * @param beta defines the rotation around second axis
  7278. * @param gamma defines the rotation around third axis
  7279. * @param result defines the target quaternion
  7280. */
  7281. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7282. // Produces a quaternion from Euler angles in the z-x-z orientation
  7283. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7284. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7285. var halfBeta = beta * 0.5;
  7286. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7287. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7288. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7289. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7290. };
  7291. /**
  7292. * 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)
  7293. * @param axis1 defines the first axis
  7294. * @param axis2 defines the second axis
  7295. * @param axis3 defines the third axis
  7296. * @returns the new quaternion
  7297. */
  7298. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7299. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7300. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7301. return quat;
  7302. };
  7303. /**
  7304. * 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
  7305. * @param axis1 defines the first axis
  7306. * @param axis2 defines the second axis
  7307. * @param axis3 defines the third axis
  7308. * @param ref defines the target quaternion
  7309. */
  7310. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7311. var rotMat = MathTmp.Matrix[0];
  7312. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7313. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7314. };
  7315. /**
  7316. * Interpolates between two quaternions
  7317. * @param left defines first quaternion
  7318. * @param right defines second quaternion
  7319. * @param amount defines the gradient to use
  7320. * @returns the new interpolated quaternion
  7321. */
  7322. Quaternion.Slerp = function (left, right, amount) {
  7323. var result = Quaternion.Identity();
  7324. Quaternion.SlerpToRef(left, right, amount, result);
  7325. return result;
  7326. };
  7327. /**
  7328. * Interpolates between two quaternions and stores it into a target quaternion
  7329. * @param left defines first quaternion
  7330. * @param right defines second quaternion
  7331. * @param amount defines the gradient to use
  7332. * @param result defines the target quaternion
  7333. */
  7334. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7335. var num2;
  7336. var num3;
  7337. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7338. var flag = false;
  7339. if (num4 < 0) {
  7340. flag = true;
  7341. num4 = -num4;
  7342. }
  7343. if (num4 > 0.999999) {
  7344. num3 = 1 - amount;
  7345. num2 = flag ? -amount : amount;
  7346. }
  7347. else {
  7348. var num5 = Math.acos(num4);
  7349. var num6 = (1.0 / Math.sin(num5));
  7350. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7351. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7352. }
  7353. result.x = (num3 * left.x) + (num2 * right.x);
  7354. result.y = (num3 * left.y) + (num2 * right.y);
  7355. result.z = (num3 * left.z) + (num2 * right.z);
  7356. result.w = (num3 * left.w) + (num2 * right.w);
  7357. };
  7358. /**
  7359. * Interpolate between two quaternions using Hermite interpolation
  7360. * @param value1 defines first quaternion
  7361. * @param tangent1 defines the incoming tangent
  7362. * @param value2 defines second quaternion
  7363. * @param tangent2 defines the outgoing tangent
  7364. * @param amount defines the target quaternion
  7365. * @returns the new interpolated quaternion
  7366. */
  7367. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7368. var squared = amount * amount;
  7369. var cubed = amount * squared;
  7370. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7371. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7372. var part3 = (cubed - (2.0 * squared)) + amount;
  7373. var part4 = cubed - squared;
  7374. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7375. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7376. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7377. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7378. return new Quaternion(x, y, z, w);
  7379. };
  7380. return Quaternion;
  7381. }());
  7382. BABYLON.Quaternion = Quaternion;
  7383. /**
  7384. * Class used to store matrix data (4x4)
  7385. */
  7386. var Matrix = /** @class */ (function () {
  7387. /**
  7388. * Creates an empty matrix (filled with zeros)
  7389. */
  7390. function Matrix() {
  7391. this._isIdentity = false;
  7392. this._isIdentityDirty = true;
  7393. /**
  7394. * Gets or sets the internal data of the matrix
  7395. */
  7396. this.m = new Float32Array(16);
  7397. this._markAsUpdated();
  7398. }
  7399. /** @hidden */
  7400. Matrix.prototype._markAsUpdated = function () {
  7401. this.updateFlag = Matrix._updateFlagSeed++;
  7402. this._isIdentityDirty = true;
  7403. };
  7404. // Properties
  7405. /**
  7406. * Check if the current matrix is indentity
  7407. * @param considerAsTextureMatrix defines if the current matrix must be considered as a texture matrix (3x2)
  7408. * @returns true is the matrix is the identity matrix
  7409. */
  7410. Matrix.prototype.isIdentity = function (considerAsTextureMatrix) {
  7411. if (considerAsTextureMatrix === void 0) { considerAsTextureMatrix = false; }
  7412. if (this._isIdentityDirty) {
  7413. this._isIdentityDirty = false;
  7414. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[15] !== 1.0) {
  7415. this._isIdentity = false;
  7416. }
  7417. else if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 ||
  7418. this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 ||
  7419. this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[11] !== 0.0 ||
  7420. this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0) {
  7421. this._isIdentity = false;
  7422. }
  7423. else {
  7424. this._isIdentity = true;
  7425. }
  7426. if (!considerAsTextureMatrix && this.m[10] !== 1.0) {
  7427. this._isIdentity = false;
  7428. }
  7429. }
  7430. return this._isIdentity;
  7431. };
  7432. /**
  7433. * Gets the determinant of the matrix
  7434. * @returns the matrix determinant
  7435. */
  7436. Matrix.prototype.determinant = function () {
  7437. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  7438. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  7439. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  7440. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  7441. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  7442. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  7443. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  7444. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  7445. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  7446. };
  7447. // Methods
  7448. /**
  7449. * Returns the matrix as a Float32Array
  7450. * @returns the matrix underlying array
  7451. */
  7452. Matrix.prototype.toArray = function () {
  7453. return this.m;
  7454. };
  7455. /**
  7456. * Returns the matrix as a Float32Array
  7457. * @returns the matrix underlying array.
  7458. */
  7459. Matrix.prototype.asArray = function () {
  7460. return this.toArray();
  7461. };
  7462. /**
  7463. * Inverts the current matrix in place
  7464. * @returns the current inverted matrix
  7465. */
  7466. Matrix.prototype.invert = function () {
  7467. this.invertToRef(this);
  7468. return this;
  7469. };
  7470. /**
  7471. * Sets all the matrix elements to zero
  7472. * @returns the current matrix
  7473. */
  7474. Matrix.prototype.reset = function () {
  7475. for (var index = 0; index < 16; index++) {
  7476. this.m[index] = 0.0;
  7477. }
  7478. this._markAsUpdated();
  7479. return this;
  7480. };
  7481. /**
  7482. * Adds the current matrix with a second one
  7483. * @param other defines the matrix to add
  7484. * @returns a new matrix as the addition of the current matrix and the given one
  7485. */
  7486. Matrix.prototype.add = function (other) {
  7487. var result = new Matrix();
  7488. this.addToRef(other, result);
  7489. return result;
  7490. };
  7491. /**
  7492. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7493. * @param other defines the matrix to add
  7494. * @param result defines the target matrix
  7495. * @returns the current matrix
  7496. */
  7497. Matrix.prototype.addToRef = function (other, result) {
  7498. for (var index = 0; index < 16; index++) {
  7499. result.m[index] = this.m[index] + other.m[index];
  7500. }
  7501. result._markAsUpdated();
  7502. return this;
  7503. };
  7504. /**
  7505. * Adds in place the given matrix to the current matrix
  7506. * @param other defines the second operand
  7507. * @returns the current updated matrix
  7508. */
  7509. Matrix.prototype.addToSelf = function (other) {
  7510. for (var index = 0; index < 16; index++) {
  7511. this.m[index] += other.m[index];
  7512. }
  7513. this._markAsUpdated();
  7514. return this;
  7515. };
  7516. /**
  7517. * Sets the given matrix to the current inverted Matrix
  7518. * @param other defines the target matrix
  7519. * @returns the unmodified current matrix
  7520. */
  7521. Matrix.prototype.invertToRef = function (other) {
  7522. var l1 = this.m[0];
  7523. var l2 = this.m[1];
  7524. var l3 = this.m[2];
  7525. var l4 = this.m[3];
  7526. var l5 = this.m[4];
  7527. var l6 = this.m[5];
  7528. var l7 = this.m[6];
  7529. var l8 = this.m[7];
  7530. var l9 = this.m[8];
  7531. var l10 = this.m[9];
  7532. var l11 = this.m[10];
  7533. var l12 = this.m[11];
  7534. var l13 = this.m[12];
  7535. var l14 = this.m[13];
  7536. var l15 = this.m[14];
  7537. var l16 = this.m[15];
  7538. var l17 = (l11 * l16) - (l12 * l15);
  7539. var l18 = (l10 * l16) - (l12 * l14);
  7540. var l19 = (l10 * l15) - (l11 * l14);
  7541. var l20 = (l9 * l16) - (l12 * l13);
  7542. var l21 = (l9 * l15) - (l11 * l13);
  7543. var l22 = (l9 * l14) - (l10 * l13);
  7544. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  7545. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  7546. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  7547. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  7548. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  7549. var l28 = (l7 * l16) - (l8 * l15);
  7550. var l29 = (l6 * l16) - (l8 * l14);
  7551. var l30 = (l6 * l15) - (l7 * l14);
  7552. var l31 = (l5 * l16) - (l8 * l13);
  7553. var l32 = (l5 * l15) - (l7 * l13);
  7554. var l33 = (l5 * l14) - (l6 * l13);
  7555. var l34 = (l7 * l12) - (l8 * l11);
  7556. var l35 = (l6 * l12) - (l8 * l10);
  7557. var l36 = (l6 * l11) - (l7 * l10);
  7558. var l37 = (l5 * l12) - (l8 * l9);
  7559. var l38 = (l5 * l11) - (l7 * l9);
  7560. var l39 = (l5 * l10) - (l6 * l9);
  7561. other.m[0] = l23 * l27;
  7562. other.m[4] = l24 * l27;
  7563. other.m[8] = l25 * l27;
  7564. other.m[12] = l26 * l27;
  7565. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  7566. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  7567. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  7568. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  7569. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  7570. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  7571. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  7572. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  7573. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  7574. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  7575. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  7576. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  7577. other._markAsUpdated();
  7578. return this;
  7579. };
  7580. /**
  7581. * Inserts the translation vector (using 3 floats) in the current matrix
  7582. * @param x defines the 1st component of the translation
  7583. * @param y defines the 2nd component of the translation
  7584. * @param z defines the 3rd component of the translation
  7585. * @returns the current updated matrix
  7586. */
  7587. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7588. this.m[12] = x;
  7589. this.m[13] = y;
  7590. this.m[14] = z;
  7591. this._markAsUpdated();
  7592. return this;
  7593. };
  7594. /**
  7595. * Inserts the translation vector in the current matrix
  7596. * @param vector3 defines the translation to insert
  7597. * @returns the current updated matrix
  7598. */
  7599. Matrix.prototype.setTranslation = function (vector3) {
  7600. this.m[12] = vector3.x;
  7601. this.m[13] = vector3.y;
  7602. this.m[14] = vector3.z;
  7603. this._markAsUpdated();
  7604. return this;
  7605. };
  7606. /**
  7607. * Gets the translation value of the current matrix
  7608. * @returns a new Vector3 as the extracted translation from the matrix
  7609. */
  7610. Matrix.prototype.getTranslation = function () {
  7611. return new Vector3(this.m[12], this.m[13], this.m[14]);
  7612. };
  7613. /**
  7614. * Fill a Vector3 with the extracted translation from the matrix
  7615. * @param result defines the Vector3 where to store the translation
  7616. * @returns the current matrix
  7617. */
  7618. Matrix.prototype.getTranslationToRef = function (result) {
  7619. result.x = this.m[12];
  7620. result.y = this.m[13];
  7621. result.z = this.m[14];
  7622. return this;
  7623. };
  7624. /**
  7625. * Remove rotation and scaling part from the matrix
  7626. * @returns the updated matrix
  7627. */
  7628. Matrix.prototype.removeRotationAndScaling = function () {
  7629. this.setRowFromFloats(0, 1, 0, 0, 0);
  7630. this.setRowFromFloats(1, 0, 1, 0, 0);
  7631. this.setRowFromFloats(2, 0, 0, 1, 0);
  7632. return this;
  7633. };
  7634. /**
  7635. * Multiply two matrices
  7636. * @param other defines the second operand
  7637. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7638. */
  7639. Matrix.prototype.multiply = function (other) {
  7640. var result = new Matrix();
  7641. this.multiplyToRef(other, result);
  7642. return result;
  7643. };
  7644. /**
  7645. * Copy the current matrix from the given one
  7646. * @param other defines the source matrix
  7647. * @returns the current updated matrix
  7648. */
  7649. Matrix.prototype.copyFrom = function (other) {
  7650. for (var index = 0; index < 16; index++) {
  7651. this.m[index] = other.m[index];
  7652. }
  7653. this._markAsUpdated();
  7654. return this;
  7655. };
  7656. /**
  7657. * Populates the given array from the starting index with the current matrix values
  7658. * @param array defines the target array
  7659. * @param offset defines the offset in the target array where to start storing values
  7660. * @returns the current matrix
  7661. */
  7662. Matrix.prototype.copyToArray = function (array, offset) {
  7663. if (offset === void 0) { offset = 0; }
  7664. for (var index = 0; index < 16; index++) {
  7665. array[offset + index] = this.m[index];
  7666. }
  7667. return this;
  7668. };
  7669. /**
  7670. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7671. * @param other defines the second operand
  7672. * @param result defines the matrix where to store the multiplication
  7673. * @returns the current matrix
  7674. */
  7675. Matrix.prototype.multiplyToRef = function (other, result) {
  7676. this.multiplyToArray(other, result.m, 0);
  7677. result._markAsUpdated();
  7678. return this;
  7679. };
  7680. /**
  7681. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7682. * @param other defines the second operand
  7683. * @param result defines the array where to store the multiplication
  7684. * @param offset defines the offset in the target array where to start storing values
  7685. * @returns the current matrix
  7686. */
  7687. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7688. var tm0 = this.m[0];
  7689. var tm1 = this.m[1];
  7690. var tm2 = this.m[2];
  7691. var tm3 = this.m[3];
  7692. var tm4 = this.m[4];
  7693. var tm5 = this.m[5];
  7694. var tm6 = this.m[6];
  7695. var tm7 = this.m[7];
  7696. var tm8 = this.m[8];
  7697. var tm9 = this.m[9];
  7698. var tm10 = this.m[10];
  7699. var tm11 = this.m[11];
  7700. var tm12 = this.m[12];
  7701. var tm13 = this.m[13];
  7702. var tm14 = this.m[14];
  7703. var tm15 = this.m[15];
  7704. var om0 = other.m[0];
  7705. var om1 = other.m[1];
  7706. var om2 = other.m[2];
  7707. var om3 = other.m[3];
  7708. var om4 = other.m[4];
  7709. var om5 = other.m[5];
  7710. var om6 = other.m[6];
  7711. var om7 = other.m[7];
  7712. var om8 = other.m[8];
  7713. var om9 = other.m[9];
  7714. var om10 = other.m[10];
  7715. var om11 = other.m[11];
  7716. var om12 = other.m[12];
  7717. var om13 = other.m[13];
  7718. var om14 = other.m[14];
  7719. var om15 = other.m[15];
  7720. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7721. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7722. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7723. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7724. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7725. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7726. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7727. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7728. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  7729. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  7730. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  7731. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  7732. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  7733. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  7734. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  7735. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  7736. return this;
  7737. };
  7738. /**
  7739. * Check equality between this matrix and a second one
  7740. * @param value defines the second matrix to compare
  7741. * @returns true is the current matrix and the given one values are strictly equal
  7742. */
  7743. Matrix.prototype.equals = function (value) {
  7744. return value &&
  7745. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  7746. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  7747. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  7748. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  7749. };
  7750. /**
  7751. * Clone the current matrix
  7752. * @returns a new matrix from the current matrix
  7753. */
  7754. Matrix.prototype.clone = function () {
  7755. 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]);
  7756. };
  7757. /**
  7758. * Returns the name of the current matrix class
  7759. * @returns the string "Matrix"
  7760. */
  7761. Matrix.prototype.getClassName = function () {
  7762. return "Matrix";
  7763. };
  7764. /**
  7765. * Gets the hash code of the current matrix
  7766. * @returns the hash code
  7767. */
  7768. Matrix.prototype.getHashCode = function () {
  7769. var hash = this.m[0] || 0;
  7770. for (var i = 1; i < 16; i++) {
  7771. hash = (hash * 397) ^ (this.m[i] || 0);
  7772. }
  7773. return hash;
  7774. };
  7775. /**
  7776. * Decomposes the current Matrix into a translation, rotation and scaling components
  7777. * @param scale defines the scale vector3 given as a reference to update
  7778. * @param rotation defines the rotation quaternion given as a reference to update
  7779. * @param translation defines the translation vector3 given as a reference to update
  7780. * @returns true if operation was successful
  7781. */
  7782. Matrix.prototype.decompose = function (scale, rotation, translation) {
  7783. if (translation) {
  7784. translation.x = this.m[12];
  7785. translation.y = this.m[13];
  7786. translation.z = this.m[14];
  7787. }
  7788. scale = scale || MathTmp.Vector3[0];
  7789. scale.x = Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
  7790. scale.y = Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
  7791. scale.z = Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
  7792. if (this.determinant() <= 0) {
  7793. scale.y *= -1;
  7794. }
  7795. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  7796. if (rotation) {
  7797. rotation.x = 0;
  7798. rotation.y = 0;
  7799. rotation.z = 0;
  7800. rotation.w = 1;
  7801. }
  7802. return false;
  7803. }
  7804. if (rotation) {
  7805. 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]);
  7806. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  7807. }
  7808. return true;
  7809. };
  7810. /**
  7811. * Gets specific row of the matrix
  7812. * @param index defines the number of the row to get
  7813. * @returns the index-th row of the current matrix as a new Vector4
  7814. */
  7815. Matrix.prototype.getRow = function (index) {
  7816. if (index < 0 || index > 3) {
  7817. return null;
  7818. }
  7819. var i = index * 4;
  7820. return new Vector4(this.m[i + 0], this.m[i + 1], this.m[i + 2], this.m[i + 3]);
  7821. };
  7822. /**
  7823. * Sets the index-th row of the current matrix to the vector4 values
  7824. * @param index defines the number of the row to set
  7825. * @param row defines the target vector4
  7826. * @returns the updated current matrix
  7827. */
  7828. Matrix.prototype.setRow = function (index, row) {
  7829. if (index < 0 || index > 3) {
  7830. return this;
  7831. }
  7832. var i = index * 4;
  7833. this.m[i + 0] = row.x;
  7834. this.m[i + 1] = row.y;
  7835. this.m[i + 2] = row.z;
  7836. this.m[i + 3] = row.w;
  7837. this._markAsUpdated();
  7838. return this;
  7839. };
  7840. /**
  7841. * Compute the transpose of the matrix
  7842. * @returns the new transposed matrix
  7843. */
  7844. Matrix.prototype.transpose = function () {
  7845. return Matrix.Transpose(this);
  7846. };
  7847. /**
  7848. * Compute the transpose of the matrix and store it in a given matrix
  7849. * @param result defines the target matrix
  7850. * @returns the current matrix
  7851. */
  7852. Matrix.prototype.transposeToRef = function (result) {
  7853. Matrix.TransposeToRef(this, result);
  7854. return this;
  7855. };
  7856. /**
  7857. * Sets the index-th row of the current matrix with the given 4 x float values
  7858. * @param index defines the row index
  7859. * @param x defines the x component to set
  7860. * @param y defines the y component to set
  7861. * @param z defines the z component to set
  7862. * @param w defines the w component to set
  7863. * @returns the updated current matrix
  7864. */
  7865. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  7866. if (index < 0 || index > 3) {
  7867. return this;
  7868. }
  7869. var i = index * 4;
  7870. this.m[i + 0] = x;
  7871. this.m[i + 1] = y;
  7872. this.m[i + 2] = z;
  7873. this.m[i + 3] = w;
  7874. this._markAsUpdated();
  7875. return this;
  7876. };
  7877. /**
  7878. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  7879. * @param scale defines the scale factor
  7880. * @returns a new matrix
  7881. */
  7882. Matrix.prototype.scale = function (scale) {
  7883. var result = new Matrix();
  7884. this.scaleToRef(scale, result);
  7885. return result;
  7886. };
  7887. /**
  7888. * Scale the current matrix values by a factor to a given result matrix
  7889. * @param scale defines the scale factor
  7890. * @param result defines the matrix to store the result
  7891. * @returns the current matrix
  7892. */
  7893. Matrix.prototype.scaleToRef = function (scale, result) {
  7894. for (var index = 0; index < 16; index++) {
  7895. result.m[index] = this.m[index] * scale;
  7896. }
  7897. result._markAsUpdated();
  7898. return this;
  7899. };
  7900. /**
  7901. * Scale the current matrix values by a factor and add the result to a given matrix
  7902. * @param scale defines the scale factor
  7903. * @param result defines the Matrix to store the result
  7904. * @returns the current matrix
  7905. */
  7906. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  7907. for (var index = 0; index < 16; index++) {
  7908. result.m[index] += this.m[index] * scale;
  7909. }
  7910. result._markAsUpdated();
  7911. return this;
  7912. };
  7913. /**
  7914. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  7915. * @param ref matrix to store the result
  7916. */
  7917. Matrix.prototype.toNormalMatrix = function (ref) {
  7918. this.invertToRef(ref);
  7919. ref.transpose();
  7920. var m = ref.m;
  7921. 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);
  7922. };
  7923. /**
  7924. * Gets only rotation part of the current matrix
  7925. * @returns a new matrix sets to the extracted rotation matrix from the current one
  7926. */
  7927. Matrix.prototype.getRotationMatrix = function () {
  7928. var result = Matrix.Identity();
  7929. this.getRotationMatrixToRef(result);
  7930. return result;
  7931. };
  7932. /**
  7933. * Extracts the rotation matrix from the current one and sets it as the given "result"
  7934. * @param result defines the target matrix to store data to
  7935. * @returns the current matrix
  7936. */
  7937. Matrix.prototype.getRotationMatrixToRef = function (result) {
  7938. var m = this.m;
  7939. var sx = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  7940. var sy = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  7941. var sz = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  7942. if (this.determinant() <= 0) {
  7943. sy *= -1;
  7944. }
  7945. if (sx === 0 || sy === 0 || sz === 0) {
  7946. Matrix.IdentityToRef(result);
  7947. }
  7948. else {
  7949. 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);
  7950. }
  7951. return this;
  7952. };
  7953. // Statics
  7954. /**
  7955. * Creates a matrix from an array
  7956. * @param array defines the source array
  7957. * @param offset defines an offset in the source array
  7958. * @returns a new Matrix set from the starting index of the given array
  7959. */
  7960. Matrix.FromArray = function (array, offset) {
  7961. var result = new Matrix();
  7962. if (!offset) {
  7963. offset = 0;
  7964. }
  7965. Matrix.FromArrayToRef(array, offset, result);
  7966. return result;
  7967. };
  7968. /**
  7969. * Copy the content of an array into a given matrix
  7970. * @param array defines the source array
  7971. * @param offset defines an offset in the source array
  7972. * @param result defines the target matrix
  7973. */
  7974. Matrix.FromArrayToRef = function (array, offset, result) {
  7975. for (var index = 0; index < 16; index++) {
  7976. result.m[index] = array[index + offset];
  7977. }
  7978. result._markAsUpdated();
  7979. };
  7980. /**
  7981. * Stores an array into a matrix after having multiplied each component by a given factor
  7982. * @param array defines the source array
  7983. * @param offset defines the offset in the source array
  7984. * @param scale defines the scaling factor
  7985. * @param result defines the target matrix
  7986. */
  7987. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  7988. for (var index = 0; index < 16; index++) {
  7989. result.m[index] = array[index + offset] * scale;
  7990. }
  7991. result._markAsUpdated();
  7992. };
  7993. /**
  7994. * Stores a list of values (16) inside a given matrix
  7995. * @param initialM11 defines 1st value of 1st row
  7996. * @param initialM12 defines 2nd value of 1st row
  7997. * @param initialM13 defines 3rd value of 1st row
  7998. * @param initialM14 defines 4th value of 1st row
  7999. * @param initialM21 defines 1st value of 2nd row
  8000. * @param initialM22 defines 2nd value of 2nd row
  8001. * @param initialM23 defines 3rd value of 2nd row
  8002. * @param initialM24 defines 4th value of 2nd row
  8003. * @param initialM31 defines 1st value of 3rd row
  8004. * @param initialM32 defines 2nd value of 3rd row
  8005. * @param initialM33 defines 3rd value of 3rd row
  8006. * @param initialM34 defines 4th value of 3rd row
  8007. * @param initialM41 defines 1st value of 4th row
  8008. * @param initialM42 defines 2nd value of 4th row
  8009. * @param initialM43 defines 3rd value of 4th row
  8010. * @param initialM44 defines 4th value of 4th row
  8011. * @param result defines the target matrix
  8012. */
  8013. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8014. result.m[0] = initialM11;
  8015. result.m[1] = initialM12;
  8016. result.m[2] = initialM13;
  8017. result.m[3] = initialM14;
  8018. result.m[4] = initialM21;
  8019. result.m[5] = initialM22;
  8020. result.m[6] = initialM23;
  8021. result.m[7] = initialM24;
  8022. result.m[8] = initialM31;
  8023. result.m[9] = initialM32;
  8024. result.m[10] = initialM33;
  8025. result.m[11] = initialM34;
  8026. result.m[12] = initialM41;
  8027. result.m[13] = initialM42;
  8028. result.m[14] = initialM43;
  8029. result.m[15] = initialM44;
  8030. result._markAsUpdated();
  8031. };
  8032. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8033. /**
  8034. * Gets an identity matrix that must not be updated
  8035. */
  8036. get: function () {
  8037. return Matrix._identityReadOnly;
  8038. },
  8039. enumerable: true,
  8040. configurable: true
  8041. });
  8042. /**
  8043. * Creates new matrix from a list of values (16)
  8044. * @param initialM11 defines 1st value of 1st row
  8045. * @param initialM12 defines 2nd value of 1st row
  8046. * @param initialM13 defines 3rd value of 1st row
  8047. * @param initialM14 defines 4th value of 1st row
  8048. * @param initialM21 defines 1st value of 2nd row
  8049. * @param initialM22 defines 2nd value of 2nd row
  8050. * @param initialM23 defines 3rd value of 2nd row
  8051. * @param initialM24 defines 4th value of 2nd row
  8052. * @param initialM31 defines 1st value of 3rd row
  8053. * @param initialM32 defines 2nd value of 3rd row
  8054. * @param initialM33 defines 3rd value of 3rd row
  8055. * @param initialM34 defines 4th value of 3rd row
  8056. * @param initialM41 defines 1st value of 4th row
  8057. * @param initialM42 defines 2nd value of 4th row
  8058. * @param initialM43 defines 3rd value of 4th row
  8059. * @param initialM44 defines 4th value of 4th row
  8060. * @returns the new matrix
  8061. */
  8062. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8063. var result = new Matrix();
  8064. result.m[0] = initialM11;
  8065. result.m[1] = initialM12;
  8066. result.m[2] = initialM13;
  8067. result.m[3] = initialM14;
  8068. result.m[4] = initialM21;
  8069. result.m[5] = initialM22;
  8070. result.m[6] = initialM23;
  8071. result.m[7] = initialM24;
  8072. result.m[8] = initialM31;
  8073. result.m[9] = initialM32;
  8074. result.m[10] = initialM33;
  8075. result.m[11] = initialM34;
  8076. result.m[12] = initialM41;
  8077. result.m[13] = initialM42;
  8078. result.m[14] = initialM43;
  8079. result.m[15] = initialM44;
  8080. return result;
  8081. };
  8082. /**
  8083. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8084. * @param scale defines the scale vector3
  8085. * @param rotation defines the rotation quaternion
  8086. * @param translation defines the translation vector3
  8087. * @returns a new matrix
  8088. */
  8089. Matrix.Compose = function (scale, rotation, translation) {
  8090. var result = Matrix.Identity();
  8091. Matrix.ComposeToRef(scale, rotation, translation, result);
  8092. return result;
  8093. };
  8094. /**
  8095. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8096. * @param scale defines the scale vector3
  8097. * @param rotation defines the rotation quaternion
  8098. * @param translation defines the translation vector3
  8099. * @param result defines the target matrix
  8100. */
  8101. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8102. Matrix.FromValuesToRef(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[1]);
  8103. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8104. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8105. result.setTranslation(translation);
  8106. };
  8107. /**
  8108. * Creates a new identity matrix
  8109. * @returns a new identity matrix
  8110. */
  8111. Matrix.Identity = function () {
  8112. 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);
  8113. };
  8114. /**
  8115. * Creates a new identity matrix and stores the result in a given matrix
  8116. * @param result defines the target matrix
  8117. */
  8118. Matrix.IdentityToRef = function (result) {
  8119. 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);
  8120. };
  8121. /**
  8122. * Creates a new zero matrix
  8123. * @returns a new zero matrix
  8124. */
  8125. Matrix.Zero = function () {
  8126. 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);
  8127. };
  8128. /**
  8129. * Creates a new rotation matrix for "angle" radians around the X axis
  8130. * @param angle defines the angle (in radians) to use
  8131. * @return the new matrix
  8132. */
  8133. Matrix.RotationX = function (angle) {
  8134. var result = new Matrix();
  8135. Matrix.RotationXToRef(angle, result);
  8136. return result;
  8137. };
  8138. /**
  8139. * Creates a new matrix as the invert of a given matrix
  8140. * @param source defines the source matrix
  8141. * @returns the new matrix
  8142. */
  8143. Matrix.Invert = function (source) {
  8144. var result = new Matrix();
  8145. source.invertToRef(result);
  8146. return result;
  8147. };
  8148. /**
  8149. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8150. * @param angle defines the angle (in radians) to use
  8151. * @param result defines the target matrix
  8152. */
  8153. Matrix.RotationXToRef = function (angle, result) {
  8154. var s = Math.sin(angle);
  8155. var c = Math.cos(angle);
  8156. result.m[0] = 1.0;
  8157. result.m[15] = 1.0;
  8158. result.m[5] = c;
  8159. result.m[10] = c;
  8160. result.m[9] = -s;
  8161. result.m[6] = s;
  8162. result.m[1] = 0.0;
  8163. result.m[2] = 0.0;
  8164. result.m[3] = 0.0;
  8165. result.m[4] = 0.0;
  8166. result.m[7] = 0.0;
  8167. result.m[8] = 0.0;
  8168. result.m[11] = 0.0;
  8169. result.m[12] = 0.0;
  8170. result.m[13] = 0.0;
  8171. result.m[14] = 0.0;
  8172. result._markAsUpdated();
  8173. };
  8174. /**
  8175. * Creates a new rotation matrix for "angle" radians around the Y axis
  8176. * @param angle defines the angle (in radians) to use
  8177. * @return the new matrix
  8178. */
  8179. Matrix.RotationY = function (angle) {
  8180. var result = new Matrix();
  8181. Matrix.RotationYToRef(angle, result);
  8182. return result;
  8183. };
  8184. /**
  8185. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8186. * @param angle defines the angle (in radians) to use
  8187. * @param result defines the target matrix
  8188. */
  8189. Matrix.RotationYToRef = function (angle, result) {
  8190. var s = Math.sin(angle);
  8191. var c = Math.cos(angle);
  8192. result.m[5] = 1.0;
  8193. result.m[15] = 1.0;
  8194. result.m[0] = c;
  8195. result.m[2] = -s;
  8196. result.m[8] = s;
  8197. result.m[10] = c;
  8198. result.m[1] = 0.0;
  8199. result.m[3] = 0.0;
  8200. result.m[4] = 0.0;
  8201. result.m[6] = 0.0;
  8202. result.m[7] = 0.0;
  8203. result.m[9] = 0.0;
  8204. result.m[11] = 0.0;
  8205. result.m[12] = 0.0;
  8206. result.m[13] = 0.0;
  8207. result.m[14] = 0.0;
  8208. result._markAsUpdated();
  8209. };
  8210. /**
  8211. * Creates a new rotation matrix for "angle" radians around the Z axis
  8212. * @param angle defines the angle (in radians) to use
  8213. * @return the new matrix
  8214. */
  8215. Matrix.RotationZ = function (angle) {
  8216. var result = new Matrix();
  8217. Matrix.RotationZToRef(angle, result);
  8218. return result;
  8219. };
  8220. /**
  8221. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8222. * @param angle defines the angle (in radians) to use
  8223. * @param result defines the target matrix
  8224. */
  8225. Matrix.RotationZToRef = function (angle, result) {
  8226. var s = Math.sin(angle);
  8227. var c = Math.cos(angle);
  8228. result.m[10] = 1.0;
  8229. result.m[15] = 1.0;
  8230. result.m[0] = c;
  8231. result.m[1] = s;
  8232. result.m[4] = -s;
  8233. result.m[5] = c;
  8234. result.m[2] = 0.0;
  8235. result.m[3] = 0.0;
  8236. result.m[6] = 0.0;
  8237. result.m[7] = 0.0;
  8238. result.m[8] = 0.0;
  8239. result.m[9] = 0.0;
  8240. result.m[11] = 0.0;
  8241. result.m[12] = 0.0;
  8242. result.m[13] = 0.0;
  8243. result.m[14] = 0.0;
  8244. result._markAsUpdated();
  8245. };
  8246. /**
  8247. * Creates a new rotation matrix for "angle" radians around the given axis
  8248. * @param axis defines the axis to use
  8249. * @param angle defines the angle (in radians) to use
  8250. * @return the new matrix
  8251. */
  8252. Matrix.RotationAxis = function (axis, angle) {
  8253. var result = Matrix.Zero();
  8254. Matrix.RotationAxisToRef(axis, angle, result);
  8255. return result;
  8256. };
  8257. /**
  8258. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8259. * @param axis defines the axis to use
  8260. * @param angle defines the angle (in radians) to use
  8261. * @param result defines the target matrix
  8262. */
  8263. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8264. var s = Math.sin(-angle);
  8265. var c = Math.cos(-angle);
  8266. var c1 = 1 - c;
  8267. axis.normalize();
  8268. result.m[0] = (axis.x * axis.x) * c1 + c;
  8269. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8270. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8271. result.m[3] = 0.0;
  8272. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8273. result.m[5] = (axis.y * axis.y) * c1 + c;
  8274. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8275. result.m[7] = 0.0;
  8276. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8277. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8278. result.m[10] = (axis.z * axis.z) * c1 + c;
  8279. result.m[11] = 0.0;
  8280. result.m[15] = 1.0;
  8281. result._markAsUpdated();
  8282. };
  8283. /**
  8284. * Creates a rotation matrix
  8285. * @param yaw defines the yaw angle in radians (Y axis)
  8286. * @param pitch defines the pitch angle in radians (X axis)
  8287. * @param roll defines the roll angle in radians (X axis)
  8288. * @returns the new rotation matrix
  8289. */
  8290. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8291. var result = new Matrix();
  8292. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8293. return result;
  8294. };
  8295. /**
  8296. * Creates a rotation matrix and stores it in a given matrix
  8297. * @param yaw defines the yaw angle in radians (Y axis)
  8298. * @param pitch defines the pitch angle in radians (X axis)
  8299. * @param roll defines the roll angle in radians (X axis)
  8300. * @param result defines the target matrix
  8301. */
  8302. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8303. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  8304. this._tempQuaternion.toRotationMatrix(result);
  8305. };
  8306. /**
  8307. * Creates a scaling matrix
  8308. * @param x defines the scale factor on X axis
  8309. * @param y defines the scale factor on Y axis
  8310. * @param z defines the scale factor on Z axis
  8311. * @returns the new matrix
  8312. */
  8313. Matrix.Scaling = function (x, y, z) {
  8314. var result = Matrix.Zero();
  8315. Matrix.ScalingToRef(x, y, z, result);
  8316. return result;
  8317. };
  8318. /**
  8319. * Creates a scaling matrix and stores it in a given matrix
  8320. * @param x defines the scale factor on X axis
  8321. * @param y defines the scale factor on Y axis
  8322. * @param z defines the scale factor on Z axis
  8323. * @param result defines the target matrix
  8324. */
  8325. Matrix.ScalingToRef = function (x, y, z, result) {
  8326. result.m[0] = x;
  8327. result.m[1] = 0.0;
  8328. result.m[2] = 0.0;
  8329. result.m[3] = 0.0;
  8330. result.m[4] = 0.0;
  8331. result.m[5] = y;
  8332. result.m[6] = 0.0;
  8333. result.m[7] = 0.0;
  8334. result.m[8] = 0.0;
  8335. result.m[9] = 0.0;
  8336. result.m[10] = z;
  8337. result.m[11] = 0.0;
  8338. result.m[12] = 0.0;
  8339. result.m[13] = 0.0;
  8340. result.m[14] = 0.0;
  8341. result.m[15] = 1.0;
  8342. result._markAsUpdated();
  8343. };
  8344. /**
  8345. * Creates a translation matrix
  8346. * @param x defines the translation on X axis
  8347. * @param y defines the translation on Y axis
  8348. * @param z defines the translationon Z axis
  8349. * @returns the new matrix
  8350. */
  8351. Matrix.Translation = function (x, y, z) {
  8352. var result = Matrix.Identity();
  8353. Matrix.TranslationToRef(x, y, z, result);
  8354. return result;
  8355. };
  8356. /**
  8357. * Creates a translation matrix and stores it in a given matrix
  8358. * @param x defines the translation on X axis
  8359. * @param y defines the translation on Y axis
  8360. * @param z defines the translationon Z axis
  8361. * @param result defines the target matrix
  8362. */
  8363. Matrix.TranslationToRef = function (x, y, z, result) {
  8364. 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);
  8365. };
  8366. /**
  8367. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8368. * @param startValue defines the start value
  8369. * @param endValue defines the end value
  8370. * @param gradient defines the gradient factor
  8371. * @returns the new matrix
  8372. */
  8373. Matrix.Lerp = function (startValue, endValue, gradient) {
  8374. var result = Matrix.Zero();
  8375. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8376. return result;
  8377. };
  8378. /**
  8379. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8380. * @param startValue defines the start value
  8381. * @param endValue defines the end value
  8382. * @param gradient defines the gradient factor
  8383. * @param result defines the Matrix object where to store data
  8384. */
  8385. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8386. for (var index = 0; index < 16; index++) {
  8387. result.m[index] = startValue.m[index] * (1.0 - gradient) + endValue.m[index] * gradient;
  8388. }
  8389. result._markAsUpdated();
  8390. };
  8391. /**
  8392. * Builds a new matrix whose values are computed by:
  8393. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8394. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8395. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8396. * @param startValue defines the first matrix
  8397. * @param endValue defines the second matrix
  8398. * @param gradient defines the gradient between the two matrices
  8399. * @returns the new matrix
  8400. */
  8401. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8402. var result = Matrix.Zero();
  8403. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8404. return result;
  8405. };
  8406. /**
  8407. * Update a matrix to values which are computed by:
  8408. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8409. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8410. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8411. * @param startValue defines the first matrix
  8412. * @param endValue defines the second matrix
  8413. * @param gradient defines the gradient between the two matrices
  8414. * @param result defines the target matrix
  8415. */
  8416. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8417. var startScale = MathTmp.Vector3[0];
  8418. var startRotation = MathTmp.Quaternion[0];
  8419. var startTranslation = MathTmp.Vector3[1];
  8420. startValue.decompose(startScale, startRotation, startTranslation);
  8421. var endScale = MathTmp.Vector3[2];
  8422. var endRotation = MathTmp.Quaternion[1];
  8423. var endTranslation = MathTmp.Vector3[3];
  8424. endValue.decompose(endScale, endRotation, endTranslation);
  8425. var resultScale = MathTmp.Vector3[4];
  8426. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8427. var resultRotation = MathTmp.Quaternion[2];
  8428. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8429. var resultTranslation = MathTmp.Vector3[5];
  8430. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8431. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8432. };
  8433. /**
  8434. * 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"
  8435. * This function works in left handed mode
  8436. * @param eye defines the final position of the entity
  8437. * @param target defines where the entity should look at
  8438. * @param up defines the up vector for the entity
  8439. * @returns the new matrix
  8440. */
  8441. Matrix.LookAtLH = function (eye, target, up) {
  8442. var result = Matrix.Zero();
  8443. Matrix.LookAtLHToRef(eye, target, up, result);
  8444. return result;
  8445. };
  8446. /**
  8447. * 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".
  8448. * This function works in left handed mode
  8449. * @param eye defines the final position of the entity
  8450. * @param target defines where the entity should look at
  8451. * @param up defines the up vector for the entity
  8452. * @param result defines the target matrix
  8453. */
  8454. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8455. // Z axis
  8456. target.subtractToRef(eye, this._zAxis);
  8457. this._zAxis.normalize();
  8458. // X axis
  8459. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  8460. if (this._xAxis.lengthSquared() === 0) {
  8461. this._xAxis.x = 1.0;
  8462. }
  8463. else {
  8464. this._xAxis.normalize();
  8465. }
  8466. // Y axis
  8467. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  8468. this._yAxis.normalize();
  8469. // Eye angles
  8470. var ex = -Vector3.Dot(this._xAxis, eye);
  8471. var ey = -Vector3.Dot(this._yAxis, eye);
  8472. var ez = -Vector3.Dot(this._zAxis, eye);
  8473. 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);
  8474. };
  8475. /**
  8476. * 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"
  8477. * This function works in right handed mode
  8478. * @param eye defines the final position of the entity
  8479. * @param target defines where the entity should look at
  8480. * @param up defines the up vector for the entity
  8481. * @returns the new matrix
  8482. */
  8483. Matrix.LookAtRH = function (eye, target, up) {
  8484. var result = Matrix.Zero();
  8485. Matrix.LookAtRHToRef(eye, target, up, result);
  8486. return result;
  8487. };
  8488. /**
  8489. * 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".
  8490. * This function works in right handed mode
  8491. * @param eye defines the final position of the entity
  8492. * @param target defines where the entity should look at
  8493. * @param up defines the up vector for the entity
  8494. * @param result defines the target matrix
  8495. */
  8496. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8497. // Z axis
  8498. eye.subtractToRef(target, this._zAxis);
  8499. this._zAxis.normalize();
  8500. // X axis
  8501. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  8502. if (this._xAxis.lengthSquared() === 0) {
  8503. this._xAxis.x = 1.0;
  8504. }
  8505. else {
  8506. this._xAxis.normalize();
  8507. }
  8508. // Y axis
  8509. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  8510. this._yAxis.normalize();
  8511. // Eye angles
  8512. var ex = -Vector3.Dot(this._xAxis, eye);
  8513. var ey = -Vector3.Dot(this._yAxis, eye);
  8514. var ez = -Vector3.Dot(this._zAxis, eye);
  8515. 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);
  8516. };
  8517. /**
  8518. * Create a left-handed orthographic projection matrix
  8519. * @param width defines the viewport width
  8520. * @param height defines the viewport height
  8521. * @param znear defines the near clip plane
  8522. * @param zfar defines the far clip plane
  8523. * @returns a new matrix as a left-handed orthographic projection matrix
  8524. */
  8525. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8526. var matrix = Matrix.Zero();
  8527. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8528. return matrix;
  8529. };
  8530. /**
  8531. * Store a left-handed orthographic projection to a given matrix
  8532. * @param width defines the viewport width
  8533. * @param height defines the viewport height
  8534. * @param znear defines the near clip plane
  8535. * @param zfar defines the far clip plane
  8536. * @param result defines the target matrix
  8537. */
  8538. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8539. var n = znear;
  8540. var f = zfar;
  8541. var a = 2.0 / width;
  8542. var b = 2.0 / height;
  8543. var c = 2.0 / (f - n);
  8544. var d = -(f + n) / (f - n);
  8545. 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);
  8546. };
  8547. /**
  8548. * Create a left-handed orthographic projection matrix
  8549. * @param left defines the viewport left coordinate
  8550. * @param right defines the viewport right coordinate
  8551. * @param bottom defines the viewport bottom coordinate
  8552. * @param top defines the viewport top coordinate
  8553. * @param znear defines the near clip plane
  8554. * @param zfar defines the far clip plane
  8555. * @returns a new matrix as a left-handed orthographic projection matrix
  8556. */
  8557. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8558. var matrix = Matrix.Zero();
  8559. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8560. return matrix;
  8561. };
  8562. /**
  8563. * Stores a left-handed orthographic projection into a given matrix
  8564. * @param left defines the viewport left coordinate
  8565. * @param right defines the viewport right coordinate
  8566. * @param bottom defines the viewport bottom coordinate
  8567. * @param top defines the viewport top coordinate
  8568. * @param znear defines the near clip plane
  8569. * @param zfar defines the far clip plane
  8570. * @param result defines the target matrix
  8571. */
  8572. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8573. var n = znear;
  8574. var f = zfar;
  8575. var a = 2.0 / (right - left);
  8576. var b = 2.0 / (top - bottom);
  8577. var c = 2.0 / (f - n);
  8578. var d = -(f + n) / (f - n);
  8579. var i0 = (left + right) / (left - right);
  8580. var i1 = (top + bottom) / (bottom - top);
  8581. 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);
  8582. };
  8583. /**
  8584. * Creates a right-handed orthographic projection matrix
  8585. * @param left defines the viewport left coordinate
  8586. * @param right defines the viewport right coordinate
  8587. * @param bottom defines the viewport bottom coordinate
  8588. * @param top defines the viewport top coordinate
  8589. * @param znear defines the near clip plane
  8590. * @param zfar defines the far clip plane
  8591. * @returns a new matrix as a right-handed orthographic projection matrix
  8592. */
  8593. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8594. var matrix = Matrix.Zero();
  8595. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8596. return matrix;
  8597. };
  8598. /**
  8599. * Stores a right-handed orthographic projection into a given matrix
  8600. * @param left defines the viewport left coordinate
  8601. * @param right defines the viewport right coordinate
  8602. * @param bottom defines the viewport bottom coordinate
  8603. * @param top defines the viewport top coordinate
  8604. * @param znear defines the near clip plane
  8605. * @param zfar defines the far clip plane
  8606. * @param result defines the target matrix
  8607. */
  8608. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8609. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8610. result.m[10] *= -1.0;
  8611. };
  8612. /**
  8613. * Creates a left-handed perspective projection matrix
  8614. * @param width defines the viewport width
  8615. * @param height defines the viewport height
  8616. * @param znear defines the near clip plane
  8617. * @param zfar defines the far clip plane
  8618. * @returns a new matrix as a left-handed perspective projection matrix
  8619. */
  8620. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8621. var matrix = Matrix.Zero();
  8622. var n = znear;
  8623. var f = zfar;
  8624. var a = 2.0 * n / width;
  8625. var b = 2.0 * n / height;
  8626. var c = (f + n) / (f - n);
  8627. var d = -2.0 * f * n / (f - n);
  8628. 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);
  8629. return matrix;
  8630. };
  8631. /**
  8632. * Creates a left-handed perspective projection matrix
  8633. * @param fov defines the horizontal field of view
  8634. * @param aspect defines the aspect ratio
  8635. * @param znear defines the near clip plane
  8636. * @param zfar defines the far clip plane
  8637. * @returns a new matrix as a left-handed perspective projection matrix
  8638. */
  8639. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8640. var matrix = Matrix.Zero();
  8641. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8642. return matrix;
  8643. };
  8644. /**
  8645. * Stores a left-handed perspective projection into a given matrix
  8646. * @param fov defines the horizontal field of view
  8647. * @param aspect defines the aspect ratio
  8648. * @param znear defines the near clip plane
  8649. * @param zfar defines the far clip plane
  8650. * @param result defines the target matrix
  8651. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8652. */
  8653. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8654. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8655. var n = znear;
  8656. var f = zfar;
  8657. var t = 1.0 / (Math.tan(fov * 0.5));
  8658. var a = isVerticalFovFixed ? (t / aspect) : t;
  8659. var b = isVerticalFovFixed ? t : (t * aspect);
  8660. var c = (f + n) / (f - n);
  8661. var d = -2.0 * f * n / (f - n);
  8662. 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);
  8663. };
  8664. /**
  8665. * Creates a right-handed perspective projection matrix
  8666. * @param fov defines the horizontal field of view
  8667. * @param aspect defines the aspect ratio
  8668. * @param znear defines the near clip plane
  8669. * @param zfar defines the far clip plane
  8670. * @returns a new matrix as a right-handed perspective projection matrix
  8671. */
  8672. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8673. var matrix = Matrix.Zero();
  8674. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8675. return matrix;
  8676. };
  8677. /**
  8678. * Stores a right-handed perspective projection into a given matrix
  8679. * @param fov defines the horizontal field of view
  8680. * @param aspect defines the aspect ratio
  8681. * @param znear defines the near clip plane
  8682. * @param zfar defines the far clip plane
  8683. * @param result defines the target matrix
  8684. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8685. */
  8686. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8687. //alternatively this could be expressed as:
  8688. // m = PerspectiveFovLHToRef
  8689. // m[10] *= -1.0;
  8690. // m[11] *= -1.0;
  8691. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8692. var n = znear;
  8693. var f = zfar;
  8694. var t = 1.0 / (Math.tan(fov * 0.5));
  8695. var a = isVerticalFovFixed ? (t / aspect) : t;
  8696. var b = isVerticalFovFixed ? t : (t * aspect);
  8697. var c = -(f + n) / (f - n);
  8698. var d = -2 * f * n / (f - n);
  8699. 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);
  8700. };
  8701. /**
  8702. * Stores a perspective projection for WebVR info a given matrix
  8703. * @param fov defines the field of view
  8704. * @param znear defines the near clip plane
  8705. * @param zfar defines the far clip plane
  8706. * @param result defines the target matrix
  8707. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8708. */
  8709. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8710. if (rightHanded === void 0) { rightHanded = false; }
  8711. var rightHandedFactor = rightHanded ? -1 : 1;
  8712. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8713. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8714. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8715. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8716. var xScale = 2.0 / (leftTan + rightTan);
  8717. var yScale = 2.0 / (upTan + downTan);
  8718. result.m[0] = xScale;
  8719. result.m[1] = result.m[2] = result.m[3] = result.m[4] = 0.0;
  8720. result.m[5] = yScale;
  8721. result.m[6] = result.m[7] = 0.0;
  8722. result.m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8723. result.m[9] = -((upTan - downTan) * yScale * 0.5);
  8724. result.m[10] = -zfar / (znear - zfar);
  8725. result.m[11] = 1.0 * rightHandedFactor;
  8726. result.m[12] = result.m[13] = result.m[15] = 0.0;
  8727. result.m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8728. result._markAsUpdated();
  8729. };
  8730. /**
  8731. * Computes a complete transformation matrix
  8732. * @param viewport defines the viewport to use
  8733. * @param world defines the world matrix
  8734. * @param view defines the view matrix
  8735. * @param projection defines the projection matrix
  8736. * @param zmin defines the near clip plane
  8737. * @param zmax defines the far clip plane
  8738. * @returns the transformation matrix
  8739. */
  8740. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  8741. var cw = viewport.width;
  8742. var ch = viewport.height;
  8743. var cx = viewport.x;
  8744. var cy = viewport.y;
  8745. 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);
  8746. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  8747. };
  8748. /**
  8749. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  8750. * @param matrix defines the matrix to use
  8751. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  8752. */
  8753. Matrix.GetAsMatrix2x2 = function (matrix) {
  8754. return new Float32Array([
  8755. matrix.m[0], matrix.m[1],
  8756. matrix.m[4], matrix.m[5]
  8757. ]);
  8758. };
  8759. /**
  8760. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  8761. * @param matrix defines the matrix to use
  8762. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  8763. */
  8764. Matrix.GetAsMatrix3x3 = function (matrix) {
  8765. return new Float32Array([
  8766. matrix.m[0], matrix.m[1], matrix.m[2],
  8767. matrix.m[4], matrix.m[5], matrix.m[6],
  8768. matrix.m[8], matrix.m[9], matrix.m[10]
  8769. ]);
  8770. };
  8771. /**
  8772. * Compute the transpose of a given matrix
  8773. * @param matrix defines the matrix to transpose
  8774. * @returns the new matrix
  8775. */
  8776. Matrix.Transpose = function (matrix) {
  8777. var result = new Matrix();
  8778. Matrix.TransposeToRef(matrix, result);
  8779. return result;
  8780. };
  8781. /**
  8782. * Compute the transpose of a matrix and store it in a target matrix
  8783. * @param matrix defines the matrix to transpose
  8784. * @param result defines the target matrix
  8785. */
  8786. Matrix.TransposeToRef = function (matrix, result) {
  8787. result.m[0] = matrix.m[0];
  8788. result.m[1] = matrix.m[4];
  8789. result.m[2] = matrix.m[8];
  8790. result.m[3] = matrix.m[12];
  8791. result.m[4] = matrix.m[1];
  8792. result.m[5] = matrix.m[5];
  8793. result.m[6] = matrix.m[9];
  8794. result.m[7] = matrix.m[13];
  8795. result.m[8] = matrix.m[2];
  8796. result.m[9] = matrix.m[6];
  8797. result.m[10] = matrix.m[10];
  8798. result.m[11] = matrix.m[14];
  8799. result.m[12] = matrix.m[3];
  8800. result.m[13] = matrix.m[7];
  8801. result.m[14] = matrix.m[11];
  8802. result.m[15] = matrix.m[15];
  8803. };
  8804. /**
  8805. * Computes a reflection matrix from a plane
  8806. * @param plane defines the reflection plane
  8807. * @returns a new matrix
  8808. */
  8809. Matrix.Reflection = function (plane) {
  8810. var matrix = new Matrix();
  8811. Matrix.ReflectionToRef(plane, matrix);
  8812. return matrix;
  8813. };
  8814. /**
  8815. * Computes a reflection matrix from a plane
  8816. * @param plane defines the reflection plane
  8817. * @param result defines the target matrix
  8818. */
  8819. Matrix.ReflectionToRef = function (plane, result) {
  8820. plane.normalize();
  8821. var x = plane.normal.x;
  8822. var y = plane.normal.y;
  8823. var z = plane.normal.z;
  8824. var temp = -2 * x;
  8825. var temp2 = -2 * y;
  8826. var temp3 = -2 * z;
  8827. result.m[0] = (temp * x) + 1;
  8828. result.m[1] = temp2 * x;
  8829. result.m[2] = temp3 * x;
  8830. result.m[3] = 0.0;
  8831. result.m[4] = temp * y;
  8832. result.m[5] = (temp2 * y) + 1;
  8833. result.m[6] = temp3 * y;
  8834. result.m[7] = 0.0;
  8835. result.m[8] = temp * z;
  8836. result.m[9] = temp2 * z;
  8837. result.m[10] = (temp3 * z) + 1;
  8838. result.m[11] = 0.0;
  8839. result.m[12] = temp * plane.d;
  8840. result.m[13] = temp2 * plane.d;
  8841. result.m[14] = temp3 * plane.d;
  8842. result.m[15] = 1.0;
  8843. result._markAsUpdated();
  8844. };
  8845. /**
  8846. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  8847. * @param xaxis defines the value of the 1st axis
  8848. * @param yaxis defines the value of the 2nd axis
  8849. * @param zaxis defines the value of the 3rd axis
  8850. * @param result defines the target matrix
  8851. */
  8852. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  8853. result.m[0] = xaxis.x;
  8854. result.m[1] = xaxis.y;
  8855. result.m[2] = xaxis.z;
  8856. result.m[3] = 0.0;
  8857. result.m[4] = yaxis.x;
  8858. result.m[5] = yaxis.y;
  8859. result.m[6] = yaxis.z;
  8860. result.m[7] = 0.0;
  8861. result.m[8] = zaxis.x;
  8862. result.m[9] = zaxis.y;
  8863. result.m[10] = zaxis.z;
  8864. result.m[11] = 0.0;
  8865. result.m[12] = 0.0;
  8866. result.m[13] = 0.0;
  8867. result.m[14] = 0.0;
  8868. result.m[15] = 1.0;
  8869. result._markAsUpdated();
  8870. };
  8871. /**
  8872. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  8873. * @param quat defines the quaternion to use
  8874. * @param result defines the target matrix
  8875. */
  8876. Matrix.FromQuaternionToRef = function (quat, result) {
  8877. var xx = quat.x * quat.x;
  8878. var yy = quat.y * quat.y;
  8879. var zz = quat.z * quat.z;
  8880. var xy = quat.x * quat.y;
  8881. var zw = quat.z * quat.w;
  8882. var zx = quat.z * quat.x;
  8883. var yw = quat.y * quat.w;
  8884. var yz = quat.y * quat.z;
  8885. var xw = quat.x * quat.w;
  8886. result.m[0] = 1.0 - (2.0 * (yy + zz));
  8887. result.m[1] = 2.0 * (xy + zw);
  8888. result.m[2] = 2.0 * (zx - yw);
  8889. result.m[3] = 0.0;
  8890. result.m[4] = 2.0 * (xy - zw);
  8891. result.m[5] = 1.0 - (2.0 * (zz + xx));
  8892. result.m[6] = 2.0 * (yz + xw);
  8893. result.m[7] = 0.0;
  8894. result.m[8] = 2.0 * (zx + yw);
  8895. result.m[9] = 2.0 * (yz - xw);
  8896. result.m[10] = 1.0 - (2.0 * (yy + xx));
  8897. result.m[11] = 0.0;
  8898. result.m[12] = 0.0;
  8899. result.m[13] = 0.0;
  8900. result.m[14] = 0.0;
  8901. result.m[15] = 1.0;
  8902. result._markAsUpdated();
  8903. };
  8904. Matrix._tempQuaternion = new Quaternion();
  8905. Matrix._xAxis = Vector3.Zero();
  8906. Matrix._yAxis = Vector3.Zero();
  8907. Matrix._zAxis = Vector3.Zero();
  8908. Matrix._updateFlagSeed = 0;
  8909. Matrix._identityReadOnly = Matrix.Identity();
  8910. return Matrix;
  8911. }());
  8912. BABYLON.Matrix = Matrix;
  8913. /**
  8914. * Represens a plane by the equation ax + by + cz + d = 0
  8915. */
  8916. var Plane = /** @class */ (function () {
  8917. /**
  8918. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  8919. * @param a a component of the plane
  8920. * @param b b component of the plane
  8921. * @param c c component of the plane
  8922. * @param d d component of the plane
  8923. */
  8924. function Plane(a, b, c, d) {
  8925. this.normal = new Vector3(a, b, c);
  8926. this.d = d;
  8927. }
  8928. /**
  8929. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  8930. */
  8931. Plane.prototype.asArray = function () {
  8932. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  8933. };
  8934. // Methods
  8935. /**
  8936. * @returns a new plane copied from the current Plane.
  8937. */
  8938. Plane.prototype.clone = function () {
  8939. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  8940. };
  8941. /**
  8942. * @returns the string "Plane".
  8943. */
  8944. Plane.prototype.getClassName = function () {
  8945. return "Plane";
  8946. };
  8947. /**
  8948. * @returns the Plane hash code.
  8949. */
  8950. Plane.prototype.getHashCode = function () {
  8951. var hash = this.normal.getHashCode();
  8952. hash = (hash * 397) ^ (this.d || 0);
  8953. return hash;
  8954. };
  8955. /**
  8956. * Normalize the current Plane in place.
  8957. * @returns the updated Plane.
  8958. */
  8959. Plane.prototype.normalize = function () {
  8960. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  8961. var magnitude = 0.0;
  8962. if (norm !== 0) {
  8963. magnitude = 1.0 / norm;
  8964. }
  8965. this.normal.x *= magnitude;
  8966. this.normal.y *= magnitude;
  8967. this.normal.z *= magnitude;
  8968. this.d *= magnitude;
  8969. return this;
  8970. };
  8971. /**
  8972. * Applies a transformation the plane and returns the result
  8973. * @param transformation the transformation matrix to be applied to the plane
  8974. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  8975. */
  8976. Plane.prototype.transform = function (transformation) {
  8977. var transposedMatrix = Matrix.Transpose(transformation);
  8978. var x = this.normal.x;
  8979. var y = this.normal.y;
  8980. var z = this.normal.z;
  8981. var d = this.d;
  8982. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  8983. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  8984. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  8985. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  8986. return new Plane(normalX, normalY, normalZ, finalD);
  8987. };
  8988. /**
  8989. * Calcualtte the dot product between the point and the plane normal
  8990. * @param point point to calculate the dot product with
  8991. * @returns the dot product (float) of the point coordinates and the plane normal.
  8992. */
  8993. Plane.prototype.dotCoordinate = function (point) {
  8994. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  8995. };
  8996. /**
  8997. * Updates the current Plane from the plane defined by the three given points.
  8998. * @param point1 one of the points used to contruct the plane
  8999. * @param point2 one of the points used to contruct the plane
  9000. * @param point3 one of the points used to contruct the plane
  9001. * @returns the updated Plane.
  9002. */
  9003. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9004. var x1 = point2.x - point1.x;
  9005. var y1 = point2.y - point1.y;
  9006. var z1 = point2.z - point1.z;
  9007. var x2 = point3.x - point1.x;
  9008. var y2 = point3.y - point1.y;
  9009. var z2 = point3.z - point1.z;
  9010. var yz = (y1 * z2) - (z1 * y2);
  9011. var xz = (z1 * x2) - (x1 * z2);
  9012. var xy = (x1 * y2) - (y1 * x2);
  9013. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9014. var invPyth;
  9015. if (pyth !== 0) {
  9016. invPyth = 1.0 / pyth;
  9017. }
  9018. else {
  9019. invPyth = 0.0;
  9020. }
  9021. this.normal.x = yz * invPyth;
  9022. this.normal.y = xz * invPyth;
  9023. this.normal.z = xy * invPyth;
  9024. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9025. return this;
  9026. };
  9027. /**
  9028. * Checks if the plane is facing a given direction
  9029. * @param direction the direction to check if the plane is facing
  9030. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9031. * @returns True is the vector "direction" is the same side than the plane normal.
  9032. */
  9033. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9034. var dot = Vector3.Dot(this.normal, direction);
  9035. return (dot <= epsilon);
  9036. };
  9037. /**
  9038. * Calculates the distance to a point
  9039. * @param point point to calculate distance to
  9040. * @returns the signed distance (float) from the given point to the Plane.
  9041. */
  9042. Plane.prototype.signedDistanceTo = function (point) {
  9043. return Vector3.Dot(point, this.normal) + this.d;
  9044. };
  9045. // Statics
  9046. /**
  9047. * Creates a plane from an array
  9048. * @param array the array to create a plane from
  9049. * @returns a new Plane from the given array.
  9050. */
  9051. Plane.FromArray = function (array) {
  9052. return new Plane(array[0], array[1], array[2], array[3]);
  9053. };
  9054. /**
  9055. * Creates a plane from three points
  9056. * @param point1 point used to create the plane
  9057. * @param point2 point used to create the plane
  9058. * @param point3 point used to create the plane
  9059. * @returns a new Plane defined by the three given points.
  9060. */
  9061. Plane.FromPoints = function (point1, point2, point3) {
  9062. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9063. result.copyFromPoints(point1, point2, point3);
  9064. return result;
  9065. };
  9066. /**
  9067. * Creates a plane from an origin point and a normal
  9068. * @param origin origin of the plane to be constructed
  9069. * @param normal normal of the plane to be constructed
  9070. * @returns a new Plane the normal vector to this plane at the given origin point.
  9071. * Note : the vector "normal" is updated because normalized.
  9072. */
  9073. Plane.FromPositionAndNormal = function (origin, normal) {
  9074. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9075. normal.normalize();
  9076. result.normal = normal;
  9077. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9078. return result;
  9079. };
  9080. /**
  9081. * Calculates the distance from a plane and a point
  9082. * @param origin origin of the plane to be constructed
  9083. * @param normal normal of the plane to be constructed
  9084. * @param point point to calculate distance to
  9085. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9086. */
  9087. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9088. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9089. return Vector3.Dot(point, normal) + d;
  9090. };
  9091. return Plane;
  9092. }());
  9093. BABYLON.Plane = Plane;
  9094. /**
  9095. * Class used to represent a viewport on screen
  9096. */
  9097. var Viewport = /** @class */ (function () {
  9098. /**
  9099. * Creates a Viewport object located at (x, y) and sized (width, height)
  9100. * @param x defines viewport left coordinate
  9101. * @param y defines viewport top coordinate
  9102. * @param width defines the viewport width
  9103. * @param height defines the viewport height
  9104. */
  9105. function Viewport(
  9106. /** viewport left coordinate */
  9107. x,
  9108. /** viewport top coordinate */
  9109. y,
  9110. /**viewport width */
  9111. width,
  9112. /** viewport height */
  9113. height) {
  9114. this.x = x;
  9115. this.y = y;
  9116. this.width = width;
  9117. this.height = height;
  9118. }
  9119. /**
  9120. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9121. * @param renderWidthOrEngine defines either an engine or the rendering width
  9122. * @param renderHeight defines the rendering height
  9123. * @returns a new Viewport
  9124. */
  9125. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9126. if (renderWidthOrEngine.getRenderWidth) {
  9127. var engine = renderWidthOrEngine;
  9128. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9129. }
  9130. var renderWidth = renderWidthOrEngine;
  9131. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9132. };
  9133. /**
  9134. * Returns a new Viewport copied from the current one
  9135. * @returns a new Viewport
  9136. */
  9137. Viewport.prototype.clone = function () {
  9138. return new Viewport(this.x, this.y, this.width, this.height);
  9139. };
  9140. return Viewport;
  9141. }());
  9142. BABYLON.Viewport = Viewport;
  9143. /**
  9144. * Reprasents a camera frustum
  9145. */
  9146. var Frustum = /** @class */ (function () {
  9147. function Frustum() {
  9148. }
  9149. /**
  9150. * Gets the planes representing the frustum
  9151. * @param transform matrix to be applied to the returned planes
  9152. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9153. */
  9154. Frustum.GetPlanes = function (transform) {
  9155. var frustumPlanes = [];
  9156. for (var index = 0; index < 6; index++) {
  9157. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9158. }
  9159. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9160. return frustumPlanes;
  9161. };
  9162. /**
  9163. * Gets the near frustum plane transformed by the transform matrix
  9164. * @param transform transformation matrix to be applied to the resulting frustum plane
  9165. * @param frustumPlane the resuling frustum plane
  9166. */
  9167. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9168. frustumPlane.normal.x = transform.m[3] + transform.m[2];
  9169. frustumPlane.normal.y = transform.m[7] + transform.m[6];
  9170. frustumPlane.normal.z = transform.m[11] + transform.m[10];
  9171. frustumPlane.d = transform.m[15] + transform.m[14];
  9172. frustumPlane.normalize();
  9173. };
  9174. /**
  9175. * Gets the far frustum plane transformed by the transform matrix
  9176. * @param transform transformation matrix to be applied to the resulting frustum plane
  9177. * @param frustumPlane the resuling frustum plane
  9178. */
  9179. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9180. frustumPlane.normal.x = transform.m[3] - transform.m[2];
  9181. frustumPlane.normal.y = transform.m[7] - transform.m[6];
  9182. frustumPlane.normal.z = transform.m[11] - transform.m[10];
  9183. frustumPlane.d = transform.m[15] - transform.m[14];
  9184. frustumPlane.normalize();
  9185. };
  9186. /**
  9187. * Gets the left frustum plane transformed by the transform matrix
  9188. * @param transform transformation matrix to be applied to the resulting frustum plane
  9189. * @param frustumPlane the resuling frustum plane
  9190. */
  9191. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9192. frustumPlane.normal.x = transform.m[3] + transform.m[0];
  9193. frustumPlane.normal.y = transform.m[7] + transform.m[4];
  9194. frustumPlane.normal.z = transform.m[11] + transform.m[8];
  9195. frustumPlane.d = transform.m[15] + transform.m[12];
  9196. frustumPlane.normalize();
  9197. };
  9198. /**
  9199. * Gets the right frustum plane transformed by the transform matrix
  9200. * @param transform transformation matrix to be applied to the resulting frustum plane
  9201. * @param frustumPlane the resuling frustum plane
  9202. */
  9203. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9204. frustumPlane.normal.x = transform.m[3] - transform.m[0];
  9205. frustumPlane.normal.y = transform.m[7] - transform.m[4];
  9206. frustumPlane.normal.z = transform.m[11] - transform.m[8];
  9207. frustumPlane.d = transform.m[15] - transform.m[12];
  9208. frustumPlane.normalize();
  9209. };
  9210. /**
  9211. * Gets the top frustum plane transformed by the transform matrix
  9212. * @param transform transformation matrix to be applied to the resulting frustum plane
  9213. * @param frustumPlane the resuling frustum plane
  9214. */
  9215. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9216. frustumPlane.normal.x = transform.m[3] - transform.m[1];
  9217. frustumPlane.normal.y = transform.m[7] - transform.m[5];
  9218. frustumPlane.normal.z = transform.m[11] - transform.m[9];
  9219. frustumPlane.d = transform.m[15] - transform.m[13];
  9220. frustumPlane.normalize();
  9221. };
  9222. /**
  9223. * Gets the bottom frustum plane transformed by the transform matrix
  9224. * @param transform transformation matrix to be applied to the resulting frustum plane
  9225. * @param frustumPlane the resuling frustum plane
  9226. */
  9227. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9228. frustumPlane.normal.x = transform.m[3] + transform.m[1];
  9229. frustumPlane.normal.y = transform.m[7] + transform.m[5];
  9230. frustumPlane.normal.z = transform.m[11] + transform.m[9];
  9231. frustumPlane.d = transform.m[15] + transform.m[13];
  9232. frustumPlane.normalize();
  9233. };
  9234. /**
  9235. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9236. * @param transform transformation matrix to be applied to the resulting frustum planes
  9237. * @param frustumPlanes the resuling frustum planes
  9238. */
  9239. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9240. // Near
  9241. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9242. // Far
  9243. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9244. // Left
  9245. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9246. // Right
  9247. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9248. // Top
  9249. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9250. // Bottom
  9251. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9252. };
  9253. return Frustum;
  9254. }());
  9255. BABYLON.Frustum = Frustum;
  9256. /** Defines supported spaces */
  9257. var Space;
  9258. (function (Space) {
  9259. /** Local (object) space */
  9260. Space[Space["LOCAL"] = 0] = "LOCAL";
  9261. /** World space */
  9262. Space[Space["WORLD"] = 1] = "WORLD";
  9263. /** Bone space */
  9264. Space[Space["BONE"] = 2] = "BONE";
  9265. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9266. /** Defines the 3 main axes */
  9267. var Axis = /** @class */ (function () {
  9268. function Axis() {
  9269. }
  9270. /** X axis */
  9271. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9272. /** Y axis */
  9273. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9274. /** Z axis */
  9275. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9276. return Axis;
  9277. }());
  9278. BABYLON.Axis = Axis;
  9279. /** Class used to represent a Bezier curve */
  9280. var BezierCurve = /** @class */ (function () {
  9281. function BezierCurve() {
  9282. }
  9283. /**
  9284. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9285. * @param t defines the time
  9286. * @param x1 defines the left coordinate on X axis
  9287. * @param y1 defines the left coordinate on Y axis
  9288. * @param x2 defines the right coordinate on X axis
  9289. * @param y2 defines the right coordinate on Y axis
  9290. * @returns the interpolated value
  9291. */
  9292. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9293. // Extract X (which is equal to time here)
  9294. var f0 = 1 - 3 * x2 + 3 * x1;
  9295. var f1 = 3 * x2 - 6 * x1;
  9296. var f2 = 3 * x1;
  9297. var refinedT = t;
  9298. for (var i = 0; i < 5; i++) {
  9299. var refinedT2 = refinedT * refinedT;
  9300. var refinedT3 = refinedT2 * refinedT;
  9301. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9302. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9303. refinedT -= (x - t) * slope;
  9304. refinedT = Math.min(1, Math.max(0, refinedT));
  9305. }
  9306. // Resolve cubic bezier for the given x
  9307. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9308. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9309. Math.pow(refinedT, 3);
  9310. };
  9311. return BezierCurve;
  9312. }());
  9313. BABYLON.BezierCurve = BezierCurve;
  9314. /**
  9315. * Defines potential orientation for back face culling
  9316. */
  9317. var Orientation;
  9318. (function (Orientation) {
  9319. /**
  9320. * Clockwise
  9321. */
  9322. Orientation[Orientation["CW"] = 0] = "CW";
  9323. /** Counter clockwise */
  9324. Orientation[Orientation["CCW"] = 1] = "CCW";
  9325. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9326. /**
  9327. * Defines angle representation
  9328. */
  9329. var Angle = /** @class */ (function () {
  9330. /**
  9331. * Creates an Angle object of "radians" radians (float).
  9332. */
  9333. function Angle(radians) {
  9334. this._radians = radians;
  9335. if (this._radians < 0.0) {
  9336. this._radians += (2.0 * Math.PI);
  9337. }
  9338. }
  9339. /**
  9340. * Get value in degrees
  9341. * @returns the Angle value in degrees (float)
  9342. */
  9343. Angle.prototype.degrees = function () {
  9344. return this._radians * 180.0 / Math.PI;
  9345. };
  9346. /**
  9347. * Get value in radians
  9348. * @returns the Angle value in radians (float)
  9349. */
  9350. Angle.prototype.radians = function () {
  9351. return this._radians;
  9352. };
  9353. /**
  9354. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9355. * @param a defines first vector
  9356. * @param b defines second vector
  9357. * @returns a new Angle
  9358. */
  9359. Angle.BetweenTwoPoints = function (a, b) {
  9360. var delta = b.subtract(a);
  9361. var theta = Math.atan2(delta.y, delta.x);
  9362. return new Angle(theta);
  9363. };
  9364. /**
  9365. * Gets a new Angle object from the given float in radians
  9366. * @param radians defines the angle value in radians
  9367. * @returns a new Angle
  9368. */
  9369. Angle.FromRadians = function (radians) {
  9370. return new Angle(radians);
  9371. };
  9372. /**
  9373. * Gets a new Angle object from the given float in degrees
  9374. * @param degrees defines the angle value in degrees
  9375. * @returns a new Angle
  9376. */
  9377. Angle.FromDegrees = function (degrees) {
  9378. return new Angle(degrees * Math.PI / 180.0);
  9379. };
  9380. return Angle;
  9381. }());
  9382. BABYLON.Angle = Angle;
  9383. /**
  9384. * This represents an arc in a 2d space.
  9385. */
  9386. var Arc2 = /** @class */ (function () {
  9387. /**
  9388. * Creates an Arc object from the three given points : start, middle and end.
  9389. * @param startPoint Defines the start point of the arc
  9390. * @param midPoint Defines the midlle point of the arc
  9391. * @param endPoint Defines the end point of the arc
  9392. */
  9393. function Arc2(
  9394. /** Defines the start point of the arc */
  9395. startPoint,
  9396. /** Defines the mid point of the arc */
  9397. midPoint,
  9398. /** Defines the end point of the arc */
  9399. endPoint) {
  9400. this.startPoint = startPoint;
  9401. this.midPoint = midPoint;
  9402. this.endPoint = endPoint;
  9403. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9404. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9405. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9406. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9407. 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);
  9408. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9409. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9410. var a1 = this.startAngle.degrees();
  9411. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9412. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9413. // angles correction
  9414. if (a2 - a1 > +180.0) {
  9415. a2 -= 360.0;
  9416. }
  9417. if (a2 - a1 < -180.0) {
  9418. a2 += 360.0;
  9419. }
  9420. if (a3 - a2 > +180.0) {
  9421. a3 -= 360.0;
  9422. }
  9423. if (a3 - a2 < -180.0) {
  9424. a3 += 360.0;
  9425. }
  9426. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9427. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9428. }
  9429. return Arc2;
  9430. }());
  9431. BABYLON.Arc2 = Arc2;
  9432. /**
  9433. * Represents a 2D path made up of multiple 2D points
  9434. */
  9435. var Path2 = /** @class */ (function () {
  9436. /**
  9437. * Creates a Path2 object from the starting 2D coordinates x and y.
  9438. * @param x the starting points x value
  9439. * @param y the starting points y value
  9440. */
  9441. function Path2(x, y) {
  9442. this._points = new Array();
  9443. this._length = 0.0;
  9444. /**
  9445. * If the path start and end point are the same
  9446. */
  9447. this.closed = false;
  9448. this._points.push(new Vector2(x, y));
  9449. }
  9450. /**
  9451. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9452. * @param x the added points x value
  9453. * @param y the added points y value
  9454. * @returns the updated Path2.
  9455. */
  9456. Path2.prototype.addLineTo = function (x, y) {
  9457. if (this.closed) {
  9458. return this;
  9459. }
  9460. var newPoint = new Vector2(x, y);
  9461. var previousPoint = this._points[this._points.length - 1];
  9462. this._points.push(newPoint);
  9463. this._length += newPoint.subtract(previousPoint).length();
  9464. return this;
  9465. };
  9466. /**
  9467. * 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.
  9468. * @param midX middle point x value
  9469. * @param midY middle point y value
  9470. * @param endX end point x value
  9471. * @param endY end point y value
  9472. * @param numberOfSegments (default: 36)
  9473. * @returns the updated Path2.
  9474. */
  9475. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9476. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9477. if (this.closed) {
  9478. return this;
  9479. }
  9480. var startPoint = this._points[this._points.length - 1];
  9481. var midPoint = new Vector2(midX, midY);
  9482. var endPoint = new Vector2(endX, endY);
  9483. var arc = new Arc2(startPoint, midPoint, endPoint);
  9484. var increment = arc.angle.radians() / numberOfSegments;
  9485. if (arc.orientation === Orientation.CW) {
  9486. increment *= -1;
  9487. }
  9488. var currentAngle = arc.startAngle.radians() + increment;
  9489. for (var i = 0; i < numberOfSegments; i++) {
  9490. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9491. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9492. this.addLineTo(x, y);
  9493. currentAngle += increment;
  9494. }
  9495. return this;
  9496. };
  9497. /**
  9498. * Closes the Path2.
  9499. * @returns the Path2.
  9500. */
  9501. Path2.prototype.close = function () {
  9502. this.closed = true;
  9503. return this;
  9504. };
  9505. /**
  9506. * Gets the sum of the distance between each sequential point in the path
  9507. * @returns the Path2 total length (float).
  9508. */
  9509. Path2.prototype.length = function () {
  9510. var result = this._length;
  9511. if (!this.closed) {
  9512. var lastPoint = this._points[this._points.length - 1];
  9513. var firstPoint = this._points[0];
  9514. result += (firstPoint.subtract(lastPoint).length());
  9515. }
  9516. return result;
  9517. };
  9518. /**
  9519. * Gets the points which construct the path
  9520. * @returns the Path2 internal array of points.
  9521. */
  9522. Path2.prototype.getPoints = function () {
  9523. return this._points;
  9524. };
  9525. /**
  9526. * Retreives the point at the distance aways from the starting point
  9527. * @param normalizedLengthPosition the length along the path to retreive the point from
  9528. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9529. */
  9530. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9531. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9532. return Vector2.Zero();
  9533. }
  9534. var lengthPosition = normalizedLengthPosition * this.length();
  9535. var previousOffset = 0;
  9536. for (var i = 0; i < this._points.length; i++) {
  9537. var j = (i + 1) % this._points.length;
  9538. var a = this._points[i];
  9539. var b = this._points[j];
  9540. var bToA = b.subtract(a);
  9541. var nextOffset = (bToA.length() + previousOffset);
  9542. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9543. var dir = bToA.normalize();
  9544. var localOffset = lengthPosition - previousOffset;
  9545. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9546. }
  9547. previousOffset = nextOffset;
  9548. }
  9549. return Vector2.Zero();
  9550. };
  9551. /**
  9552. * Creates a new path starting from an x and y position
  9553. * @param x starting x value
  9554. * @param y starting y value
  9555. * @returns a new Path2 starting at the coordinates (x, y).
  9556. */
  9557. Path2.StartingAt = function (x, y) {
  9558. return new Path2(x, y);
  9559. };
  9560. return Path2;
  9561. }());
  9562. BABYLON.Path2 = Path2;
  9563. /**
  9564. * Represents a 3D path made up of multiple 3D points
  9565. */
  9566. var Path3D = /** @class */ (function () {
  9567. /**
  9568. * new Path3D(path, normal, raw)
  9569. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9570. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  9571. * @param path an array of Vector3, the curve axis of the Path3D
  9572. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9573. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9574. */
  9575. function Path3D(
  9576. /**
  9577. * an array of Vector3, the curve axis of the Path3D
  9578. */
  9579. path, firstNormal, raw) {
  9580. if (firstNormal === void 0) { firstNormal = null; }
  9581. this.path = path;
  9582. this._curve = new Array();
  9583. this._distances = new Array();
  9584. this._tangents = new Array();
  9585. this._normals = new Array();
  9586. this._binormals = new Array();
  9587. for (var p = 0; p < path.length; p++) {
  9588. this._curve[p] = path[p].clone(); // hard copy
  9589. }
  9590. this._raw = raw || false;
  9591. this._compute(firstNormal);
  9592. }
  9593. /**
  9594. * Returns the Path3D array of successive Vector3 designing its curve.
  9595. * @returns the Path3D array of successive Vector3 designing its curve.
  9596. */
  9597. Path3D.prototype.getCurve = function () {
  9598. return this._curve;
  9599. };
  9600. /**
  9601. * Returns an array populated with tangent vectors on each Path3D curve point.
  9602. * @returns an array populated with tangent vectors on each Path3D curve point.
  9603. */
  9604. Path3D.prototype.getTangents = function () {
  9605. return this._tangents;
  9606. };
  9607. /**
  9608. * Returns an array populated with normal vectors on each Path3D curve point.
  9609. * @returns an array populated with normal vectors on each Path3D curve point.
  9610. */
  9611. Path3D.prototype.getNormals = function () {
  9612. return this._normals;
  9613. };
  9614. /**
  9615. * Returns an array populated with binormal vectors on each Path3D curve point.
  9616. * @returns an array populated with binormal vectors on each Path3D curve point.
  9617. */
  9618. Path3D.prototype.getBinormals = function () {
  9619. return this._binormals;
  9620. };
  9621. /**
  9622. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9623. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9624. */
  9625. Path3D.prototype.getDistances = function () {
  9626. return this._distances;
  9627. };
  9628. /**
  9629. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9630. * @param path path which all values are copied into the curves points
  9631. * @param firstNormal which should be projected onto the curve
  9632. * @returns the same object updated.
  9633. */
  9634. Path3D.prototype.update = function (path, firstNormal) {
  9635. if (firstNormal === void 0) { firstNormal = null; }
  9636. for (var p = 0; p < path.length; p++) {
  9637. this._curve[p].x = path[p].x;
  9638. this._curve[p].y = path[p].y;
  9639. this._curve[p].z = path[p].z;
  9640. }
  9641. this._compute(firstNormal);
  9642. return this;
  9643. };
  9644. // private function compute() : computes tangents, normals and binormals
  9645. Path3D.prototype._compute = function (firstNormal) {
  9646. var l = this._curve.length;
  9647. // first and last tangents
  9648. this._tangents[0] = this._getFirstNonNullVector(0);
  9649. if (!this._raw) {
  9650. this._tangents[0].normalize();
  9651. }
  9652. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9653. if (!this._raw) {
  9654. this._tangents[l - 1].normalize();
  9655. }
  9656. // normals and binormals at first point : arbitrary vector with _normalVector()
  9657. var tg0 = this._tangents[0];
  9658. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9659. this._normals[0] = pp0;
  9660. if (!this._raw) {
  9661. this._normals[0].normalize();
  9662. }
  9663. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9664. if (!this._raw) {
  9665. this._binormals[0].normalize();
  9666. }
  9667. this._distances[0] = 0.0;
  9668. // normals and binormals : next points
  9669. var prev; // previous vector (segment)
  9670. var cur; // current vector (segment)
  9671. var curTang; // current tangent
  9672. // previous normal
  9673. var prevBinor; // previous binormal
  9674. for (var i = 1; i < l; i++) {
  9675. // tangents
  9676. prev = this._getLastNonNullVector(i);
  9677. if (i < l - 1) {
  9678. cur = this._getFirstNonNullVector(i);
  9679. this._tangents[i] = prev.add(cur);
  9680. this._tangents[i].normalize();
  9681. }
  9682. this._distances[i] = this._distances[i - 1] + prev.length();
  9683. // normals and binormals
  9684. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9685. curTang = this._tangents[i];
  9686. prevBinor = this._binormals[i - 1];
  9687. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9688. if (!this._raw) {
  9689. this._normals[i].normalize();
  9690. }
  9691. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9692. if (!this._raw) {
  9693. this._binormals[i].normalize();
  9694. }
  9695. }
  9696. };
  9697. // private function getFirstNonNullVector(index)
  9698. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9699. Path3D.prototype._getFirstNonNullVector = function (index) {
  9700. var i = 1;
  9701. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9702. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9703. i++;
  9704. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9705. }
  9706. return nNVector;
  9707. };
  9708. // private function getLastNonNullVector(index)
  9709. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9710. Path3D.prototype._getLastNonNullVector = function (index) {
  9711. var i = 1;
  9712. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9713. while (nLVector.length() === 0 && index > i + 1) {
  9714. i++;
  9715. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9716. }
  9717. return nLVector;
  9718. };
  9719. // private function normalVector(v0, vt, va) :
  9720. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9721. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9722. Path3D.prototype._normalVector = function (v0, vt, va) {
  9723. var normal0;
  9724. var tgl = vt.length();
  9725. if (tgl === 0.0) {
  9726. tgl = 1.0;
  9727. }
  9728. if (va === undefined || va === null) {
  9729. var point;
  9730. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9731. point = new Vector3(0.0, -1.0, 0.0);
  9732. }
  9733. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9734. point = new Vector3(1.0, 0.0, 0.0);
  9735. }
  9736. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9737. point = new Vector3(0.0, 0.0, 1.0);
  9738. }
  9739. else {
  9740. point = Vector3.Zero();
  9741. }
  9742. normal0 = Vector3.Cross(vt, point);
  9743. }
  9744. else {
  9745. normal0 = Vector3.Cross(vt, va);
  9746. Vector3.CrossToRef(normal0, vt, normal0);
  9747. }
  9748. normal0.normalize();
  9749. return normal0;
  9750. };
  9751. return Path3D;
  9752. }());
  9753. BABYLON.Path3D = Path3D;
  9754. /**
  9755. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9756. * A Curve3 is designed from a series of successive Vector3.
  9757. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  9758. */
  9759. var Curve3 = /** @class */ (function () {
  9760. /**
  9761. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9762. * A Curve3 is designed from a series of successive Vector3.
  9763. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  9764. * @param points points which make up the curve
  9765. */
  9766. function Curve3(points) {
  9767. this._length = 0.0;
  9768. this._points = points;
  9769. this._length = this._computeLength(points);
  9770. }
  9771. /**
  9772. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  9773. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  9774. * @param v1 (Vector3) the control point
  9775. * @param v2 (Vector3) the end point of the Quadratic Bezier
  9776. * @param nbPoints (integer) the wanted number of points in the curve
  9777. * @returns the created Curve3
  9778. */
  9779. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  9780. nbPoints = nbPoints > 2 ? nbPoints : 3;
  9781. var bez = new Array();
  9782. var equation = function (t, val0, val1, val2) {
  9783. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  9784. return res;
  9785. };
  9786. for (var i = 0; i <= nbPoints; i++) {
  9787. 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)));
  9788. }
  9789. return new Curve3(bez);
  9790. };
  9791. /**
  9792. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  9793. * @param v0 (Vector3) the origin point of the Cubic Bezier
  9794. * @param v1 (Vector3) the first control point
  9795. * @param v2 (Vector3) the second control point
  9796. * @param v3 (Vector3) the end point of the Cubic Bezier
  9797. * @param nbPoints (integer) the wanted number of points in the curve
  9798. * @returns the created Curve3
  9799. */
  9800. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  9801. nbPoints = nbPoints > 3 ? nbPoints : 4;
  9802. var bez = new Array();
  9803. var equation = function (t, val0, val1, val2, val3) {
  9804. 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;
  9805. return res;
  9806. };
  9807. for (var i = 0; i <= nbPoints; i++) {
  9808. 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)));
  9809. }
  9810. return new Curve3(bez);
  9811. };
  9812. /**
  9813. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  9814. * @param p1 (Vector3) the origin point of the Hermite Spline
  9815. * @param t1 (Vector3) the tangent vector at the origin point
  9816. * @param p2 (Vector3) the end point of the Hermite Spline
  9817. * @param t2 (Vector3) the tangent vector at the end point
  9818. * @param nbPoints (integer) the wanted number of points in the curve
  9819. * @returns the created Curve3
  9820. */
  9821. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  9822. var hermite = new Array();
  9823. var step = 1.0 / nbPoints;
  9824. for (var i = 0; i <= nbPoints; i++) {
  9825. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  9826. }
  9827. return new Curve3(hermite);
  9828. };
  9829. /**
  9830. * Returns a Curve3 object along a CatmullRom Spline curve :
  9831. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  9832. * @param nbPoints (integer) the wanted number of points between each curve control points
  9833. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  9834. * @returns the created Curve3
  9835. */
  9836. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  9837. var catmullRom = new Array();
  9838. var step = 1.0 / nbPoints;
  9839. var amount = 0.0;
  9840. if (closed) {
  9841. var pointsCount = points.length;
  9842. for (var i = 0; i < pointsCount; i++) {
  9843. amount = 0;
  9844. for (var c = 0; c < nbPoints; c++) {
  9845. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  9846. amount += step;
  9847. }
  9848. }
  9849. catmullRom.push(catmullRom[0]);
  9850. }
  9851. else {
  9852. var totalPoints = new Array();
  9853. totalPoints.push(points[0].clone());
  9854. Array.prototype.push.apply(totalPoints, points);
  9855. totalPoints.push(points[points.length - 1].clone());
  9856. for (var i = 0; i < totalPoints.length - 3; i++) {
  9857. amount = 0;
  9858. for (var c = 0; c < nbPoints; c++) {
  9859. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  9860. amount += step;
  9861. }
  9862. }
  9863. i--;
  9864. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  9865. }
  9866. return new Curve3(catmullRom);
  9867. };
  9868. /**
  9869. * @returns the Curve3 stored array of successive Vector3
  9870. */
  9871. Curve3.prototype.getPoints = function () {
  9872. return this._points;
  9873. };
  9874. /**
  9875. * @returns the computed length (float) of the curve.
  9876. */
  9877. Curve3.prototype.length = function () {
  9878. return this._length;
  9879. };
  9880. /**
  9881. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  9882. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  9883. * curveA and curveB keep unchanged.
  9884. * @param curve the curve to continue from this curve
  9885. * @returns the newly constructed curve
  9886. */
  9887. Curve3.prototype.continue = function (curve) {
  9888. var lastPoint = this._points[this._points.length - 1];
  9889. var continuedPoints = this._points.slice();
  9890. var curvePoints = curve.getPoints();
  9891. for (var i = 1; i < curvePoints.length; i++) {
  9892. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  9893. }
  9894. var continuedCurve = new Curve3(continuedPoints);
  9895. return continuedCurve;
  9896. };
  9897. Curve3.prototype._computeLength = function (path) {
  9898. var l = 0;
  9899. for (var i = 1; i < path.length; i++) {
  9900. l += (path[i].subtract(path[i - 1])).length();
  9901. }
  9902. return l;
  9903. };
  9904. return Curve3;
  9905. }());
  9906. BABYLON.Curve3 = Curve3;
  9907. // Vertex formats
  9908. /**
  9909. * Contains position and normal vectors for a vertex
  9910. */
  9911. var PositionNormalVertex = /** @class */ (function () {
  9912. /**
  9913. * Creates a PositionNormalVertex
  9914. * @param position the position of the vertex (defaut: 0,0,0)
  9915. * @param normal the normal of the vertex (defaut: 0,1,0)
  9916. */
  9917. function PositionNormalVertex(
  9918. /** the position of the vertex (defaut: 0,0,0) */
  9919. position,
  9920. /** the normal of the vertex (defaut: 0,1,0) */
  9921. normal) {
  9922. if (position === void 0) { position = Vector3.Zero(); }
  9923. if (normal === void 0) { normal = Vector3.Up(); }
  9924. this.position = position;
  9925. this.normal = normal;
  9926. }
  9927. /**
  9928. * Clones the PositionNormalVertex
  9929. * @returns the cloned PositionNormalVertex
  9930. */
  9931. PositionNormalVertex.prototype.clone = function () {
  9932. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  9933. };
  9934. return PositionNormalVertex;
  9935. }());
  9936. BABYLON.PositionNormalVertex = PositionNormalVertex;
  9937. /**
  9938. * Contains position, normal and uv vectors for a vertex
  9939. */
  9940. var PositionNormalTextureVertex = /** @class */ (function () {
  9941. /**
  9942. * Creates a PositionNormalTextureVertex
  9943. * @param position the position of the vertex (defaut: 0,0,0)
  9944. * @param normal the normal of the vertex (defaut: 0,1,0)
  9945. * @param uv the uv of the vertex (default: 0,0)
  9946. */
  9947. function PositionNormalTextureVertex(
  9948. /** the position of the vertex (defaut: 0,0,0) */
  9949. position,
  9950. /** the normal of the vertex (defaut: 0,1,0) */
  9951. normal,
  9952. /** the uv of the vertex (default: 0,0) */
  9953. uv) {
  9954. if (position === void 0) { position = Vector3.Zero(); }
  9955. if (normal === void 0) { normal = Vector3.Up(); }
  9956. if (uv === void 0) { uv = Vector2.Zero(); }
  9957. this.position = position;
  9958. this.normal = normal;
  9959. this.uv = uv;
  9960. }
  9961. /**
  9962. * Clones the PositionNormalTextureVertex
  9963. * @returns the cloned PositionNormalTextureVertex
  9964. */
  9965. PositionNormalTextureVertex.prototype.clone = function () {
  9966. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  9967. };
  9968. return PositionNormalTextureVertex;
  9969. }());
  9970. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  9971. // Temporary pre-allocated objects for engine internal use
  9972. // usage in any internal function :
  9973. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  9974. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  9975. /**
  9976. * @hidden
  9977. */
  9978. var Tmp = /** @class */ (function () {
  9979. function Tmp() {
  9980. }
  9981. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  9982. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  9983. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  9984. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  9985. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  9986. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  9987. Tmp.Matrix = BABYLON.Tools.BuildArray(6, Matrix.Identity); // 6 temp Matrices at once should be enough
  9988. return Tmp;
  9989. }());
  9990. BABYLON.Tmp = Tmp;
  9991. /**
  9992. * @hidden
  9993. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  9994. */
  9995. var MathTmp = /** @class */ (function () {
  9996. function MathTmp() {
  9997. }
  9998. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  9999. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10000. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10001. return MathTmp;
  10002. }());
  10003. })(BABYLON || (BABYLON = {}));
  10004. //# sourceMappingURL=babylon.math.js.map
  10005. var BABYLON;
  10006. (function (BABYLON) {
  10007. /**
  10008. * Scalar computation library
  10009. */
  10010. var Scalar = /** @class */ (function () {
  10011. function Scalar() {
  10012. }
  10013. /**
  10014. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10015. * @param a number
  10016. * @param b number
  10017. * @param epsilon (default = 1.401298E-45)
  10018. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10019. */
  10020. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10021. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10022. var num = a - b;
  10023. return -epsilon <= num && num <= epsilon;
  10024. };
  10025. /**
  10026. * Returns a string : the upper case translation of the number i to hexadecimal.
  10027. * @param i number
  10028. * @returns the upper case translation of the number i to hexadecimal.
  10029. */
  10030. Scalar.ToHex = function (i) {
  10031. var str = i.toString(16);
  10032. if (i <= 15) {
  10033. return ("0" + str).toUpperCase();
  10034. }
  10035. return str.toUpperCase();
  10036. };
  10037. /**
  10038. * Returns -1 if value is negative and +1 is value is positive.
  10039. * @param value the value
  10040. * @returns the value itself if it's equal to zero.
  10041. */
  10042. Scalar.Sign = function (value) {
  10043. value = +value; // convert to a number
  10044. if (value === 0 || isNaN(value)) {
  10045. return value;
  10046. }
  10047. return value > 0 ? 1 : -1;
  10048. };
  10049. /**
  10050. * Returns the value itself if it's between min and max.
  10051. * Returns min if the value is lower than min.
  10052. * Returns max if the value is greater than max.
  10053. * @param value the value to clmap
  10054. * @param min the min value to clamp to (default: 0)
  10055. * @param max the max value to clamp to (default: 1)
  10056. * @returns the clamped value
  10057. */
  10058. Scalar.Clamp = function (value, min, max) {
  10059. if (min === void 0) { min = 0; }
  10060. if (max === void 0) { max = 1; }
  10061. return Math.min(max, Math.max(min, value));
  10062. };
  10063. /**
  10064. * the log2 of value.
  10065. * @param value the value to compute log2 of
  10066. * @returns the log2 of value.
  10067. */
  10068. Scalar.Log2 = function (value) {
  10069. return Math.log(value) * Math.LOG2E;
  10070. };
  10071. /**
  10072. * Loops the value, so that it is never larger than length and never smaller than 0.
  10073. *
  10074. * This is similar to the modulo operator but it works with floating point numbers.
  10075. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10076. * With t = 5 and length = 2.5, the result would be 0.0.
  10077. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10078. * @param value the value
  10079. * @param length the length
  10080. * @returns the looped value
  10081. */
  10082. Scalar.Repeat = function (value, length) {
  10083. return value - Math.floor(value / length) * length;
  10084. };
  10085. /**
  10086. * Normalize the value between 0.0 and 1.0 using min and max values
  10087. * @param value value to normalize
  10088. * @param min max to normalize between
  10089. * @param max min to normalize between
  10090. * @returns the normalized value
  10091. */
  10092. Scalar.Normalize = function (value, min, max) {
  10093. return (value - min) / (max - min);
  10094. };
  10095. /**
  10096. * Denormalize the value from 0.0 and 1.0 using min and max values
  10097. * @param normalized value to denormalize
  10098. * @param min max to denormalize between
  10099. * @param max min to denormalize between
  10100. * @returns the denormalized value
  10101. */
  10102. Scalar.Denormalize = function (normalized, min, max) {
  10103. return (normalized * (max - min) + min);
  10104. };
  10105. /**
  10106. * Calculates the shortest difference between two given angles given in degrees.
  10107. * @param current current angle in degrees
  10108. * @param target target angle in degrees
  10109. * @returns the delta
  10110. */
  10111. Scalar.DeltaAngle = function (current, target) {
  10112. var num = Scalar.Repeat(target - current, 360.0);
  10113. if (num > 180.0) {
  10114. num -= 360.0;
  10115. }
  10116. return num;
  10117. };
  10118. /**
  10119. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10120. * @param tx value
  10121. * @param length length
  10122. * @returns The returned value will move back and forth between 0 and length
  10123. */
  10124. Scalar.PingPong = function (tx, length) {
  10125. var t = Scalar.Repeat(tx, length * 2.0);
  10126. return length - Math.abs(t - length);
  10127. };
  10128. /**
  10129. * Interpolates between min and max with smoothing at the limits.
  10130. *
  10131. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10132. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10133. * @param from from
  10134. * @param to to
  10135. * @param tx value
  10136. * @returns the smooth stepped value
  10137. */
  10138. Scalar.SmoothStep = function (from, to, tx) {
  10139. var t = Scalar.Clamp(tx);
  10140. t = -2.0 * t * t * t + 3.0 * t * t;
  10141. return to * t + from * (1.0 - t);
  10142. };
  10143. /**
  10144. * Moves a value current towards target.
  10145. *
  10146. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10147. * Negative values of maxDelta pushes the value away from target.
  10148. * @param current current value
  10149. * @param target target value
  10150. * @param maxDelta max distance to move
  10151. * @returns resulting value
  10152. */
  10153. Scalar.MoveTowards = function (current, target, maxDelta) {
  10154. var result = 0;
  10155. if (Math.abs(target - current) <= maxDelta) {
  10156. result = target;
  10157. }
  10158. else {
  10159. result = current + Scalar.Sign(target - current) * maxDelta;
  10160. }
  10161. return result;
  10162. };
  10163. /**
  10164. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10165. *
  10166. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10167. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10168. * @param current current value
  10169. * @param target target value
  10170. * @param maxDelta max distance to move
  10171. * @returns resulting angle
  10172. */
  10173. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10174. var num = Scalar.DeltaAngle(current, target);
  10175. var result = 0;
  10176. if (-maxDelta < num && num < maxDelta) {
  10177. result = target;
  10178. }
  10179. else {
  10180. target = current + num;
  10181. result = Scalar.MoveTowards(current, target, maxDelta);
  10182. }
  10183. return result;
  10184. };
  10185. /**
  10186. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10187. * @param start start value
  10188. * @param end target value
  10189. * @param amount amount to lerp between
  10190. * @returns the lerped value
  10191. */
  10192. Scalar.Lerp = function (start, end, amount) {
  10193. return start + ((end - start) * amount);
  10194. };
  10195. /**
  10196. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10197. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10198. * @param start start value
  10199. * @param end target value
  10200. * @param amount amount to lerp between
  10201. * @returns the lerped value
  10202. */
  10203. Scalar.LerpAngle = function (start, end, amount) {
  10204. var num = Scalar.Repeat(end - start, 360.0);
  10205. if (num > 180.0) {
  10206. num -= 360.0;
  10207. }
  10208. return start + num * Scalar.Clamp(amount);
  10209. };
  10210. /**
  10211. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10212. * @param a start value
  10213. * @param b target value
  10214. * @param value value between a and b
  10215. * @returns the inverseLerp value
  10216. */
  10217. Scalar.InverseLerp = function (a, b, value) {
  10218. var result = 0;
  10219. if (a != b) {
  10220. result = Scalar.Clamp((value - a) / (b - a));
  10221. }
  10222. else {
  10223. result = 0.0;
  10224. }
  10225. return result;
  10226. };
  10227. /**
  10228. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10229. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10230. * @param value1 spline value
  10231. * @param tangent1 spline value
  10232. * @param value2 spline value
  10233. * @param tangent2 spline value
  10234. * @param amount input value
  10235. * @returns hermite result
  10236. */
  10237. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10238. var squared = amount * amount;
  10239. var cubed = amount * squared;
  10240. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10241. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10242. var part3 = (cubed - (2.0 * squared)) + amount;
  10243. var part4 = cubed - squared;
  10244. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10245. };
  10246. /**
  10247. * Returns a random float number between and min and max values
  10248. * @param min min value of random
  10249. * @param max max value of random
  10250. * @returns random value
  10251. */
  10252. Scalar.RandomRange = function (min, max) {
  10253. if (min === max) {
  10254. return min;
  10255. }
  10256. return ((Math.random() * (max - min)) + min);
  10257. };
  10258. /**
  10259. * This function returns percentage of a number in a given range.
  10260. *
  10261. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10262. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10263. * @param number to convert to percentage
  10264. * @param min min range
  10265. * @param max max range
  10266. * @returns the percentage
  10267. */
  10268. Scalar.RangeToPercent = function (number, min, max) {
  10269. return ((number - min) / (max - min));
  10270. };
  10271. /**
  10272. * This function returns number that corresponds to the percentage in a given range.
  10273. *
  10274. * PercentToRange(0.34,0,100) will return 34.
  10275. * @param percent to convert to number
  10276. * @param min min range
  10277. * @param max max range
  10278. * @returns the number
  10279. */
  10280. Scalar.PercentToRange = function (percent, min, max) {
  10281. return ((max - min) * percent + min);
  10282. };
  10283. /**
  10284. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10285. * @param angle The angle to normalize in radian.
  10286. * @return The converted angle.
  10287. */
  10288. Scalar.NormalizeRadians = function (angle) {
  10289. // More precise but slower version kept for reference.
  10290. // angle = angle % Tools.TwoPi;
  10291. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10292. //if (angle > Math.PI) {
  10293. // angle -= Tools.TwoPi;
  10294. //}
  10295. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10296. return angle;
  10297. };
  10298. /**
  10299. * Two pi constants convenient for computation.
  10300. */
  10301. Scalar.TwoPi = Math.PI * 2;
  10302. return Scalar;
  10303. }());
  10304. BABYLON.Scalar = Scalar;
  10305. })(BABYLON || (BABYLON = {}));
  10306. //# sourceMappingURL=babylon.math.scalar.js.map
  10307. //# sourceMappingURL=babylon.mixins.js.map
  10308. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10309. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10310. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10311. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10312. //# sourceMappingURL=babylon.webgl2.js.map
  10313. var BABYLON;
  10314. (function (BABYLON) {
  10315. var __decoratorInitialStore = {};
  10316. var __mergedStore = {};
  10317. var _copySource = function (creationFunction, source, instanciate) {
  10318. var destination = creationFunction();
  10319. // Tags
  10320. if (BABYLON.Tags) {
  10321. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10322. }
  10323. var classStore = getMergedStore(destination);
  10324. // Properties
  10325. for (var property in classStore) {
  10326. var propertyDescriptor = classStore[property];
  10327. var sourceProperty = source[property];
  10328. var propertyType = propertyDescriptor.type;
  10329. if (sourceProperty !== undefined && sourceProperty !== null) {
  10330. switch (propertyType) {
  10331. case 0: // Value
  10332. case 6: // Mesh reference
  10333. case 11: // Camera reference
  10334. destination[property] = sourceProperty;
  10335. break;
  10336. case 1: // Texture
  10337. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10338. break;
  10339. case 2: // Color3
  10340. case 3: // FresnelParameters
  10341. case 4: // Vector2
  10342. case 5: // Vector3
  10343. case 7: // Color Curves
  10344. case 10: // Quaternion
  10345. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10346. break;
  10347. }
  10348. }
  10349. }
  10350. return destination;
  10351. };
  10352. function getDirectStore(target) {
  10353. var classKey = target.getClassName();
  10354. if (!__decoratorInitialStore[classKey]) {
  10355. __decoratorInitialStore[classKey] = {};
  10356. }
  10357. return __decoratorInitialStore[classKey];
  10358. }
  10359. /**
  10360. * Return the list of properties flagged as serializable
  10361. * @param target: host object
  10362. */
  10363. function getMergedStore(target) {
  10364. var classKey = target.getClassName();
  10365. if (__mergedStore[classKey]) {
  10366. return __mergedStore[classKey];
  10367. }
  10368. __mergedStore[classKey] = {};
  10369. var store = __mergedStore[classKey];
  10370. var currentTarget = target;
  10371. var currentKey = classKey;
  10372. while (currentKey) {
  10373. var initialStore = __decoratorInitialStore[currentKey];
  10374. for (var property in initialStore) {
  10375. store[property] = initialStore[property];
  10376. }
  10377. var parent_1 = void 0;
  10378. var done = false;
  10379. do {
  10380. parent_1 = Object.getPrototypeOf(currentTarget);
  10381. if (!parent_1.getClassName) {
  10382. done = true;
  10383. break;
  10384. }
  10385. if (parent_1.getClassName() !== currentKey) {
  10386. break;
  10387. }
  10388. currentTarget = parent_1;
  10389. } while (parent_1);
  10390. if (done) {
  10391. break;
  10392. }
  10393. currentKey = parent_1.getClassName();
  10394. currentTarget = parent_1;
  10395. }
  10396. return store;
  10397. }
  10398. function generateSerializableMember(type, sourceName) {
  10399. return function (target, propertyKey) {
  10400. var classStore = getDirectStore(target);
  10401. if (!classStore[propertyKey]) {
  10402. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10403. }
  10404. };
  10405. }
  10406. function generateExpandMember(setCallback, targetKey) {
  10407. if (targetKey === void 0) { targetKey = null; }
  10408. return function (target, propertyKey) {
  10409. var key = targetKey || ("_" + propertyKey);
  10410. Object.defineProperty(target, propertyKey, {
  10411. get: function () {
  10412. return this[key];
  10413. },
  10414. set: function (value) {
  10415. if (this[key] === value) {
  10416. return;
  10417. }
  10418. this[key] = value;
  10419. target[setCallback].apply(this);
  10420. },
  10421. enumerable: true,
  10422. configurable: true
  10423. });
  10424. };
  10425. }
  10426. function expandToProperty(callback, targetKey) {
  10427. if (targetKey === void 0) { targetKey = null; }
  10428. return generateExpandMember(callback, targetKey);
  10429. }
  10430. BABYLON.expandToProperty = expandToProperty;
  10431. function serialize(sourceName) {
  10432. return generateSerializableMember(0, sourceName); // value member
  10433. }
  10434. BABYLON.serialize = serialize;
  10435. function serializeAsTexture(sourceName) {
  10436. return generateSerializableMember(1, sourceName); // texture member
  10437. }
  10438. BABYLON.serializeAsTexture = serializeAsTexture;
  10439. function serializeAsColor3(sourceName) {
  10440. return generateSerializableMember(2, sourceName); // color3 member
  10441. }
  10442. BABYLON.serializeAsColor3 = serializeAsColor3;
  10443. function serializeAsFresnelParameters(sourceName) {
  10444. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10445. }
  10446. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10447. function serializeAsVector2(sourceName) {
  10448. return generateSerializableMember(4, sourceName); // vector2 member
  10449. }
  10450. BABYLON.serializeAsVector2 = serializeAsVector2;
  10451. function serializeAsVector3(sourceName) {
  10452. return generateSerializableMember(5, sourceName); // vector3 member
  10453. }
  10454. BABYLON.serializeAsVector3 = serializeAsVector3;
  10455. function serializeAsMeshReference(sourceName) {
  10456. return generateSerializableMember(6, sourceName); // mesh reference member
  10457. }
  10458. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10459. function serializeAsColorCurves(sourceName) {
  10460. return generateSerializableMember(7, sourceName); // color curves
  10461. }
  10462. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10463. function serializeAsColor4(sourceName) {
  10464. return generateSerializableMember(8, sourceName); // color 4
  10465. }
  10466. BABYLON.serializeAsColor4 = serializeAsColor4;
  10467. function serializeAsImageProcessingConfiguration(sourceName) {
  10468. return generateSerializableMember(9, sourceName); // image processing
  10469. }
  10470. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10471. function serializeAsQuaternion(sourceName) {
  10472. return generateSerializableMember(10, sourceName); // quaternion member
  10473. }
  10474. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10475. /**
  10476. * Decorator used to define property that can be serialized as reference to a camera
  10477. * @param sourceName defines the name of the property to decorate
  10478. */
  10479. function serializeAsCameraReference(sourceName) {
  10480. return generateSerializableMember(11, sourceName); // camera reference member
  10481. }
  10482. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10483. /**
  10484. * Class used to help serialization objects
  10485. */
  10486. var SerializationHelper = /** @class */ (function () {
  10487. function SerializationHelper() {
  10488. }
  10489. /**
  10490. * Static function used to serialized a specific entity
  10491. * @param entity defines the entity to serialize
  10492. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10493. * @returns a JSON compatible object representing the serialization of the entity
  10494. */
  10495. SerializationHelper.Serialize = function (entity, serializationObject) {
  10496. if (!serializationObject) {
  10497. serializationObject = {};
  10498. }
  10499. // Tags
  10500. if (BABYLON.Tags) {
  10501. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10502. }
  10503. var serializedProperties = getMergedStore(entity);
  10504. // Properties
  10505. for (var property in serializedProperties) {
  10506. var propertyDescriptor = serializedProperties[property];
  10507. var targetPropertyName = propertyDescriptor.sourceName || property;
  10508. var propertyType = propertyDescriptor.type;
  10509. var sourceProperty = entity[property];
  10510. if (sourceProperty !== undefined && sourceProperty !== null) {
  10511. switch (propertyType) {
  10512. case 0: // Value
  10513. serializationObject[targetPropertyName] = sourceProperty;
  10514. break;
  10515. case 1: // Texture
  10516. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10517. break;
  10518. case 2: // Color3
  10519. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10520. break;
  10521. case 3: // FresnelParameters
  10522. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10523. break;
  10524. case 4: // Vector2
  10525. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10526. break;
  10527. case 5: // Vector3
  10528. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10529. break;
  10530. case 6: // Mesh reference
  10531. serializationObject[targetPropertyName] = sourceProperty.id;
  10532. break;
  10533. case 7: // Color Curves
  10534. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10535. break;
  10536. case 8: // Color 4
  10537. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10538. break;
  10539. case 9: // Image Processing
  10540. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10541. break;
  10542. case 10: // Quaternion
  10543. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10544. break;
  10545. case 11: // Camera reference
  10546. serializationObject[targetPropertyName] = sourceProperty.id;
  10547. break;
  10548. }
  10549. }
  10550. }
  10551. return serializationObject;
  10552. };
  10553. /**
  10554. * Creates a new entity from a serialization data object
  10555. * @param creationFunction defines a function used to instanciated the new entity
  10556. * @param source defines the source serialization data
  10557. * @param scene defines the hosting scene
  10558. * @param rootUrl defines the root url for resources
  10559. * @returns a new entity
  10560. */
  10561. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10562. if (rootUrl === void 0) { rootUrl = null; }
  10563. var destination = creationFunction();
  10564. if (!rootUrl) {
  10565. rootUrl = "";
  10566. }
  10567. // Tags
  10568. if (BABYLON.Tags) {
  10569. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10570. }
  10571. var classStore = getMergedStore(destination);
  10572. // Properties
  10573. for (var property in classStore) {
  10574. var propertyDescriptor = classStore[property];
  10575. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10576. var propertyType = propertyDescriptor.type;
  10577. if (sourceProperty !== undefined && sourceProperty !== null) {
  10578. var dest = destination;
  10579. switch (propertyType) {
  10580. case 0: // Value
  10581. dest[property] = sourceProperty;
  10582. break;
  10583. case 1: // Texture
  10584. if (scene) {
  10585. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10586. }
  10587. break;
  10588. case 2: // Color3
  10589. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10590. break;
  10591. case 3: // FresnelParameters
  10592. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10593. break;
  10594. case 4: // Vector2
  10595. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10596. break;
  10597. case 5: // Vector3
  10598. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10599. break;
  10600. case 6: // Mesh reference
  10601. if (scene) {
  10602. dest[property] = scene.getLastMeshByID(sourceProperty);
  10603. }
  10604. break;
  10605. case 7: // Color Curves
  10606. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10607. break;
  10608. case 8: // Color 4
  10609. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10610. break;
  10611. case 9: // Image Processing
  10612. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10613. break;
  10614. case 10: // Quaternion
  10615. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10616. break;
  10617. case 11: // Camera reference
  10618. if (scene) {
  10619. dest[property] = scene.getCameraByID(sourceProperty);
  10620. }
  10621. break;
  10622. }
  10623. }
  10624. }
  10625. return destination;
  10626. };
  10627. /**
  10628. * Clones an object
  10629. * @param creationFunction defines the function used to instanciate the new object
  10630. * @param source defines the source object
  10631. * @returns the cloned object
  10632. */
  10633. SerializationHelper.Clone = function (creationFunction, source) {
  10634. return _copySource(creationFunction, source, false);
  10635. };
  10636. /**
  10637. * Instanciates a new object based on a source one (some data will be shared between both object)
  10638. * @param creationFunction defines the function used to instanciate the new object
  10639. * @param source defines the source object
  10640. * @returns the new object
  10641. */
  10642. SerializationHelper.Instanciate = function (creationFunction, source) {
  10643. return _copySource(creationFunction, source, true);
  10644. };
  10645. return SerializationHelper;
  10646. }());
  10647. BABYLON.SerializationHelper = SerializationHelper;
  10648. })(BABYLON || (BABYLON = {}));
  10649. //# sourceMappingURL=babylon.decorators.js.map
  10650. var BABYLON;
  10651. (function (BABYLON) {
  10652. /**
  10653. * Wrapper class for promise with external resolve and reject.
  10654. */
  10655. var Deferred = /** @class */ (function () {
  10656. /**
  10657. * Constructor for this deferred object.
  10658. */
  10659. function Deferred() {
  10660. var _this = this;
  10661. this.promise = new Promise(function (resolve, reject) {
  10662. _this._resolve = resolve;
  10663. _this._reject = reject;
  10664. });
  10665. }
  10666. Object.defineProperty(Deferred.prototype, "resolve", {
  10667. /**
  10668. * The resolve method of the promise associated with this deferred object.
  10669. */
  10670. get: function () {
  10671. return this._resolve;
  10672. },
  10673. enumerable: true,
  10674. configurable: true
  10675. });
  10676. Object.defineProperty(Deferred.prototype, "reject", {
  10677. /**
  10678. * The reject method of the promise associated with this deferred object.
  10679. */
  10680. get: function () {
  10681. return this._reject;
  10682. },
  10683. enumerable: true,
  10684. configurable: true
  10685. });
  10686. return Deferred;
  10687. }());
  10688. BABYLON.Deferred = Deferred;
  10689. })(BABYLON || (BABYLON = {}));
  10690. //# sourceMappingURL=babylon.deferred.js.map
  10691. var BABYLON;
  10692. (function (BABYLON) {
  10693. /**
  10694. * A class serves as a medium between the observable and its observers
  10695. */
  10696. var EventState = /** @class */ (function () {
  10697. /**
  10698. * Create a new EventState
  10699. * @param mask defines the mask associated with this state
  10700. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10701. * @param target defines the original target of the state
  10702. * @param currentTarget defines the current target of the state
  10703. */
  10704. function EventState(mask, skipNextObservers, target, currentTarget) {
  10705. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10706. this.initalize(mask, skipNextObservers, target, currentTarget);
  10707. }
  10708. /**
  10709. * Initialize the current event state
  10710. * @param mask defines the mask associated with this state
  10711. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10712. * @param target defines the original target of the state
  10713. * @param currentTarget defines the current target of the state
  10714. * @returns the current event state
  10715. */
  10716. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10717. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10718. this.mask = mask;
  10719. this.skipNextObservers = skipNextObservers;
  10720. this.target = target;
  10721. this.currentTarget = currentTarget;
  10722. return this;
  10723. };
  10724. return EventState;
  10725. }());
  10726. BABYLON.EventState = EventState;
  10727. /**
  10728. * Represent an Observer registered to a given Observable object.
  10729. */
  10730. var Observer = /** @class */ (function () {
  10731. /**
  10732. * Creates a new observer
  10733. * @param callback defines the callback to call when the observer is notified
  10734. * @param mask defines the mask of the observer (used to filter notifications)
  10735. * @param scope defines the current scope used to restore the JS context
  10736. */
  10737. function Observer(
  10738. /**
  10739. * Defines the callback to call when the observer is notified
  10740. */
  10741. callback,
  10742. /**
  10743. * Defines the mask of the observer (used to filter notifications)
  10744. */
  10745. mask,
  10746. /**
  10747. * Defines the current scope used to restore the JS context
  10748. */
  10749. scope) {
  10750. if (scope === void 0) { scope = null; }
  10751. this.callback = callback;
  10752. this.mask = mask;
  10753. this.scope = scope;
  10754. /** @hidden */
  10755. this._willBeUnregistered = false;
  10756. /**
  10757. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  10758. */
  10759. this.unregisterOnNextCall = false;
  10760. }
  10761. return Observer;
  10762. }());
  10763. BABYLON.Observer = Observer;
  10764. /**
  10765. * Represent a list of observers registered to multiple Observables object.
  10766. */
  10767. var MultiObserver = /** @class */ (function () {
  10768. function MultiObserver() {
  10769. }
  10770. /**
  10771. * Release associated resources
  10772. */
  10773. MultiObserver.prototype.dispose = function () {
  10774. if (this._observers && this._observables) {
  10775. for (var index = 0; index < this._observers.length; index++) {
  10776. this._observables[index].remove(this._observers[index]);
  10777. }
  10778. }
  10779. this._observers = null;
  10780. this._observables = null;
  10781. };
  10782. /**
  10783. * Raise a callback when one of the observable will notify
  10784. * @param observables defines a list of observables to watch
  10785. * @param callback defines the callback to call on notification
  10786. * @param mask defines the mask used to filter notifications
  10787. * @param scope defines the current scope used to restore the JS context
  10788. * @returns the new MultiObserver
  10789. */
  10790. MultiObserver.Watch = function (observables, callback, mask, scope) {
  10791. if (mask === void 0) { mask = -1; }
  10792. if (scope === void 0) { scope = null; }
  10793. var result = new MultiObserver();
  10794. result._observers = new Array();
  10795. result._observables = observables;
  10796. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  10797. var observable = observables_1[_i];
  10798. var observer = observable.add(callback, mask, false, scope);
  10799. if (observer) {
  10800. result._observers.push(observer);
  10801. }
  10802. }
  10803. return result;
  10804. };
  10805. return MultiObserver;
  10806. }());
  10807. BABYLON.MultiObserver = MultiObserver;
  10808. /**
  10809. * The Observable class is a simple implementation of the Observable pattern.
  10810. *
  10811. * 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.
  10812. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  10813. * 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).
  10814. * 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.
  10815. */
  10816. var Observable = /** @class */ (function () {
  10817. /**
  10818. * Creates a new observable
  10819. * @param onObserverAdded defines a callback to call when a new observer is added
  10820. */
  10821. function Observable(onObserverAdded) {
  10822. this._observers = new Array();
  10823. this._eventState = new EventState(0);
  10824. if (onObserverAdded) {
  10825. this._onObserverAdded = onObserverAdded;
  10826. }
  10827. }
  10828. /**
  10829. * Create a new Observer with the specified callback
  10830. * @param callback the callback that will be executed for that Observer
  10831. * @param mask the mask used to filter observers
  10832. * @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.
  10833. * @param scope optional scope for the callback to be called from
  10834. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  10835. * @returns the new observer created for the callback
  10836. */
  10837. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  10838. if (mask === void 0) { mask = -1; }
  10839. if (insertFirst === void 0) { insertFirst = false; }
  10840. if (scope === void 0) { scope = null; }
  10841. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  10842. if (!callback) {
  10843. return null;
  10844. }
  10845. var observer = new Observer(callback, mask, scope);
  10846. observer.unregisterOnNextCall = unregisterOnFirstCall;
  10847. if (insertFirst) {
  10848. this._observers.unshift(observer);
  10849. }
  10850. else {
  10851. this._observers.push(observer);
  10852. }
  10853. if (this._onObserverAdded) {
  10854. this._onObserverAdded(observer);
  10855. }
  10856. return observer;
  10857. };
  10858. /**
  10859. * Create a new Observer with the specified callback and unregisters after the next notification
  10860. * @param callback the callback that will be executed for that Observer
  10861. * @returns the new observer created for the callback
  10862. */
  10863. Observable.prototype.addOnce = function (callback) {
  10864. return this.add(callback, undefined, undefined, undefined, true);
  10865. };
  10866. /**
  10867. * Remove an Observer from the Observable object
  10868. * @param observer the instance of the Observer to remove
  10869. * @returns false if it doesn't belong to this Observable
  10870. */
  10871. Observable.prototype.remove = function (observer) {
  10872. if (!observer) {
  10873. return false;
  10874. }
  10875. var index = this._observers.indexOf(observer);
  10876. if (index !== -1) {
  10877. this._deferUnregister(observer);
  10878. return true;
  10879. }
  10880. return false;
  10881. };
  10882. /**
  10883. * Remove a callback from the Observable object
  10884. * @param callback the callback to remove
  10885. * @param scope optional scope. If used only the callbacks with this scope will be removed
  10886. * @returns false if it doesn't belong to this Observable
  10887. */
  10888. Observable.prototype.removeCallback = function (callback, scope) {
  10889. for (var index = 0; index < this._observers.length; index++) {
  10890. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  10891. this._deferUnregister(this._observers[index]);
  10892. return true;
  10893. }
  10894. }
  10895. return false;
  10896. };
  10897. Observable.prototype._deferUnregister = function (observer) {
  10898. var _this = this;
  10899. observer.unregisterOnNextCall = false;
  10900. observer._willBeUnregistered = true;
  10901. BABYLON.Tools.SetImmediate(function () {
  10902. _this._remove(observer);
  10903. });
  10904. };
  10905. // This should only be called when not iterating over _observers to avoid callback skipping.
  10906. // Removes an observer from the _observer Array.
  10907. Observable.prototype._remove = function (observer) {
  10908. if (!observer) {
  10909. return false;
  10910. }
  10911. var index = this._observers.indexOf(observer);
  10912. if (index !== -1) {
  10913. this._observers.splice(index, 1);
  10914. return true;
  10915. }
  10916. return false;
  10917. };
  10918. /**
  10919. * Notify all Observers by calling their respective callback with the given data
  10920. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  10921. * @param eventData defines the data to send to all observers
  10922. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  10923. * @param target defines the original target of the state
  10924. * @param currentTarget defines the current target of the state
  10925. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  10926. */
  10927. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  10928. if (mask === void 0) { mask = -1; }
  10929. if (!this._observers.length) {
  10930. return true;
  10931. }
  10932. var state = this._eventState;
  10933. state.mask = mask;
  10934. state.target = target;
  10935. state.currentTarget = currentTarget;
  10936. state.skipNextObservers = false;
  10937. state.lastReturnValue = eventData;
  10938. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  10939. var obs = _a[_i];
  10940. if (obs._willBeUnregistered) {
  10941. continue;
  10942. }
  10943. if (obs.mask & mask) {
  10944. if (obs.scope) {
  10945. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  10946. }
  10947. else {
  10948. state.lastReturnValue = obs.callback(eventData, state);
  10949. }
  10950. if (obs.unregisterOnNextCall) {
  10951. this._deferUnregister(obs);
  10952. }
  10953. }
  10954. if (state.skipNextObservers) {
  10955. return false;
  10956. }
  10957. }
  10958. return true;
  10959. };
  10960. /**
  10961. * Calling this will execute each callback, expecting it to be a promise or return a value.
  10962. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  10963. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  10964. * and it is crucial that all callbacks will be executed.
  10965. * The order of the callbacks is kept, callbacks are not executed parallel.
  10966. *
  10967. * @param eventData The data to be sent to each callback
  10968. * @param mask is used to filter observers defaults to -1
  10969. * @param target defines the callback target (see EventState)
  10970. * @param currentTarget defines he current object in the bubbling phase
  10971. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  10972. */
  10973. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  10974. var _this = this;
  10975. if (mask === void 0) { mask = -1; }
  10976. // create an empty promise
  10977. var p = Promise.resolve(eventData);
  10978. // no observers? return this promise.
  10979. if (!this._observers.length) {
  10980. return p;
  10981. }
  10982. var state = this._eventState;
  10983. state.mask = mask;
  10984. state.target = target;
  10985. state.currentTarget = currentTarget;
  10986. state.skipNextObservers = false;
  10987. // execute one callback after another (not using Promise.all, the order is important)
  10988. this._observers.forEach(function (obs) {
  10989. if (state.skipNextObservers) {
  10990. return;
  10991. }
  10992. if (obs._willBeUnregistered) {
  10993. return;
  10994. }
  10995. if (obs.mask & mask) {
  10996. if (obs.scope) {
  10997. p = p.then(function (lastReturnedValue) {
  10998. state.lastReturnValue = lastReturnedValue;
  10999. return obs.callback.apply(obs.scope, [eventData, state]);
  11000. });
  11001. }
  11002. else {
  11003. p = p.then(function (lastReturnedValue) {
  11004. state.lastReturnValue = lastReturnedValue;
  11005. return obs.callback(eventData, state);
  11006. });
  11007. }
  11008. if (obs.unregisterOnNextCall) {
  11009. _this._deferUnregister(obs);
  11010. }
  11011. }
  11012. });
  11013. // return the eventData
  11014. return p.then(function () { return eventData; });
  11015. };
  11016. /**
  11017. * Notify a specific observer
  11018. * @param observer defines the observer to notify
  11019. * @param eventData defines the data to be sent to each callback
  11020. * @param mask is used to filter observers defaults to -1
  11021. */
  11022. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11023. if (mask === void 0) { mask = -1; }
  11024. var state = this._eventState;
  11025. state.mask = mask;
  11026. state.skipNextObservers = false;
  11027. observer.callback(eventData, state);
  11028. };
  11029. /**
  11030. * Gets a boolean indicating if the observable has at least one observer
  11031. * @returns true is the Observable has at least one Observer registered
  11032. */
  11033. Observable.prototype.hasObservers = function () {
  11034. return this._observers.length > 0;
  11035. };
  11036. /**
  11037. * Clear the list of observers
  11038. */
  11039. Observable.prototype.clear = function () {
  11040. this._observers = new Array();
  11041. this._onObserverAdded = null;
  11042. };
  11043. /**
  11044. * Clone the current observable
  11045. * @returns a new observable
  11046. */
  11047. Observable.prototype.clone = function () {
  11048. var result = new Observable();
  11049. result._observers = this._observers.slice(0);
  11050. return result;
  11051. };
  11052. /**
  11053. * Does this observable handles observer registered with a given mask
  11054. * @param mask defines the mask to be tested
  11055. * @return whether or not one observer registered with the given mask is handeled
  11056. **/
  11057. Observable.prototype.hasSpecificMask = function (mask) {
  11058. if (mask === void 0) { mask = -1; }
  11059. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11060. var obs = _a[_i];
  11061. if (obs.mask & mask || obs.mask === mask) {
  11062. return true;
  11063. }
  11064. }
  11065. return false;
  11066. };
  11067. return Observable;
  11068. }());
  11069. BABYLON.Observable = Observable;
  11070. })(BABYLON || (BABYLON = {}));
  11071. //# sourceMappingURL=babylon.observable.js.map
  11072. var BABYLON;
  11073. (function (BABYLON) {
  11074. /**
  11075. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11076. */
  11077. var SmartArray = /** @class */ (function () {
  11078. /**
  11079. * Instantiates a Smart Array.
  11080. * @param capacity defines the default capacity of the array.
  11081. */
  11082. function SmartArray(capacity) {
  11083. /**
  11084. * The active length of the array.
  11085. */
  11086. this.length = 0;
  11087. this.data = new Array(capacity);
  11088. this._id = SmartArray._GlobalId++;
  11089. }
  11090. /**
  11091. * Pushes a value at the end of the active data.
  11092. * @param value defines the object to push in the array.
  11093. */
  11094. SmartArray.prototype.push = function (value) {
  11095. this.data[this.length++] = value;
  11096. if (this.length > this.data.length) {
  11097. this.data.length *= 2;
  11098. }
  11099. };
  11100. /**
  11101. * Iterates over the active data and apply the lambda to them.
  11102. * @param func defines the action to apply on each value.
  11103. */
  11104. SmartArray.prototype.forEach = function (func) {
  11105. for (var index = 0; index < this.length; index++) {
  11106. func(this.data[index]);
  11107. }
  11108. };
  11109. /**
  11110. * Sorts the full sets of data.
  11111. * @param compareFn defines the comparison function to apply.
  11112. */
  11113. SmartArray.prototype.sort = function (compareFn) {
  11114. this.data.sort(compareFn);
  11115. };
  11116. /**
  11117. * Resets the active data to an empty array.
  11118. */
  11119. SmartArray.prototype.reset = function () {
  11120. this.length = 0;
  11121. };
  11122. /**
  11123. * Releases all the data from the array as well as the array.
  11124. */
  11125. SmartArray.prototype.dispose = function () {
  11126. this.reset();
  11127. if (this.data) {
  11128. this.data.length = 0;
  11129. this.data = [];
  11130. }
  11131. };
  11132. /**
  11133. * Concats the active data with a given array.
  11134. * @param array defines the data to concatenate with.
  11135. */
  11136. SmartArray.prototype.concat = function (array) {
  11137. if (array.length === 0) {
  11138. return;
  11139. }
  11140. if (this.length + array.length > this.data.length) {
  11141. this.data.length = (this.length + array.length) * 2;
  11142. }
  11143. for (var index = 0; index < array.length; index++) {
  11144. this.data[this.length++] = (array.data || array)[index];
  11145. }
  11146. };
  11147. /**
  11148. * Returns the position of a value in the active data.
  11149. * @param value defines the value to find the index for
  11150. * @returns the index if found in the active data otherwise -1
  11151. */
  11152. SmartArray.prototype.indexOf = function (value) {
  11153. var position = this.data.indexOf(value);
  11154. if (position >= this.length) {
  11155. return -1;
  11156. }
  11157. return position;
  11158. };
  11159. /**
  11160. * Returns whether an element is part of the active data.
  11161. * @param value defines the value to look for
  11162. * @returns true if found in the active data otherwise false
  11163. */
  11164. SmartArray.prototype.contains = function (value) {
  11165. return this.indexOf(value) !== -1;
  11166. };
  11167. // Statics
  11168. SmartArray._GlobalId = 0;
  11169. return SmartArray;
  11170. }());
  11171. BABYLON.SmartArray = SmartArray;
  11172. /**
  11173. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11174. * The data in this array can only be present once
  11175. */
  11176. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11177. __extends(SmartArrayNoDuplicate, _super);
  11178. function SmartArrayNoDuplicate() {
  11179. var _this = _super !== null && _super.apply(this, arguments) || this;
  11180. _this._duplicateId = 0;
  11181. return _this;
  11182. }
  11183. /**
  11184. * Pushes a value at the end of the active data.
  11185. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11186. * @param value defines the object to push in the array.
  11187. */
  11188. SmartArrayNoDuplicate.prototype.push = function (value) {
  11189. _super.prototype.push.call(this, value);
  11190. if (!value.__smartArrayFlags) {
  11191. value.__smartArrayFlags = {};
  11192. }
  11193. value.__smartArrayFlags[this._id] = this._duplicateId;
  11194. };
  11195. /**
  11196. * Pushes a value at the end of the active data.
  11197. * If the data is already present, it won t be added again
  11198. * @param value defines the object to push in the array.
  11199. * @returns true if added false if it was already present
  11200. */
  11201. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11202. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11203. return false;
  11204. }
  11205. this.push(value);
  11206. return true;
  11207. };
  11208. /**
  11209. * Resets the active data to an empty array.
  11210. */
  11211. SmartArrayNoDuplicate.prototype.reset = function () {
  11212. _super.prototype.reset.call(this);
  11213. this._duplicateId++;
  11214. };
  11215. /**
  11216. * Concats the active data with a given array.
  11217. * This ensures no dupplicate will be present in the result.
  11218. * @param array defines the data to concatenate with.
  11219. */
  11220. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11221. if (array.length === 0) {
  11222. return;
  11223. }
  11224. if (this.length + array.length > this.data.length) {
  11225. this.data.length = (this.length + array.length) * 2;
  11226. }
  11227. for (var index = 0; index < array.length; index++) {
  11228. var item = (array.data || array)[index];
  11229. this.pushNoDuplicate(item);
  11230. }
  11231. };
  11232. return SmartArrayNoDuplicate;
  11233. }(SmartArray));
  11234. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11235. })(BABYLON || (BABYLON = {}));
  11236. //# sourceMappingURL=babylon.smartArray.js.map
  11237. var BABYLON;
  11238. (function (BABYLON) {
  11239. var PromiseStates;
  11240. (function (PromiseStates) {
  11241. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11242. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11243. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11244. })(PromiseStates || (PromiseStates = {}));
  11245. var FulFillmentAgregator = /** @class */ (function () {
  11246. function FulFillmentAgregator() {
  11247. this.count = 0;
  11248. this.target = 0;
  11249. this.results = [];
  11250. }
  11251. return FulFillmentAgregator;
  11252. }());
  11253. var InternalPromise = /** @class */ (function () {
  11254. function InternalPromise(resolver) {
  11255. var _this = this;
  11256. this._state = PromiseStates.Pending;
  11257. this._children = new Array();
  11258. this._rejectWasConsumed = false;
  11259. if (!resolver) {
  11260. return;
  11261. }
  11262. try {
  11263. resolver(function (value) {
  11264. _this._resolve(value);
  11265. }, function (reason) {
  11266. _this._reject(reason);
  11267. });
  11268. }
  11269. catch (e) {
  11270. this._reject(e);
  11271. }
  11272. }
  11273. Object.defineProperty(InternalPromise.prototype, "_result", {
  11274. get: function () {
  11275. return this._resultValue;
  11276. },
  11277. set: function (value) {
  11278. this._resultValue = value;
  11279. if (this._parent && this._parent._result === undefined) {
  11280. this._parent._result = value;
  11281. }
  11282. },
  11283. enumerable: true,
  11284. configurable: true
  11285. });
  11286. InternalPromise.prototype.catch = function (onRejected) {
  11287. return this.then(undefined, onRejected);
  11288. };
  11289. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11290. var _this = this;
  11291. var newPromise = new InternalPromise();
  11292. newPromise._onFulfilled = onFulfilled;
  11293. newPromise._onRejected = onRejected;
  11294. // Composition
  11295. this._children.push(newPromise);
  11296. newPromise._parent = this;
  11297. if (this._state !== PromiseStates.Pending) {
  11298. BABYLON.Tools.SetImmediate(function () {
  11299. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11300. var returnedValue = newPromise._resolve(_this._result);
  11301. if (returnedValue !== undefined && returnedValue !== null) {
  11302. if (returnedValue._state !== undefined) {
  11303. var returnedPromise = returnedValue;
  11304. newPromise._children.push(returnedPromise);
  11305. returnedPromise._parent = newPromise;
  11306. newPromise = returnedPromise;
  11307. }
  11308. else {
  11309. newPromise._result = returnedValue;
  11310. }
  11311. }
  11312. }
  11313. else {
  11314. newPromise._reject(_this._reason);
  11315. }
  11316. });
  11317. }
  11318. return newPromise;
  11319. };
  11320. InternalPromise.prototype._moveChildren = function (children) {
  11321. var _this = this;
  11322. var _a;
  11323. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11324. this._children.forEach(function (child) {
  11325. child._parent = _this;
  11326. });
  11327. if (this._state === PromiseStates.Fulfilled) {
  11328. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11329. var child = _b[_i];
  11330. child._resolve(this._result);
  11331. }
  11332. }
  11333. else if (this._state === PromiseStates.Rejected) {
  11334. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11335. var child = _d[_c];
  11336. child._reject(this._reason);
  11337. }
  11338. }
  11339. };
  11340. InternalPromise.prototype._resolve = function (value) {
  11341. try {
  11342. this._state = PromiseStates.Fulfilled;
  11343. var returnedValue = null;
  11344. if (this._onFulfilled) {
  11345. returnedValue = this._onFulfilled(value);
  11346. }
  11347. if (returnedValue !== undefined && returnedValue !== null) {
  11348. if (returnedValue._state !== undefined) {
  11349. // Transmit children
  11350. var returnedPromise = returnedValue;
  11351. returnedPromise._parent = this;
  11352. returnedPromise._moveChildren(this._children);
  11353. value = returnedPromise._result;
  11354. }
  11355. else {
  11356. value = returnedValue;
  11357. }
  11358. }
  11359. this._result = value;
  11360. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11361. var child = _a[_i];
  11362. child._resolve(value);
  11363. }
  11364. this._children.length = 0;
  11365. delete this._onFulfilled;
  11366. delete this._onRejected;
  11367. }
  11368. catch (e) {
  11369. this._reject(e, true);
  11370. }
  11371. };
  11372. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11373. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11374. this._state = PromiseStates.Rejected;
  11375. this._reason = reason;
  11376. if (this._onRejected && !onLocalThrow) {
  11377. try {
  11378. this._onRejected(reason);
  11379. this._rejectWasConsumed = true;
  11380. }
  11381. catch (e) {
  11382. reason = e;
  11383. }
  11384. }
  11385. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11386. var child = _a[_i];
  11387. if (this._rejectWasConsumed) {
  11388. child._resolve(null);
  11389. }
  11390. else {
  11391. child._reject(reason);
  11392. }
  11393. }
  11394. this._children.length = 0;
  11395. delete this._onFulfilled;
  11396. delete this._onRejected;
  11397. };
  11398. InternalPromise.resolve = function (value) {
  11399. var newPromise = new InternalPromise();
  11400. newPromise._resolve(value);
  11401. return newPromise;
  11402. };
  11403. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11404. promise.then(function (value) {
  11405. agregator.results[index] = value;
  11406. agregator.count++;
  11407. if (agregator.count === agregator.target) {
  11408. agregator.rootPromise._resolve(agregator.results);
  11409. }
  11410. return null;
  11411. }, function (reason) {
  11412. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11413. agregator.rootPromise._reject(reason);
  11414. }
  11415. });
  11416. };
  11417. InternalPromise.all = function (promises) {
  11418. var newPromise = new InternalPromise();
  11419. var agregator = new FulFillmentAgregator();
  11420. agregator.target = promises.length;
  11421. agregator.rootPromise = newPromise;
  11422. if (promises.length) {
  11423. for (var index = 0; index < promises.length; index++) {
  11424. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11425. }
  11426. }
  11427. else {
  11428. newPromise._resolve([]);
  11429. }
  11430. return newPromise;
  11431. };
  11432. InternalPromise.race = function (promises) {
  11433. var newPromise = new InternalPromise();
  11434. if (promises.length) {
  11435. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11436. var promise = promises_1[_i];
  11437. promise.then(function (value) {
  11438. if (newPromise) {
  11439. newPromise._resolve(value);
  11440. newPromise = null;
  11441. }
  11442. return null;
  11443. }, function (reason) {
  11444. if (newPromise) {
  11445. newPromise._reject(reason);
  11446. newPromise = null;
  11447. }
  11448. });
  11449. }
  11450. }
  11451. return newPromise;
  11452. };
  11453. return InternalPromise;
  11454. }());
  11455. /**
  11456. * Helper class that provides a small promise polyfill
  11457. */
  11458. var PromisePolyfill = /** @class */ (function () {
  11459. function PromisePolyfill() {
  11460. }
  11461. /**
  11462. * Static function used to check if the polyfill is required
  11463. * If this is the case then the function will inject the polyfill to window.Promise
  11464. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11465. */
  11466. PromisePolyfill.Apply = function (force) {
  11467. if (force === void 0) { force = false; }
  11468. if (force || typeof Promise === 'undefined') {
  11469. var root = window;
  11470. root.Promise = InternalPromise;
  11471. }
  11472. };
  11473. return PromisePolyfill;
  11474. }());
  11475. BABYLON.PromisePolyfill = PromisePolyfill;
  11476. })(BABYLON || (BABYLON = {}));
  11477. //# sourceMappingURL=babylon.promise.js.map
  11478. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11479. var BABYLON;
  11480. (function (BABYLON) {
  11481. /**
  11482. * Helper class to push actions to a pool of workers.
  11483. */
  11484. var WorkerPool = /** @class */ (function () {
  11485. /**
  11486. * Constructor
  11487. * @param workers Array of workers to use for actions
  11488. */
  11489. function WorkerPool(workers) {
  11490. this._pendingActions = new Array();
  11491. this._workerInfos = workers.map(function (worker) { return ({
  11492. worker: worker,
  11493. active: false
  11494. }); });
  11495. }
  11496. /**
  11497. * Terminates all workers and clears any pending actions.
  11498. */
  11499. WorkerPool.prototype.dispose = function () {
  11500. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11501. var workerInfo = _a[_i];
  11502. workerInfo.worker.terminate();
  11503. }
  11504. delete this._workerInfos;
  11505. delete this._pendingActions;
  11506. };
  11507. /**
  11508. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11509. * pended until a worker has completed its action.
  11510. * @param action The action to perform. Call onComplete when the action is complete.
  11511. */
  11512. WorkerPool.prototype.push = function (action) {
  11513. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11514. var workerInfo = _a[_i];
  11515. if (!workerInfo.active) {
  11516. this._execute(workerInfo, action);
  11517. return;
  11518. }
  11519. }
  11520. this._pendingActions.push(action);
  11521. };
  11522. WorkerPool.prototype._execute = function (workerInfo, action) {
  11523. var _this = this;
  11524. workerInfo.active = true;
  11525. action(workerInfo.worker, function () {
  11526. workerInfo.active = false;
  11527. var nextAction = _this._pendingActions.shift();
  11528. if (nextAction) {
  11529. _this._execute(workerInfo, nextAction);
  11530. }
  11531. });
  11532. };
  11533. return WorkerPool;
  11534. }());
  11535. BABYLON.WorkerPool = WorkerPool;
  11536. })(BABYLON || (BABYLON = {}));
  11537. //# sourceMappingURL=babylon.workerPool.js.map
  11538. var BABYLON;
  11539. (function (BABYLON) {
  11540. /**
  11541. * @hidden
  11542. **/
  11543. var _AlphaState = /** @class */ (function () {
  11544. /**
  11545. * Initializes the state.
  11546. */
  11547. function _AlphaState() {
  11548. this._isAlphaBlendDirty = false;
  11549. this._isBlendFunctionParametersDirty = false;
  11550. this._isBlendEquationParametersDirty = false;
  11551. this._isBlendConstantsDirty = false;
  11552. this._alphaBlend = false;
  11553. this._blendFunctionParameters = new Array(4);
  11554. this._blendEquationParameters = new Array(2);
  11555. this._blendConstants = new Array(4);
  11556. this.reset();
  11557. }
  11558. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11559. get: function () {
  11560. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11561. },
  11562. enumerable: true,
  11563. configurable: true
  11564. });
  11565. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11566. get: function () {
  11567. return this._alphaBlend;
  11568. },
  11569. set: function (value) {
  11570. if (this._alphaBlend === value) {
  11571. return;
  11572. }
  11573. this._alphaBlend = value;
  11574. this._isAlphaBlendDirty = true;
  11575. },
  11576. enumerable: true,
  11577. configurable: true
  11578. });
  11579. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11580. if (this._blendConstants[0] === r &&
  11581. this._blendConstants[1] === g &&
  11582. this._blendConstants[2] === b &&
  11583. this._blendConstants[3] === a) {
  11584. return;
  11585. }
  11586. this._blendConstants[0] = r;
  11587. this._blendConstants[1] = g;
  11588. this._blendConstants[2] = b;
  11589. this._blendConstants[3] = a;
  11590. this._isBlendConstantsDirty = true;
  11591. };
  11592. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11593. if (this._blendFunctionParameters[0] === value0 &&
  11594. this._blendFunctionParameters[1] === value1 &&
  11595. this._blendFunctionParameters[2] === value2 &&
  11596. this._blendFunctionParameters[3] === value3) {
  11597. return;
  11598. }
  11599. this._blendFunctionParameters[0] = value0;
  11600. this._blendFunctionParameters[1] = value1;
  11601. this._blendFunctionParameters[2] = value2;
  11602. this._blendFunctionParameters[3] = value3;
  11603. this._isBlendFunctionParametersDirty = true;
  11604. };
  11605. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11606. if (this._blendEquationParameters[0] === rgb &&
  11607. this._blendEquationParameters[1] === alpha) {
  11608. return;
  11609. }
  11610. this._blendEquationParameters[0] = rgb;
  11611. this._blendEquationParameters[1] = alpha;
  11612. this._isBlendEquationParametersDirty = true;
  11613. };
  11614. _AlphaState.prototype.reset = function () {
  11615. this._alphaBlend = false;
  11616. this._blendFunctionParameters[0] = null;
  11617. this._blendFunctionParameters[1] = null;
  11618. this._blendFunctionParameters[2] = null;
  11619. this._blendFunctionParameters[3] = null;
  11620. this._blendEquationParameters[0] = null;
  11621. this._blendEquationParameters[1] = null;
  11622. this._blendConstants[0] = null;
  11623. this._blendConstants[1] = null;
  11624. this._blendConstants[2] = null;
  11625. this._blendConstants[3] = null;
  11626. this._isAlphaBlendDirty = true;
  11627. this._isBlendFunctionParametersDirty = false;
  11628. this._isBlendEquationParametersDirty = false;
  11629. this._isBlendConstantsDirty = false;
  11630. };
  11631. _AlphaState.prototype.apply = function (gl) {
  11632. if (!this.isDirty) {
  11633. return;
  11634. }
  11635. // Alpha blend
  11636. if (this._isAlphaBlendDirty) {
  11637. if (this._alphaBlend) {
  11638. gl.enable(gl.BLEND);
  11639. }
  11640. else {
  11641. gl.disable(gl.BLEND);
  11642. }
  11643. this._isAlphaBlendDirty = false;
  11644. }
  11645. // Alpha function
  11646. if (this._isBlendFunctionParametersDirty) {
  11647. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11648. this._isBlendFunctionParametersDirty = false;
  11649. }
  11650. // Alpha equation
  11651. if (this._isBlendEquationParametersDirty) {
  11652. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11653. this._isBlendEquationParametersDirty = false;
  11654. }
  11655. // Constants
  11656. if (this._isBlendConstantsDirty) {
  11657. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11658. this._isBlendConstantsDirty = false;
  11659. }
  11660. };
  11661. return _AlphaState;
  11662. }());
  11663. BABYLON._AlphaState = _AlphaState;
  11664. })(BABYLON || (BABYLON = {}));
  11665. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11666. var BABYLON;
  11667. (function (BABYLON) {
  11668. /**
  11669. * @hidden
  11670. **/
  11671. var _DepthCullingState = /** @class */ (function () {
  11672. /**
  11673. * Initializes the state.
  11674. */
  11675. function _DepthCullingState() {
  11676. this._isDepthTestDirty = false;
  11677. this._isDepthMaskDirty = false;
  11678. this._isDepthFuncDirty = false;
  11679. this._isCullFaceDirty = false;
  11680. this._isCullDirty = false;
  11681. this._isZOffsetDirty = false;
  11682. this._isFrontFaceDirty = false;
  11683. this.reset();
  11684. }
  11685. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11686. get: function () {
  11687. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11688. },
  11689. enumerable: true,
  11690. configurable: true
  11691. });
  11692. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11693. get: function () {
  11694. return this._zOffset;
  11695. },
  11696. set: function (value) {
  11697. if (this._zOffset === value) {
  11698. return;
  11699. }
  11700. this._zOffset = value;
  11701. this._isZOffsetDirty = true;
  11702. },
  11703. enumerable: true,
  11704. configurable: true
  11705. });
  11706. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11707. get: function () {
  11708. return this._cullFace;
  11709. },
  11710. set: function (value) {
  11711. if (this._cullFace === value) {
  11712. return;
  11713. }
  11714. this._cullFace = value;
  11715. this._isCullFaceDirty = true;
  11716. },
  11717. enumerable: true,
  11718. configurable: true
  11719. });
  11720. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11721. get: function () {
  11722. return this._cull;
  11723. },
  11724. set: function (value) {
  11725. if (this._cull === value) {
  11726. return;
  11727. }
  11728. this._cull = value;
  11729. this._isCullDirty = true;
  11730. },
  11731. enumerable: true,
  11732. configurable: true
  11733. });
  11734. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11735. get: function () {
  11736. return this._depthFunc;
  11737. },
  11738. set: function (value) {
  11739. if (this._depthFunc === value) {
  11740. return;
  11741. }
  11742. this._depthFunc = value;
  11743. this._isDepthFuncDirty = true;
  11744. },
  11745. enumerable: true,
  11746. configurable: true
  11747. });
  11748. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11749. get: function () {
  11750. return this._depthMask;
  11751. },
  11752. set: function (value) {
  11753. if (this._depthMask === value) {
  11754. return;
  11755. }
  11756. this._depthMask = value;
  11757. this._isDepthMaskDirty = true;
  11758. },
  11759. enumerable: true,
  11760. configurable: true
  11761. });
  11762. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  11763. get: function () {
  11764. return this._depthTest;
  11765. },
  11766. set: function (value) {
  11767. if (this._depthTest === value) {
  11768. return;
  11769. }
  11770. this._depthTest = value;
  11771. this._isDepthTestDirty = true;
  11772. },
  11773. enumerable: true,
  11774. configurable: true
  11775. });
  11776. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  11777. get: function () {
  11778. return this._frontFace;
  11779. },
  11780. set: function (value) {
  11781. if (this._frontFace === value) {
  11782. return;
  11783. }
  11784. this._frontFace = value;
  11785. this._isFrontFaceDirty = true;
  11786. },
  11787. enumerable: true,
  11788. configurable: true
  11789. });
  11790. _DepthCullingState.prototype.reset = function () {
  11791. this._depthMask = true;
  11792. this._depthTest = true;
  11793. this._depthFunc = null;
  11794. this._cullFace = null;
  11795. this._cull = null;
  11796. this._zOffset = 0;
  11797. this._frontFace = null;
  11798. this._isDepthTestDirty = true;
  11799. this._isDepthMaskDirty = true;
  11800. this._isDepthFuncDirty = false;
  11801. this._isCullFaceDirty = false;
  11802. this._isCullDirty = false;
  11803. this._isZOffsetDirty = false;
  11804. this._isFrontFaceDirty = false;
  11805. };
  11806. _DepthCullingState.prototype.apply = function (gl) {
  11807. if (!this.isDirty) {
  11808. return;
  11809. }
  11810. // Cull
  11811. if (this._isCullDirty) {
  11812. if (this.cull) {
  11813. gl.enable(gl.CULL_FACE);
  11814. }
  11815. else {
  11816. gl.disable(gl.CULL_FACE);
  11817. }
  11818. this._isCullDirty = false;
  11819. }
  11820. // Cull face
  11821. if (this._isCullFaceDirty) {
  11822. gl.cullFace(this.cullFace);
  11823. this._isCullFaceDirty = false;
  11824. }
  11825. // Depth mask
  11826. if (this._isDepthMaskDirty) {
  11827. gl.depthMask(this.depthMask);
  11828. this._isDepthMaskDirty = false;
  11829. }
  11830. // Depth test
  11831. if (this._isDepthTestDirty) {
  11832. if (this.depthTest) {
  11833. gl.enable(gl.DEPTH_TEST);
  11834. }
  11835. else {
  11836. gl.disable(gl.DEPTH_TEST);
  11837. }
  11838. this._isDepthTestDirty = false;
  11839. }
  11840. // Depth func
  11841. if (this._isDepthFuncDirty) {
  11842. gl.depthFunc(this.depthFunc);
  11843. this._isDepthFuncDirty = false;
  11844. }
  11845. // zOffset
  11846. if (this._isZOffsetDirty) {
  11847. if (this.zOffset) {
  11848. gl.enable(gl.POLYGON_OFFSET_FILL);
  11849. gl.polygonOffset(this.zOffset, 0);
  11850. }
  11851. else {
  11852. gl.disable(gl.POLYGON_OFFSET_FILL);
  11853. }
  11854. this._isZOffsetDirty = false;
  11855. }
  11856. // Front face
  11857. if (this._isFrontFaceDirty) {
  11858. gl.frontFace(this.frontFace);
  11859. this._isFrontFaceDirty = false;
  11860. }
  11861. };
  11862. return _DepthCullingState;
  11863. }());
  11864. BABYLON._DepthCullingState = _DepthCullingState;
  11865. })(BABYLON || (BABYLON = {}));
  11866. //# sourceMappingURL=babylon.depthCullingState.js.map
  11867. var BABYLON;
  11868. (function (BABYLON) {
  11869. /**
  11870. * @hidden
  11871. **/
  11872. var _StencilState = /** @class */ (function () {
  11873. function _StencilState() {
  11874. this._isStencilTestDirty = false;
  11875. this._isStencilMaskDirty = false;
  11876. this._isStencilFuncDirty = false;
  11877. this._isStencilOpDirty = false;
  11878. this.reset();
  11879. }
  11880. Object.defineProperty(_StencilState.prototype, "isDirty", {
  11881. get: function () {
  11882. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  11883. },
  11884. enumerable: true,
  11885. configurable: true
  11886. });
  11887. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  11888. get: function () {
  11889. return this._stencilFunc;
  11890. },
  11891. set: function (value) {
  11892. if (this._stencilFunc === value) {
  11893. return;
  11894. }
  11895. this._stencilFunc = value;
  11896. this._isStencilFuncDirty = true;
  11897. },
  11898. enumerable: true,
  11899. configurable: true
  11900. });
  11901. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  11902. get: function () {
  11903. return this._stencilFuncRef;
  11904. },
  11905. set: function (value) {
  11906. if (this._stencilFuncRef === value) {
  11907. return;
  11908. }
  11909. this._stencilFuncRef = value;
  11910. this._isStencilFuncDirty = true;
  11911. },
  11912. enumerable: true,
  11913. configurable: true
  11914. });
  11915. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  11916. get: function () {
  11917. return this._stencilFuncMask;
  11918. },
  11919. set: function (value) {
  11920. if (this._stencilFuncMask === value) {
  11921. return;
  11922. }
  11923. this._stencilFuncMask = value;
  11924. this._isStencilFuncDirty = true;
  11925. },
  11926. enumerable: true,
  11927. configurable: true
  11928. });
  11929. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  11930. get: function () {
  11931. return this._stencilOpStencilFail;
  11932. },
  11933. set: function (value) {
  11934. if (this._stencilOpStencilFail === value) {
  11935. return;
  11936. }
  11937. this._stencilOpStencilFail = value;
  11938. this._isStencilOpDirty = true;
  11939. },
  11940. enumerable: true,
  11941. configurable: true
  11942. });
  11943. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  11944. get: function () {
  11945. return this._stencilOpDepthFail;
  11946. },
  11947. set: function (value) {
  11948. if (this._stencilOpDepthFail === value) {
  11949. return;
  11950. }
  11951. this._stencilOpDepthFail = value;
  11952. this._isStencilOpDirty = true;
  11953. },
  11954. enumerable: true,
  11955. configurable: true
  11956. });
  11957. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  11958. get: function () {
  11959. return this._stencilOpStencilDepthPass;
  11960. },
  11961. set: function (value) {
  11962. if (this._stencilOpStencilDepthPass === value) {
  11963. return;
  11964. }
  11965. this._stencilOpStencilDepthPass = value;
  11966. this._isStencilOpDirty = true;
  11967. },
  11968. enumerable: true,
  11969. configurable: true
  11970. });
  11971. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  11972. get: function () {
  11973. return this._stencilMask;
  11974. },
  11975. set: function (value) {
  11976. if (this._stencilMask === value) {
  11977. return;
  11978. }
  11979. this._stencilMask = value;
  11980. this._isStencilMaskDirty = true;
  11981. },
  11982. enumerable: true,
  11983. configurable: true
  11984. });
  11985. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  11986. get: function () {
  11987. return this._stencilTest;
  11988. },
  11989. set: function (value) {
  11990. if (this._stencilTest === value) {
  11991. return;
  11992. }
  11993. this._stencilTest = value;
  11994. this._isStencilTestDirty = true;
  11995. },
  11996. enumerable: true,
  11997. configurable: true
  11998. });
  11999. _StencilState.prototype.reset = function () {
  12000. this._stencilTest = false;
  12001. this._stencilMask = 0xFF;
  12002. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12003. this._stencilFuncRef = 1;
  12004. this._stencilFuncMask = 0xFF;
  12005. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12006. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12007. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12008. this._isStencilTestDirty = true;
  12009. this._isStencilMaskDirty = true;
  12010. this._isStencilFuncDirty = true;
  12011. this._isStencilOpDirty = true;
  12012. };
  12013. _StencilState.prototype.apply = function (gl) {
  12014. if (!this.isDirty) {
  12015. return;
  12016. }
  12017. // Stencil test
  12018. if (this._isStencilTestDirty) {
  12019. if (this.stencilTest) {
  12020. gl.enable(gl.STENCIL_TEST);
  12021. }
  12022. else {
  12023. gl.disable(gl.STENCIL_TEST);
  12024. }
  12025. this._isStencilTestDirty = false;
  12026. }
  12027. // Stencil mask
  12028. if (this._isStencilMaskDirty) {
  12029. gl.stencilMask(this.stencilMask);
  12030. this._isStencilMaskDirty = false;
  12031. }
  12032. // Stencil func
  12033. if (this._isStencilFuncDirty) {
  12034. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12035. this._isStencilFuncDirty = false;
  12036. }
  12037. // Stencil op
  12038. if (this._isStencilOpDirty) {
  12039. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12040. this._isStencilOpDirty = false;
  12041. }
  12042. };
  12043. return _StencilState;
  12044. }());
  12045. BABYLON._StencilState = _StencilState;
  12046. })(BABYLON || (BABYLON = {}));
  12047. //# sourceMappingURL=babylon.stencilState.js.map
  12048. var __assign = (this && this.__assign) || function () {
  12049. __assign = Object.assign || function(t) {
  12050. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12051. s = arguments[i];
  12052. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12053. t[p] = s[p];
  12054. }
  12055. return t;
  12056. };
  12057. return __assign.apply(this, arguments);
  12058. };
  12059. var BABYLON;
  12060. (function (BABYLON) {
  12061. /**
  12062. * Keeps track of all the buffer info used in engine.
  12063. */
  12064. var BufferPointer = /** @class */ (function () {
  12065. function BufferPointer() {
  12066. }
  12067. return BufferPointer;
  12068. }());
  12069. /**
  12070. * Interface for attribute information associated with buffer instanciation
  12071. */
  12072. var InstancingAttributeInfo = /** @class */ (function () {
  12073. function InstancingAttributeInfo() {
  12074. }
  12075. return InstancingAttributeInfo;
  12076. }());
  12077. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12078. /**
  12079. * Define options used to create a render target texture
  12080. */
  12081. var RenderTargetCreationOptions = /** @class */ (function () {
  12082. function RenderTargetCreationOptions() {
  12083. }
  12084. return RenderTargetCreationOptions;
  12085. }());
  12086. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12087. /**
  12088. * Define options used to create a depth texture
  12089. */
  12090. var DepthTextureCreationOptions = /** @class */ (function () {
  12091. function DepthTextureCreationOptions() {
  12092. }
  12093. return DepthTextureCreationOptions;
  12094. }());
  12095. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12096. /**
  12097. * Class used to describe the capabilities of the engine relatively to the current browser
  12098. */
  12099. var EngineCapabilities = /** @class */ (function () {
  12100. function EngineCapabilities() {
  12101. }
  12102. return EngineCapabilities;
  12103. }());
  12104. BABYLON.EngineCapabilities = EngineCapabilities;
  12105. /**
  12106. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12107. */
  12108. var Engine = /** @class */ (function () {
  12109. /**
  12110. * Creates a new engine
  12111. * @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
  12112. * @param antialias defines enable antialiasing (default: false)
  12113. * @param options defines further options to be sent to the getContext() function
  12114. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12115. */
  12116. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12117. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12118. var _this = this;
  12119. // Public members
  12120. /**
  12121. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12122. */
  12123. this.forcePOTTextures = false;
  12124. /**
  12125. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12126. */
  12127. this.isFullscreen = false;
  12128. /**
  12129. * Gets a boolean indicating if the pointer is currently locked
  12130. */
  12131. this.isPointerLock = false;
  12132. /**
  12133. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12134. */
  12135. this.cullBackFaces = true;
  12136. /**
  12137. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12138. */
  12139. this.renderEvenInBackground = true;
  12140. /**
  12141. * Gets or sets a boolean indicating that cache can be kept between frames
  12142. */
  12143. this.preventCacheWipeBetweenFrames = false;
  12144. /**
  12145. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12146. **/
  12147. this.enableOfflineSupport = false;
  12148. /**
  12149. * 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)
  12150. **/
  12151. this.disableManifestCheck = false;
  12152. /**
  12153. * Gets the list of created scenes
  12154. */
  12155. this.scenes = new Array();
  12156. /**
  12157. * Gets the list of created postprocesses
  12158. */
  12159. this.postProcesses = new Array();
  12160. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12161. this.validateShaderPrograms = false;
  12162. // Observables
  12163. /**
  12164. * Observable event triggered each time the rendering canvas is resized
  12165. */
  12166. this.onResizeObservable = new BABYLON.Observable();
  12167. /**
  12168. * Observable event triggered each time the canvas loses focus
  12169. */
  12170. this.onCanvasBlurObservable = new BABYLON.Observable();
  12171. /**
  12172. * Observable event triggered each time the canvas gains focus
  12173. */
  12174. this.onCanvasFocusObservable = new BABYLON.Observable();
  12175. /**
  12176. * Observable event triggered each time the canvas receives pointerout event
  12177. */
  12178. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12179. /**
  12180. * Observable event triggered before each texture is initialized
  12181. */
  12182. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12183. //WebVR
  12184. this._vrDisplay = undefined;
  12185. this._vrSupported = false;
  12186. this._vrExclusivePointerMode = false;
  12187. // Uniform buffers list
  12188. /**
  12189. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12190. */
  12191. this.disableUniformBuffers = false;
  12192. /** @hidden */
  12193. this._uniformBuffers = new Array();
  12194. // Observables
  12195. /**
  12196. * Observable raised when the engine begins a new frame
  12197. */
  12198. this.onBeginFrameObservable = new BABYLON.Observable();
  12199. /**
  12200. * If set, will be used to request the next animation frame for the render loop
  12201. */
  12202. this.customAnimationFrameRequester = null;
  12203. /**
  12204. * Observable raised when the engine ends the current frame
  12205. */
  12206. this.onEndFrameObservable = new BABYLON.Observable();
  12207. /**
  12208. * Observable raised when the engine is about to compile a shader
  12209. */
  12210. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12211. /**
  12212. * Observable raised when the engine has jsut compiled a shader
  12213. */
  12214. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12215. this._windowIsBackground = false;
  12216. this._webGLVersion = 1.0;
  12217. /** @hidden */
  12218. this._badOS = false;
  12219. /** @hidden */
  12220. this._badDesktopOS = false;
  12221. /**
  12222. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12223. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12224. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12225. */
  12226. this.disableTextureBindingOptimization = false;
  12227. /**
  12228. * Observable signaled when VR display mode changes
  12229. */
  12230. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12231. /**
  12232. * Observable signaled when VR request present is complete
  12233. */
  12234. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12235. /**
  12236. * Observable signaled when VR request present starts
  12237. */
  12238. this.onVRRequestPresentStart = new BABYLON.Observable();
  12239. this._colorWrite = true;
  12240. /** @hidden */
  12241. this._drawCalls = new BABYLON.PerfCounter();
  12242. /** @hidden */
  12243. this._textureCollisions = new BABYLON.PerfCounter();
  12244. this._renderingQueueLaunched = false;
  12245. this._activeRenderLoops = new Array();
  12246. // Deterministic lockstepMaxSteps
  12247. this._deterministicLockstep = false;
  12248. this._lockstepMaxSteps = 4;
  12249. // Lost context
  12250. /**
  12251. * Observable signaled when a context lost event is raised
  12252. */
  12253. this.onContextLostObservable = new BABYLON.Observable();
  12254. /**
  12255. * Observable signaled when a context restored event is raised
  12256. */
  12257. this.onContextRestoredObservable = new BABYLON.Observable();
  12258. this._contextWasLost = false;
  12259. this._doNotHandleContextLost = false;
  12260. // FPS
  12261. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12262. this._fps = 60;
  12263. this._deltaTime = 0;
  12264. /**
  12265. * Turn this value on if you want to pause FPS computation when in background
  12266. */
  12267. this.disablePerformanceMonitorInBackground = false;
  12268. // States
  12269. /** @hidden */
  12270. this._depthCullingState = new BABYLON._DepthCullingState();
  12271. /** @hidden */
  12272. this._stencilState = new BABYLON._StencilState();
  12273. /** @hidden */
  12274. this._alphaState = new BABYLON._AlphaState();
  12275. /** @hidden */
  12276. this._alphaMode = Engine.ALPHA_DISABLE;
  12277. // Cache
  12278. this._internalTexturesCache = new Array();
  12279. /** @hidden */
  12280. this._activeChannel = 0;
  12281. this._currentTextureChannel = -1;
  12282. /** @hidden */
  12283. this._boundTexturesCache = {};
  12284. this._compiledEffects = {};
  12285. this._vertexAttribArraysEnabled = [];
  12286. this._uintIndicesCurrentlySet = false;
  12287. this._currentBoundBuffer = new Array();
  12288. /** @hidden */
  12289. this._currentFramebuffer = null;
  12290. this._currentBufferPointers = new Array();
  12291. this._currentInstanceLocations = new Array();
  12292. this._currentInstanceBuffers = new Array();
  12293. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12294. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12295. this._vaoRecordInProgress = false;
  12296. this._mustWipeVertexAttributes = false;
  12297. this._nextFreeTextureSlots = new Array();
  12298. this._maxSimultaneousTextures = 0;
  12299. this._activeRequests = new Array();
  12300. // Hardware supported Compressed Textures
  12301. this._texturesSupported = new Array();
  12302. /**
  12303. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12304. */
  12305. this.premultipliedAlpha = true;
  12306. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12307. this._onVRFullScreenTriggered = function () {
  12308. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12309. //get the old size before we change
  12310. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12311. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12312. //get the width and height, change the render size
  12313. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12314. _this.setHardwareScalingLevel(1);
  12315. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12316. }
  12317. else {
  12318. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12319. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12320. }
  12321. };
  12322. this._unpackFlipYCached = null;
  12323. /**
  12324. * In case you are sharing the context with other applications, it might
  12325. * be interested to not cache the unpack flip y state to ensure a consistent
  12326. * value would be set.
  12327. */
  12328. this.enableUnpackFlipYCached = true;
  12329. this._boundUniforms = {};
  12330. // Register promises
  12331. BABYLON.PromisePolyfill.Apply();
  12332. var canvas = null;
  12333. Engine.Instances.push(this);
  12334. if (!canvasOrContext) {
  12335. return;
  12336. }
  12337. options = options || {};
  12338. if (canvasOrContext.getContext) {
  12339. canvas = canvasOrContext;
  12340. this._renderingCanvas = canvas;
  12341. if (antialias != null) {
  12342. options.antialias = antialias;
  12343. }
  12344. if (options.deterministicLockstep === undefined) {
  12345. options.deterministicLockstep = false;
  12346. }
  12347. if (options.lockstepMaxSteps === undefined) {
  12348. options.lockstepMaxSteps = 4;
  12349. }
  12350. if (options.preserveDrawingBuffer === undefined) {
  12351. options.preserveDrawingBuffer = false;
  12352. }
  12353. if (options.audioEngine === undefined) {
  12354. options.audioEngine = true;
  12355. }
  12356. if (options.stencil === undefined) {
  12357. options.stencil = true;
  12358. }
  12359. if (options.premultipliedAlpha === false) {
  12360. this.premultipliedAlpha = false;
  12361. }
  12362. this._deterministicLockstep = options.deterministicLockstep;
  12363. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12364. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12365. // Exceptions
  12366. if (navigator && navigator.userAgent) {
  12367. var ua = navigator.userAgent;
  12368. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12369. var exception = _a[_i];
  12370. var key = exception.key;
  12371. var targets = exception.targets;
  12372. if (ua.indexOf(key) > -1) {
  12373. if (exception.capture && exception.captureConstraint) {
  12374. var capture = exception.capture;
  12375. var constraint = exception.captureConstraint;
  12376. var regex = new RegExp(capture);
  12377. var matches = regex.exec(ua);
  12378. if (matches && matches.length > 0) {
  12379. var capturedValue = parseInt(matches[matches.length - 1]);
  12380. if (capturedValue >= constraint) {
  12381. continue;
  12382. }
  12383. }
  12384. }
  12385. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12386. var target = targets_1[_b];
  12387. switch (target) {
  12388. case "uniformBuffer":
  12389. this.disableUniformBuffers = true;
  12390. break;
  12391. case "textureBindingOptimization":
  12392. this.disableTextureBindingOptimization = true;
  12393. break;
  12394. }
  12395. }
  12396. }
  12397. }
  12398. }
  12399. // GL
  12400. if (!options.disableWebGL2Support) {
  12401. try {
  12402. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12403. if (this._gl) {
  12404. this._webGLVersion = 2.0;
  12405. // Prevent weird browsers to lie :-)
  12406. if (!this._gl.deleteQuery) {
  12407. this._webGLVersion = 1.0;
  12408. }
  12409. }
  12410. }
  12411. catch (e) {
  12412. // Do nothing
  12413. }
  12414. }
  12415. if (!this._gl) {
  12416. if (!canvas) {
  12417. throw new Error("The provided canvas is null or undefined.");
  12418. }
  12419. try {
  12420. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12421. }
  12422. catch (e) {
  12423. throw new Error("WebGL not supported");
  12424. }
  12425. }
  12426. if (!this._gl) {
  12427. throw new Error("WebGL not supported");
  12428. }
  12429. this._onCanvasFocus = function () {
  12430. _this.onCanvasFocusObservable.notifyObservers(_this);
  12431. };
  12432. this._onCanvasBlur = function () {
  12433. _this.onCanvasBlurObservable.notifyObservers(_this);
  12434. };
  12435. canvas.addEventListener("focus", this._onCanvasFocus);
  12436. canvas.addEventListener("blur", this._onCanvasBlur);
  12437. this._onBlur = function () {
  12438. if (_this.disablePerformanceMonitorInBackground) {
  12439. _this._performanceMonitor.disable();
  12440. }
  12441. _this._windowIsBackground = true;
  12442. };
  12443. this._onFocus = function () {
  12444. if (_this.disablePerformanceMonitorInBackground) {
  12445. _this._performanceMonitor.enable();
  12446. }
  12447. _this._windowIsBackground = false;
  12448. };
  12449. this._onCanvasPointerOut = function (ev) {
  12450. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12451. };
  12452. window.addEventListener("blur", this._onBlur);
  12453. window.addEventListener("focus", this._onFocus);
  12454. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12455. // Context lost
  12456. if (!this._doNotHandleContextLost) {
  12457. this._onContextLost = function (evt) {
  12458. evt.preventDefault();
  12459. _this._contextWasLost = true;
  12460. BABYLON.Tools.Warn("WebGL context lost.");
  12461. _this.onContextLostObservable.notifyObservers(_this);
  12462. };
  12463. this._onContextRestored = function (evt) {
  12464. // Adding a timeout to avoid race condition at browser level
  12465. setTimeout(function () {
  12466. // Rebuild gl context
  12467. _this._initGLContext();
  12468. // Rebuild effects
  12469. _this._rebuildEffects();
  12470. // Rebuild textures
  12471. _this._rebuildInternalTextures();
  12472. // Rebuild buffers
  12473. _this._rebuildBuffers();
  12474. // Cache
  12475. _this.wipeCaches(true);
  12476. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12477. _this.onContextRestoredObservable.notifyObservers(_this);
  12478. _this._contextWasLost = false;
  12479. }, 0);
  12480. };
  12481. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12482. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12483. }
  12484. }
  12485. else {
  12486. this._gl = canvasOrContext;
  12487. this._renderingCanvas = this._gl.canvas;
  12488. if (this._gl.renderbufferStorageMultisample) {
  12489. this._webGLVersion = 2.0;
  12490. }
  12491. var attributes = this._gl.getContextAttributes();
  12492. if (attributes) {
  12493. options.stencil = attributes.stencil;
  12494. }
  12495. }
  12496. // Viewport
  12497. var limitDeviceRatio = options.limitDeviceRatio || window.devicePixelRatio || 1.0;
  12498. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, window.devicePixelRatio || 1.0) : 1.0;
  12499. this.resize();
  12500. this._isStencilEnable = options.stencil ? true : false;
  12501. this._initGLContext();
  12502. if (canvas) {
  12503. // Fullscreen
  12504. this._onFullscreenChange = function () {
  12505. if (document.fullscreen !== undefined) {
  12506. _this.isFullscreen = document.fullscreen;
  12507. }
  12508. else if (document.mozFullScreen !== undefined) {
  12509. _this.isFullscreen = document.mozFullScreen;
  12510. }
  12511. else if (document.webkitIsFullScreen !== undefined) {
  12512. _this.isFullscreen = document.webkitIsFullScreen;
  12513. }
  12514. else if (document.msIsFullScreen !== undefined) {
  12515. _this.isFullscreen = document.msIsFullScreen;
  12516. }
  12517. // Pointer lock
  12518. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12519. canvas.requestPointerLock = canvas.requestPointerLock ||
  12520. canvas.msRequestPointerLock ||
  12521. canvas.mozRequestPointerLock ||
  12522. canvas.webkitRequestPointerLock;
  12523. if (canvas.requestPointerLock) {
  12524. canvas.requestPointerLock();
  12525. }
  12526. }
  12527. };
  12528. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12529. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12530. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12531. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12532. // Pointer lock
  12533. this._onPointerLockChange = function () {
  12534. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12535. document.webkitPointerLockElement === canvas ||
  12536. document.msPointerLockElement === canvas ||
  12537. document.pointerLockElement === canvas);
  12538. };
  12539. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12540. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12541. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12542. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12543. this._onVRDisplayPointerRestricted = function () {
  12544. if (canvas) {
  12545. canvas.requestPointerLock();
  12546. }
  12547. };
  12548. this._onVRDisplayPointerUnrestricted = function () {
  12549. document.exitPointerLock();
  12550. };
  12551. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12552. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12553. }
  12554. // Create Audio Engine if needed.
  12555. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12556. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12557. }
  12558. // Prepare buffer pointers
  12559. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12560. this._currentBufferPointers[i] = new BufferPointer();
  12561. }
  12562. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12563. // Load WebVR Devices
  12564. if (options.autoEnableWebVR) {
  12565. this.initWebVR();
  12566. }
  12567. // Detect if we are running on a faulty buggy OS.
  12568. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12569. // Detect if we are running on a faulty buggy desktop OS.
  12570. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12571. console.log("Babylon.js engine (v" + Engine.Version + ") launched");
  12572. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12573. }
  12574. Object.defineProperty(Engine, "LastCreatedEngine", {
  12575. /**
  12576. * Gets the latest created engine
  12577. */
  12578. get: function () {
  12579. if (Engine.Instances.length === 0) {
  12580. return null;
  12581. }
  12582. return Engine.Instances[Engine.Instances.length - 1];
  12583. },
  12584. enumerable: true,
  12585. configurable: true
  12586. });
  12587. Object.defineProperty(Engine, "LastCreatedScene", {
  12588. /**
  12589. * Gets the latest created scene
  12590. */
  12591. get: function () {
  12592. var lastCreatedEngine = Engine.LastCreatedEngine;
  12593. if (!lastCreatedEngine) {
  12594. return null;
  12595. }
  12596. if (lastCreatedEngine.scenes.length === 0) {
  12597. return null;
  12598. }
  12599. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12600. },
  12601. enumerable: true,
  12602. configurable: true
  12603. });
  12604. /**
  12605. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12606. * @param flag defines which part of the materials must be marked as dirty
  12607. * @param predicate defines a predicate used to filter which materials should be affected
  12608. */
  12609. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12610. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12611. var engine = Engine.Instances[engineIndex];
  12612. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12613. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12614. }
  12615. }
  12616. };
  12617. Object.defineProperty(Engine, "Version", {
  12618. /**
  12619. * Returns the current version of the framework
  12620. */
  12621. get: function () {
  12622. return "4.0.0-alpha.0";
  12623. },
  12624. enumerable: true,
  12625. configurable: true
  12626. });
  12627. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12628. /**
  12629. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12630. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12631. */
  12632. get: function () {
  12633. return this._vrExclusivePointerMode;
  12634. },
  12635. enumerable: true,
  12636. configurable: true
  12637. });
  12638. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12639. /**
  12640. * Gets a boolean indicating that the engine supports uniform buffers
  12641. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12642. */
  12643. get: function () {
  12644. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12645. },
  12646. enumerable: true,
  12647. configurable: true
  12648. });
  12649. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12650. /**
  12651. * Gets a boolean indicating that only power of 2 textures are supported
  12652. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12653. */
  12654. get: function () {
  12655. return this._webGLVersion < 2 || this.forcePOTTextures;
  12656. },
  12657. enumerable: true,
  12658. configurable: true
  12659. });
  12660. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12661. /**
  12662. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12663. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12664. */
  12665. get: function () {
  12666. return this._doNotHandleContextLost;
  12667. },
  12668. set: function (value) {
  12669. this._doNotHandleContextLost = value;
  12670. },
  12671. enumerable: true,
  12672. configurable: true
  12673. });
  12674. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12675. /**
  12676. * Gets the performance monitor attached to this engine
  12677. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12678. */
  12679. get: function () {
  12680. return this._performanceMonitor;
  12681. },
  12682. enumerable: true,
  12683. configurable: true
  12684. });
  12685. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12686. /**
  12687. * Gets the list of texture formats supported
  12688. */
  12689. get: function () {
  12690. return this._texturesSupported;
  12691. },
  12692. enumerable: true,
  12693. configurable: true
  12694. });
  12695. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12696. /**
  12697. * Gets the list of texture formats in use
  12698. */
  12699. get: function () {
  12700. return this._textureFormatInUse;
  12701. },
  12702. enumerable: true,
  12703. configurable: true
  12704. });
  12705. Object.defineProperty(Engine.prototype, "currentViewport", {
  12706. /**
  12707. * Gets the current viewport
  12708. */
  12709. get: function () {
  12710. return this._cachedViewport;
  12711. },
  12712. enumerable: true,
  12713. configurable: true
  12714. });
  12715. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12716. /**
  12717. * Gets the default empty texture
  12718. */
  12719. get: function () {
  12720. if (!this._emptyTexture) {
  12721. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12722. }
  12723. return this._emptyTexture;
  12724. },
  12725. enumerable: true,
  12726. configurable: true
  12727. });
  12728. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12729. /**
  12730. * Gets the default empty 3D texture
  12731. */
  12732. get: function () {
  12733. if (!this._emptyTexture3D) {
  12734. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12735. }
  12736. return this._emptyTexture3D;
  12737. },
  12738. enumerable: true,
  12739. configurable: true
  12740. });
  12741. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  12742. /**
  12743. * Gets the default empty cube texture
  12744. */
  12745. get: function () {
  12746. if (!this._emptyCubeTexture) {
  12747. var faceData = new Uint8Array(4);
  12748. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  12749. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12750. }
  12751. return this._emptyCubeTexture;
  12752. },
  12753. enumerable: true,
  12754. configurable: true
  12755. });
  12756. Engine.prototype._rebuildInternalTextures = function () {
  12757. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  12758. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  12759. var internalTexture = currentState_1[_i];
  12760. internalTexture._rebuild();
  12761. }
  12762. };
  12763. Engine.prototype._rebuildEffects = function () {
  12764. for (var key in this._compiledEffects) {
  12765. var effect = this._compiledEffects[key];
  12766. effect._prepareEffect();
  12767. }
  12768. BABYLON.Effect.ResetCache();
  12769. };
  12770. /**
  12771. * Gets a boolean indicating if all created effects are ready
  12772. * @returns true if all effects are ready
  12773. */
  12774. Engine.prototype.areAllEffectsReady = function () {
  12775. for (var key in this._compiledEffects) {
  12776. var effect = this._compiledEffects[key];
  12777. if (!effect.isReady()) {
  12778. return false;
  12779. }
  12780. }
  12781. return true;
  12782. };
  12783. Engine.prototype._rebuildBuffers = function () {
  12784. // Index / Vertex
  12785. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  12786. var scene = _a[_i];
  12787. scene.resetCachedMaterial();
  12788. scene._rebuildGeometries();
  12789. scene._rebuildTextures();
  12790. }
  12791. // Uniforms
  12792. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  12793. var uniformBuffer = _c[_b];
  12794. uniformBuffer._rebuild();
  12795. }
  12796. };
  12797. Engine.prototype._initGLContext = function () {
  12798. // Caps
  12799. this._caps = new EngineCapabilities();
  12800. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  12801. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12802. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  12803. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  12804. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  12805. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  12806. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  12807. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  12808. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  12809. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  12810. // Infos
  12811. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  12812. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  12813. if (rendererInfo != null) {
  12814. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  12815. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  12816. }
  12817. if (!this._glVendor) {
  12818. this._glVendor = "Unknown vendor";
  12819. }
  12820. if (!this._glRenderer) {
  12821. this._glRenderer = "Unknown renderer";
  12822. }
  12823. // Constants
  12824. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  12825. if (this._gl.RGBA16F !== 0x881A) {
  12826. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  12827. }
  12828. if (this._gl.RGBA32F !== 0x8814) {
  12829. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  12830. }
  12831. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  12832. this._gl.DEPTH24_STENCIL8 = 35056;
  12833. }
  12834. // Extensions
  12835. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  12836. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  12837. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  12838. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  12839. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  12840. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  12841. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  12842. 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');
  12843. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  12844. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  12845. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  12846. this._caps.highPrecisionShaderSupported = true;
  12847. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  12848. if (this._caps.timerQuery) {
  12849. if (this._webGLVersion === 1) {
  12850. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  12851. }
  12852. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  12853. }
  12854. // Checks if some of the format renders first to allow the use of webgl inspector.
  12855. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  12856. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  12857. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  12858. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  12859. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  12860. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  12861. if (this._webGLVersion > 1) {
  12862. this._gl.HALF_FLOAT_OES = 0x140B;
  12863. }
  12864. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  12865. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  12866. // Draw buffers
  12867. if (this._webGLVersion > 1) {
  12868. this._caps.drawBuffersExtension = true;
  12869. }
  12870. else {
  12871. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  12872. if (drawBuffersExtension !== null) {
  12873. this._caps.drawBuffersExtension = true;
  12874. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  12875. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  12876. for (var i = 0; i < 16; i++) {
  12877. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  12878. }
  12879. }
  12880. else {
  12881. this._caps.drawBuffersExtension = false;
  12882. }
  12883. }
  12884. // Shader compiler threads
  12885. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  12886. if (this._caps.parallelShaderCompile) {
  12887. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  12888. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  12889. }
  12890. // Depth Texture
  12891. if (this._webGLVersion > 1) {
  12892. this._caps.depthTextureExtension = true;
  12893. }
  12894. else {
  12895. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  12896. if (depthTextureExtension != null) {
  12897. this._caps.depthTextureExtension = true;
  12898. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  12899. }
  12900. }
  12901. // Vertex array object
  12902. if (this._webGLVersion > 1) {
  12903. this._caps.vertexArrayObject = true;
  12904. }
  12905. else {
  12906. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  12907. if (vertexArrayObjectExtension != null) {
  12908. this._caps.vertexArrayObject = true;
  12909. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  12910. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  12911. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  12912. }
  12913. else {
  12914. this._caps.vertexArrayObject = false;
  12915. }
  12916. }
  12917. // Instances count
  12918. if (this._webGLVersion > 1) {
  12919. this._caps.instancedArrays = true;
  12920. }
  12921. else {
  12922. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  12923. if (instanceExtension != null) {
  12924. this._caps.instancedArrays = true;
  12925. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  12926. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  12927. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  12928. }
  12929. else {
  12930. this._caps.instancedArrays = false;
  12931. }
  12932. }
  12933. // Intelligently add supported compressed formats in order to check for.
  12934. // Check for ASTC support first as it is most powerful and to be very cross platform.
  12935. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  12936. // Likely no hardware which supports both PVR & DXT, so order matters little.
  12937. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  12938. if (this._caps.astc) {
  12939. this.texturesSupported.push('-astc.ktx');
  12940. }
  12941. if (this._caps.s3tc) {
  12942. this.texturesSupported.push('-dxt.ktx');
  12943. }
  12944. if (this._caps.pvrtc) {
  12945. this.texturesSupported.push('-pvrtc.ktx');
  12946. }
  12947. if (this._caps.etc2) {
  12948. this.texturesSupported.push('-etc2.ktx');
  12949. }
  12950. if (this._caps.etc1) {
  12951. this.texturesSupported.push('-etc1.ktx');
  12952. }
  12953. if (this._gl.getShaderPrecisionFormat) {
  12954. var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  12955. if (highp) {
  12956. this._caps.highPrecisionShaderSupported = highp.precision !== 0;
  12957. }
  12958. }
  12959. // Depth buffer
  12960. this.setDepthBuffer(true);
  12961. this.setDepthFunctionToLessOrEqual();
  12962. this.setDepthWrite(true);
  12963. // Texture maps
  12964. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  12965. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  12966. this._nextFreeTextureSlots.push(slot);
  12967. }
  12968. };
  12969. Object.defineProperty(Engine.prototype, "webGLVersion", {
  12970. /**
  12971. * Gets version of the current webGL context
  12972. */
  12973. get: function () {
  12974. return this._webGLVersion;
  12975. },
  12976. enumerable: true,
  12977. configurable: true
  12978. });
  12979. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  12980. /**
  12981. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  12982. */
  12983. get: function () {
  12984. return this._isStencilEnable;
  12985. },
  12986. enumerable: true,
  12987. configurable: true
  12988. });
  12989. Engine.prototype._prepareWorkingCanvas = function () {
  12990. if (this._workingCanvas) {
  12991. return;
  12992. }
  12993. this._workingCanvas = document.createElement("canvas");
  12994. var context = this._workingCanvas.getContext("2d");
  12995. if (context) {
  12996. this._workingContext = context;
  12997. }
  12998. };
  12999. /**
  13000. * Reset the texture cache to empty state
  13001. */
  13002. Engine.prototype.resetTextureCache = function () {
  13003. for (var key in this._boundTexturesCache) {
  13004. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13005. continue;
  13006. }
  13007. var boundTexture = this._boundTexturesCache[key];
  13008. if (boundTexture) {
  13009. this._removeDesignatedSlot(boundTexture);
  13010. }
  13011. this._boundTexturesCache[key] = null;
  13012. }
  13013. if (!this.disableTextureBindingOptimization) {
  13014. this._nextFreeTextureSlots = [];
  13015. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13016. this._nextFreeTextureSlots.push(slot);
  13017. }
  13018. }
  13019. this._currentTextureChannel = -1;
  13020. };
  13021. /**
  13022. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13023. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13024. * @returns true if engine is in deterministic lock step mode
  13025. */
  13026. Engine.prototype.isDeterministicLockStep = function () {
  13027. return this._deterministicLockstep;
  13028. };
  13029. /**
  13030. * Gets the max steps when engine is running in deterministic lock step
  13031. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13032. * @returns the max steps
  13033. */
  13034. Engine.prototype.getLockstepMaxSteps = function () {
  13035. return this._lockstepMaxSteps;
  13036. };
  13037. /**
  13038. * Gets an object containing information about the current webGL context
  13039. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13040. */
  13041. Engine.prototype.getGlInfo = function () {
  13042. return {
  13043. vendor: this._glVendor,
  13044. renderer: this._glRenderer,
  13045. version: this._glVersion
  13046. };
  13047. };
  13048. /**
  13049. * Gets current aspect ratio
  13050. * @param camera defines the camera to use to get the aspect ratio
  13051. * @param useScreen defines if screen size must be used (or the current render target if any)
  13052. * @returns a number defining the aspect ratio
  13053. */
  13054. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13055. if (useScreen === void 0) { useScreen = false; }
  13056. var viewport = camera.viewport;
  13057. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13058. };
  13059. /**
  13060. * Gets current screen aspect ratio
  13061. * @returns a number defining the aspect ratio
  13062. */
  13063. Engine.prototype.getScreenAspectRatio = function () {
  13064. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13065. };
  13066. /**
  13067. * Gets the current render width
  13068. * @param useScreen defines if screen size must be used (or the current render target if any)
  13069. * @returns a number defining the current render width
  13070. */
  13071. Engine.prototype.getRenderWidth = function (useScreen) {
  13072. if (useScreen === void 0) { useScreen = false; }
  13073. if (!useScreen && this._currentRenderTarget) {
  13074. return this._currentRenderTarget.width;
  13075. }
  13076. return this._gl.drawingBufferWidth;
  13077. };
  13078. /**
  13079. * Gets the current render height
  13080. * @param useScreen defines if screen size must be used (or the current render target if any)
  13081. * @returns a number defining the current render height
  13082. */
  13083. Engine.prototype.getRenderHeight = function (useScreen) {
  13084. if (useScreen === void 0) { useScreen = false; }
  13085. if (!useScreen && this._currentRenderTarget) {
  13086. return this._currentRenderTarget.height;
  13087. }
  13088. return this._gl.drawingBufferHeight;
  13089. };
  13090. /**
  13091. * Gets the HTML canvas attached with the current webGL context
  13092. * @returns a HTML canvas
  13093. */
  13094. Engine.prototype.getRenderingCanvas = function () {
  13095. return this._renderingCanvas;
  13096. };
  13097. /**
  13098. * Gets the client rect of the HTML canvas attached with the current webGL context
  13099. * @returns a client rectanglee
  13100. */
  13101. Engine.prototype.getRenderingCanvasClientRect = function () {
  13102. if (!this._renderingCanvas) {
  13103. return null;
  13104. }
  13105. return this._renderingCanvas.getBoundingClientRect();
  13106. };
  13107. /**
  13108. * Defines the hardware scaling level.
  13109. * By default the hardware scaling level is computed from the window device ratio.
  13110. * 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.
  13111. * @param level defines the level to use
  13112. */
  13113. Engine.prototype.setHardwareScalingLevel = function (level) {
  13114. this._hardwareScalingLevel = level;
  13115. this.resize();
  13116. };
  13117. /**
  13118. * Gets the current hardware scaling level.
  13119. * By default the hardware scaling level is computed from the window device ratio.
  13120. * 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.
  13121. * @returns a number indicating the current hardware scaling level
  13122. */
  13123. Engine.prototype.getHardwareScalingLevel = function () {
  13124. return this._hardwareScalingLevel;
  13125. };
  13126. /**
  13127. * Gets the list of loaded textures
  13128. * @returns an array containing all loaded textures
  13129. */
  13130. Engine.prototype.getLoadedTexturesCache = function () {
  13131. return this._internalTexturesCache;
  13132. };
  13133. /**
  13134. * Gets the object containing all engine capabilities
  13135. * @returns the EngineCapabilities object
  13136. */
  13137. Engine.prototype.getCaps = function () {
  13138. return this._caps;
  13139. };
  13140. Object.defineProperty(Engine.prototype, "drawCalls", {
  13141. /** @hidden */
  13142. get: function () {
  13143. BABYLON.Tools.Warn("drawCalls is deprecated. Please use SceneInstrumentation class");
  13144. return 0;
  13145. },
  13146. enumerable: true,
  13147. configurable: true
  13148. });
  13149. Object.defineProperty(Engine.prototype, "drawCallsPerfCounter", {
  13150. /** @hidden */
  13151. get: function () {
  13152. BABYLON.Tools.Warn("drawCallsPerfCounter is deprecated. Please use SceneInstrumentation class");
  13153. return null;
  13154. },
  13155. enumerable: true,
  13156. configurable: true
  13157. });
  13158. /**
  13159. * Gets the current depth function
  13160. * @returns a number defining the depth function
  13161. */
  13162. Engine.prototype.getDepthFunction = function () {
  13163. return this._depthCullingState.depthFunc;
  13164. };
  13165. /**
  13166. * Sets the current depth function
  13167. * @param depthFunc defines the function to use
  13168. */
  13169. Engine.prototype.setDepthFunction = function (depthFunc) {
  13170. this._depthCullingState.depthFunc = depthFunc;
  13171. };
  13172. /**
  13173. * Sets the current depth function to GREATER
  13174. */
  13175. Engine.prototype.setDepthFunctionToGreater = function () {
  13176. this._depthCullingState.depthFunc = this._gl.GREATER;
  13177. };
  13178. /**
  13179. * Sets the current depth function to GEQUAL
  13180. */
  13181. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13182. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13183. };
  13184. /**
  13185. * Sets the current depth function to LESS
  13186. */
  13187. Engine.prototype.setDepthFunctionToLess = function () {
  13188. this._depthCullingState.depthFunc = this._gl.LESS;
  13189. };
  13190. /**
  13191. * Sets the current depth function to LEQUAL
  13192. */
  13193. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13194. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13195. };
  13196. /**
  13197. * Gets a boolean indicating if stencil buffer is enabled
  13198. * @returns the current stencil buffer state
  13199. */
  13200. Engine.prototype.getStencilBuffer = function () {
  13201. return this._stencilState.stencilTest;
  13202. };
  13203. /**
  13204. * Enable or disable the stencil buffer
  13205. * @param enable defines if the stencil buffer must be enabled or disabled
  13206. */
  13207. Engine.prototype.setStencilBuffer = function (enable) {
  13208. this._stencilState.stencilTest = enable;
  13209. };
  13210. /**
  13211. * Gets the current stencil mask
  13212. * @returns a number defining the new stencil mask to use
  13213. */
  13214. Engine.prototype.getStencilMask = function () {
  13215. return this._stencilState.stencilMask;
  13216. };
  13217. /**
  13218. * Sets the current stencil mask
  13219. * @param mask defines the new stencil mask to use
  13220. */
  13221. Engine.prototype.setStencilMask = function (mask) {
  13222. this._stencilState.stencilMask = mask;
  13223. };
  13224. /**
  13225. * Gets the current stencil function
  13226. * @returns a number defining the stencil function to use
  13227. */
  13228. Engine.prototype.getStencilFunction = function () {
  13229. return this._stencilState.stencilFunc;
  13230. };
  13231. /**
  13232. * Gets the current stencil reference value
  13233. * @returns a number defining the stencil reference value to use
  13234. */
  13235. Engine.prototype.getStencilFunctionReference = function () {
  13236. return this._stencilState.stencilFuncRef;
  13237. };
  13238. /**
  13239. * Gets the current stencil mask
  13240. * @returns a number defining the stencil mask to use
  13241. */
  13242. Engine.prototype.getStencilFunctionMask = function () {
  13243. return this._stencilState.stencilFuncMask;
  13244. };
  13245. /**
  13246. * Sets the current stencil function
  13247. * @param stencilFunc defines the new stencil function to use
  13248. */
  13249. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13250. this._stencilState.stencilFunc = stencilFunc;
  13251. };
  13252. /**
  13253. * Sets the current stencil reference
  13254. * @param reference defines the new stencil reference to use
  13255. */
  13256. Engine.prototype.setStencilFunctionReference = function (reference) {
  13257. this._stencilState.stencilFuncRef = reference;
  13258. };
  13259. /**
  13260. * Sets the current stencil mask
  13261. * @param mask defines the new stencil mask to use
  13262. */
  13263. Engine.prototype.setStencilFunctionMask = function (mask) {
  13264. this._stencilState.stencilFuncMask = mask;
  13265. };
  13266. /**
  13267. * Gets the current stencil operation when stencil fails
  13268. * @returns a number defining stencil operation to use when stencil fails
  13269. */
  13270. Engine.prototype.getStencilOperationFail = function () {
  13271. return this._stencilState.stencilOpStencilFail;
  13272. };
  13273. /**
  13274. * Gets the current stencil operation when depth fails
  13275. * @returns a number defining stencil operation to use when depth fails
  13276. */
  13277. Engine.prototype.getStencilOperationDepthFail = function () {
  13278. return this._stencilState.stencilOpDepthFail;
  13279. };
  13280. /**
  13281. * Gets the current stencil operation when stencil passes
  13282. * @returns a number defining stencil operation to use when stencil passes
  13283. */
  13284. Engine.prototype.getStencilOperationPass = function () {
  13285. return this._stencilState.stencilOpStencilDepthPass;
  13286. };
  13287. /**
  13288. * Sets the stencil operation to use when stencil fails
  13289. * @param operation defines the stencil operation to use when stencil fails
  13290. */
  13291. Engine.prototype.setStencilOperationFail = function (operation) {
  13292. this._stencilState.stencilOpStencilFail = operation;
  13293. };
  13294. /**
  13295. * Sets the stencil operation to use when depth fails
  13296. * @param operation defines the stencil operation to use when depth fails
  13297. */
  13298. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13299. this._stencilState.stencilOpDepthFail = operation;
  13300. };
  13301. /**
  13302. * Sets the stencil operation to use when stencil passes
  13303. * @param operation defines the stencil operation to use when stencil passes
  13304. */
  13305. Engine.prototype.setStencilOperationPass = function (operation) {
  13306. this._stencilState.stencilOpStencilDepthPass = operation;
  13307. };
  13308. /**
  13309. * Sets a boolean indicating if the dithering state is enabled or disabled
  13310. * @param value defines the dithering state
  13311. */
  13312. Engine.prototype.setDitheringState = function (value) {
  13313. if (value) {
  13314. this._gl.enable(this._gl.DITHER);
  13315. }
  13316. else {
  13317. this._gl.disable(this._gl.DITHER);
  13318. }
  13319. };
  13320. /**
  13321. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13322. * @param value defines the rasterizer state
  13323. */
  13324. Engine.prototype.setRasterizerState = function (value) {
  13325. if (value) {
  13326. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13327. }
  13328. else {
  13329. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13330. }
  13331. };
  13332. /**
  13333. * stop executing a render loop function and remove it from the execution array
  13334. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13335. */
  13336. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13337. if (!renderFunction) {
  13338. this._activeRenderLoops = [];
  13339. return;
  13340. }
  13341. var index = this._activeRenderLoops.indexOf(renderFunction);
  13342. if (index >= 0) {
  13343. this._activeRenderLoops.splice(index, 1);
  13344. }
  13345. };
  13346. /** @hidden */
  13347. Engine.prototype._renderLoop = function () {
  13348. if (!this._contextWasLost) {
  13349. var shouldRender = true;
  13350. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13351. shouldRender = false;
  13352. }
  13353. if (shouldRender) {
  13354. // Start new frame
  13355. this.beginFrame();
  13356. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13357. var renderFunction = this._activeRenderLoops[index];
  13358. renderFunction();
  13359. }
  13360. // Present
  13361. this.endFrame();
  13362. }
  13363. }
  13364. if (this._activeRenderLoops.length > 0) {
  13365. // Register new frame
  13366. if (this.customAnimationFrameRequester) {
  13367. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13368. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13369. }
  13370. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13371. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13372. }
  13373. else {
  13374. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13375. }
  13376. }
  13377. else {
  13378. this._renderingQueueLaunched = false;
  13379. }
  13380. };
  13381. /**
  13382. * Register and execute a render loop. The engine can have more than one render function
  13383. * @param renderFunction defines the function to continuously execute
  13384. */
  13385. Engine.prototype.runRenderLoop = function (renderFunction) {
  13386. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13387. return;
  13388. }
  13389. this._activeRenderLoops.push(renderFunction);
  13390. if (!this._renderingQueueLaunched) {
  13391. this._renderingQueueLaunched = true;
  13392. this._bindedRenderFunction = this._renderLoop.bind(this);
  13393. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13394. }
  13395. };
  13396. /**
  13397. * Toggle full screen mode
  13398. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13399. */
  13400. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13401. if (this.isFullscreen) {
  13402. BABYLON.Tools.ExitFullscreen();
  13403. }
  13404. else {
  13405. this._pointerLockRequested = requestPointerLock;
  13406. if (this._renderingCanvas) {
  13407. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13408. }
  13409. }
  13410. };
  13411. /**
  13412. * Clear the current render buffer or the current render target (if any is set up)
  13413. * @param color defines the color to use
  13414. * @param backBuffer defines if the back buffer must be cleared
  13415. * @param depth defines if the depth buffer must be cleared
  13416. * @param stencil defines if the stencil buffer must be cleared
  13417. */
  13418. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13419. if (stencil === void 0) { stencil = false; }
  13420. this.applyStates();
  13421. var mode = 0;
  13422. if (backBuffer && color) {
  13423. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13424. mode |= this._gl.COLOR_BUFFER_BIT;
  13425. }
  13426. if (depth) {
  13427. this._gl.clearDepth(1.0);
  13428. mode |= this._gl.DEPTH_BUFFER_BIT;
  13429. }
  13430. if (stencil) {
  13431. this._gl.clearStencil(0);
  13432. mode |= this._gl.STENCIL_BUFFER_BIT;
  13433. }
  13434. this._gl.clear(mode);
  13435. };
  13436. /**
  13437. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13438. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13439. * @param y defines the y-coordinate of the corner of the clear rectangle
  13440. * @param width defines the width of the clear rectangle
  13441. * @param height defines the height of the clear rectangle
  13442. * @param clearColor defines the clear color
  13443. */
  13444. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13445. var gl = this._gl;
  13446. // Save state
  13447. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13448. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13449. // Change state
  13450. gl.enable(gl.SCISSOR_TEST);
  13451. gl.scissor(x, y, width, height);
  13452. // Clear
  13453. this.clear(clearColor, true, true, true);
  13454. // Restore state
  13455. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13456. if (curScissor === true) {
  13457. gl.enable(gl.SCISSOR_TEST);
  13458. }
  13459. else {
  13460. gl.disable(gl.SCISSOR_TEST);
  13461. }
  13462. };
  13463. /** @hidden */
  13464. Engine.prototype._viewport = function (x, y, width, height) {
  13465. if (x !== this._viewportCached.x ||
  13466. y !== this._viewportCached.y ||
  13467. width !== this._viewportCached.z ||
  13468. height !== this._viewportCached.w) {
  13469. this._viewportCached.x = x;
  13470. this._viewportCached.y = y;
  13471. this._viewportCached.z = width;
  13472. this._viewportCached.w = height;
  13473. this._gl.viewport(x, y, width, height);
  13474. }
  13475. };
  13476. /**
  13477. * Set the WebGL's viewport
  13478. * @param viewport defines the viewport element to be used
  13479. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13480. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13481. */
  13482. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13483. var width = requiredWidth || this.getRenderWidth();
  13484. var height = requiredHeight || this.getRenderHeight();
  13485. var x = viewport.x || 0;
  13486. var y = viewport.y || 0;
  13487. this._cachedViewport = viewport;
  13488. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13489. };
  13490. /**
  13491. * Directly set the WebGL Viewport
  13492. * @param x defines the x coordinate of the viewport (in screen space)
  13493. * @param y defines the y coordinate of the viewport (in screen space)
  13494. * @param width defines the width of the viewport (in screen space)
  13495. * @param height defines the height of the viewport (in screen space)
  13496. * @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
  13497. */
  13498. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13499. var currentViewport = this._cachedViewport;
  13500. this._cachedViewport = null;
  13501. this._viewport(x, y, width, height);
  13502. return currentViewport;
  13503. };
  13504. /**
  13505. * Begin a new frame
  13506. */
  13507. Engine.prototype.beginFrame = function () {
  13508. this.onBeginFrameObservable.notifyObservers(this);
  13509. this._measureFps();
  13510. };
  13511. /**
  13512. * Enf the current frame
  13513. */
  13514. Engine.prototype.endFrame = function () {
  13515. // Force a flush in case we are using a bad OS.
  13516. if (this._badOS) {
  13517. this.flushFramebuffer();
  13518. }
  13519. // Submit frame to the vr device, if enabled
  13520. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13521. // TODO: We should only submit the frame if we read frameData successfully.
  13522. this._vrDisplay.submitFrame();
  13523. }
  13524. this.onEndFrameObservable.notifyObservers(this);
  13525. };
  13526. /**
  13527. * Resize the view according to the canvas' size
  13528. */
  13529. Engine.prototype.resize = function () {
  13530. // We're not resizing the size of the canvas while in VR mode & presenting
  13531. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13532. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13533. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13534. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13535. }
  13536. };
  13537. /**
  13538. * Force a specific size of the canvas
  13539. * @param width defines the new canvas' width
  13540. * @param height defines the new canvas' height
  13541. */
  13542. Engine.prototype.setSize = function (width, height) {
  13543. if (!this._renderingCanvas) {
  13544. return;
  13545. }
  13546. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13547. return;
  13548. }
  13549. this._renderingCanvas.width = width;
  13550. this._renderingCanvas.height = height;
  13551. for (var index = 0; index < this.scenes.length; index++) {
  13552. var scene = this.scenes[index];
  13553. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13554. var cam = scene.cameras[camIndex];
  13555. cam._currentRenderId = 0;
  13556. }
  13557. }
  13558. if (this.onResizeObservable.hasObservers) {
  13559. this.onResizeObservable.notifyObservers(this);
  13560. }
  13561. };
  13562. // WebVR functions
  13563. /**
  13564. * Gets a boolean indicating if a webVR device was detected
  13565. * @returns true if a webVR device was detected
  13566. */
  13567. Engine.prototype.isVRDevicePresent = function () {
  13568. return !!this._vrDisplay;
  13569. };
  13570. /**
  13571. * Gets the current webVR device
  13572. * @returns the current webVR device (or null)
  13573. */
  13574. Engine.prototype.getVRDevice = function () {
  13575. return this._vrDisplay;
  13576. };
  13577. /**
  13578. * Initializes a webVR display and starts listening to display change events
  13579. * The onVRDisplayChangedObservable will be notified upon these changes
  13580. * @returns The onVRDisplayChangedObservable
  13581. */
  13582. Engine.prototype.initWebVR = function () {
  13583. this.initWebVRAsync();
  13584. return this.onVRDisplayChangedObservable;
  13585. };
  13586. /**
  13587. * Initializes a webVR display and starts listening to display change events
  13588. * The onVRDisplayChangedObservable will be notified upon these changes
  13589. * @returns A promise containing a VRDisplay and if vr is supported
  13590. */
  13591. Engine.prototype.initWebVRAsync = function () {
  13592. var _this = this;
  13593. var notifyObservers = function () {
  13594. var eventArgs = {
  13595. vrDisplay: _this._vrDisplay,
  13596. vrSupported: _this._vrSupported
  13597. };
  13598. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13599. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13600. };
  13601. if (!this._onVrDisplayConnect) {
  13602. this._onVrDisplayConnect = function (event) {
  13603. _this._vrDisplay = event.display;
  13604. notifyObservers();
  13605. };
  13606. this._onVrDisplayDisconnect = function () {
  13607. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13608. _this._vrDisplay = undefined;
  13609. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13610. notifyObservers();
  13611. };
  13612. this._onVrDisplayPresentChange = function () {
  13613. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13614. };
  13615. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13616. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13617. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13618. }
  13619. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13620. this._webVRInitPromise.then(notifyObservers);
  13621. return this._webVRInitPromise;
  13622. };
  13623. /**
  13624. * Call this function to switch to webVR mode
  13625. * Will do nothing if webVR is not supported or if there is no webVR device
  13626. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13627. */
  13628. Engine.prototype.enableVR = function () {
  13629. var _this = this;
  13630. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13631. var onResolved = function () {
  13632. _this.onVRRequestPresentComplete.notifyObservers(true);
  13633. _this._onVRFullScreenTriggered();
  13634. };
  13635. var onRejected = function () {
  13636. _this.onVRRequestPresentComplete.notifyObservers(false);
  13637. };
  13638. this.onVRRequestPresentStart.notifyObservers(this);
  13639. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13640. }
  13641. };
  13642. /**
  13643. * Call this function to leave webVR mode
  13644. * Will do nothing if webVR is not supported or if there is no webVR device
  13645. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13646. */
  13647. Engine.prototype.disableVR = function () {
  13648. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13649. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13650. }
  13651. };
  13652. Engine.prototype._getVRDisplaysAsync = function () {
  13653. var _this = this;
  13654. return new Promise(function (res, rej) {
  13655. if (navigator.getVRDisplays) {
  13656. navigator.getVRDisplays().then(function (devices) {
  13657. _this._vrSupported = true;
  13658. // note that devices may actually be an empty array. This is fine;
  13659. // we expect this._vrDisplay to be undefined in this case.
  13660. _this._vrDisplay = devices[0];
  13661. res({
  13662. vrDisplay: _this._vrDisplay,
  13663. vrSupported: _this._vrSupported
  13664. });
  13665. });
  13666. }
  13667. else {
  13668. _this._vrDisplay = undefined;
  13669. _this._vrSupported = false;
  13670. res({
  13671. vrDisplay: _this._vrDisplay,
  13672. vrSupported: _this._vrSupported
  13673. });
  13674. }
  13675. });
  13676. };
  13677. /**
  13678. * Binds the frame buffer to the specified texture.
  13679. * @param texture The texture to render to or null for the default canvas
  13680. * @param faceIndex The face of the texture to render to in case of cube texture
  13681. * @param requiredWidth The width of the target to render to
  13682. * @param requiredHeight The height of the target to render to
  13683. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13684. * @param depthStencilTexture The depth stencil texture to use to render
  13685. * @param lodLevel defines le lod level to bind to the frame buffer
  13686. */
  13687. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13688. if (lodLevel === void 0) { lodLevel = 0; }
  13689. if (this._currentRenderTarget) {
  13690. this.unBindFramebuffer(this._currentRenderTarget);
  13691. }
  13692. this._currentRenderTarget = texture;
  13693. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13694. var gl = this._gl;
  13695. if (texture.isCube) {
  13696. if (faceIndex === undefined) {
  13697. faceIndex = 0;
  13698. }
  13699. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13700. if (depthStencilTexture) {
  13701. if (depthStencilTexture._generateStencilBuffer) {
  13702. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13703. }
  13704. else {
  13705. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13706. }
  13707. }
  13708. }
  13709. if (this._cachedViewport && !forceFullscreenViewport) {
  13710. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13711. }
  13712. else {
  13713. if (!requiredWidth) {
  13714. requiredWidth = texture.width;
  13715. if (lodLevel) {
  13716. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13717. }
  13718. }
  13719. if (!requiredHeight) {
  13720. requiredHeight = texture.height;
  13721. if (lodLevel) {
  13722. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13723. }
  13724. }
  13725. this._viewport(0, 0, requiredWidth, requiredHeight);
  13726. }
  13727. this.wipeCaches();
  13728. };
  13729. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13730. if (this._currentFramebuffer !== framebuffer) {
  13731. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13732. this._currentFramebuffer = framebuffer;
  13733. }
  13734. };
  13735. /**
  13736. * Unbind the current render target texture from the webGL context
  13737. * @param texture defines the render target texture to unbind
  13738. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13739. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13740. */
  13741. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13742. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13743. this._currentRenderTarget = null;
  13744. // If MSAA, we need to bitblt back to main texture
  13745. var gl = this._gl;
  13746. if (texture._MSAAFramebuffer) {
  13747. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13748. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13749. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13750. }
  13751. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13752. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13753. gl.generateMipmap(gl.TEXTURE_2D);
  13754. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13755. }
  13756. if (onBeforeUnbind) {
  13757. if (texture._MSAAFramebuffer) {
  13758. // Bind the correct framebuffer
  13759. this.bindUnboundFramebuffer(texture._framebuffer);
  13760. }
  13761. onBeforeUnbind();
  13762. }
  13763. this.bindUnboundFramebuffer(null);
  13764. };
  13765. /**
  13766. * Unbind a list of render target textures from the webGL context
  13767. * This is used only when drawBuffer extension or webGL2 are active
  13768. * @param textures defines the render target textures to unbind
  13769. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13770. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13771. */
  13772. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  13773. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13774. this._currentRenderTarget = null;
  13775. // If MSAA, we need to bitblt back to main texture
  13776. var gl = this._gl;
  13777. if (textures[0]._MSAAFramebuffer) {
  13778. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  13779. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  13780. var attachments = textures[0]._attachments;
  13781. if (!attachments) {
  13782. attachments = new Array(textures.length);
  13783. textures[0]._attachments = attachments;
  13784. }
  13785. for (var i = 0; i < textures.length; i++) {
  13786. var texture = textures[i];
  13787. for (var j = 0; j < attachments.length; j++) {
  13788. attachments[j] = gl.NONE;
  13789. }
  13790. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13791. gl.readBuffer(attachments[i]);
  13792. gl.drawBuffers(attachments);
  13793. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13794. }
  13795. for (var i = 0; i < attachments.length; i++) {
  13796. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13797. }
  13798. gl.drawBuffers(attachments);
  13799. }
  13800. for (var i = 0; i < textures.length; i++) {
  13801. var texture = textures[i];
  13802. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13803. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  13804. gl.generateMipmap(gl.TEXTURE_2D);
  13805. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13806. }
  13807. }
  13808. if (onBeforeUnbind) {
  13809. if (textures[0]._MSAAFramebuffer) {
  13810. // Bind the correct framebuffer
  13811. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  13812. }
  13813. onBeforeUnbind();
  13814. }
  13815. this.bindUnboundFramebuffer(null);
  13816. };
  13817. /**
  13818. * Force the mipmap generation for the given render target texture
  13819. * @param texture defines the render target texture to use
  13820. */
  13821. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  13822. if (texture.generateMipMaps) {
  13823. var gl = this._gl;
  13824. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  13825. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  13826. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  13827. }
  13828. };
  13829. /**
  13830. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  13831. */
  13832. Engine.prototype.flushFramebuffer = function () {
  13833. this._gl.flush();
  13834. };
  13835. /**
  13836. * Unbind the current render target and bind the default framebuffer
  13837. */
  13838. Engine.prototype.restoreDefaultFramebuffer = function () {
  13839. if (this._currentRenderTarget) {
  13840. this.unBindFramebuffer(this._currentRenderTarget);
  13841. }
  13842. else {
  13843. this.bindUnboundFramebuffer(null);
  13844. }
  13845. if (this._cachedViewport) {
  13846. this.setViewport(this._cachedViewport);
  13847. }
  13848. this.wipeCaches();
  13849. };
  13850. // UBOs
  13851. /**
  13852. * Create an uniform buffer
  13853. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13854. * @param elements defines the content of the uniform buffer
  13855. * @returns the webGL uniform buffer
  13856. */
  13857. Engine.prototype.createUniformBuffer = function (elements) {
  13858. var ubo = this._gl.createBuffer();
  13859. if (!ubo) {
  13860. throw new Error("Unable to create uniform buffer");
  13861. }
  13862. this.bindUniformBuffer(ubo);
  13863. if (elements instanceof Float32Array) {
  13864. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  13865. }
  13866. else {
  13867. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  13868. }
  13869. this.bindUniformBuffer(null);
  13870. ubo.references = 1;
  13871. return ubo;
  13872. };
  13873. /**
  13874. * Create a dynamic uniform buffer
  13875. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13876. * @param elements defines the content of the uniform buffer
  13877. * @returns the webGL uniform buffer
  13878. */
  13879. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  13880. var ubo = this._gl.createBuffer();
  13881. if (!ubo) {
  13882. throw new Error("Unable to create dynamic uniform buffer");
  13883. }
  13884. this.bindUniformBuffer(ubo);
  13885. if (elements instanceof Float32Array) {
  13886. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  13887. }
  13888. else {
  13889. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  13890. }
  13891. this.bindUniformBuffer(null);
  13892. ubo.references = 1;
  13893. return ubo;
  13894. };
  13895. /**
  13896. * Update an existing uniform buffer
  13897. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13898. * @param uniformBuffer defines the target uniform buffer
  13899. * @param elements defines the content to update
  13900. * @param offset defines the offset in the uniform buffer where update should start
  13901. * @param count defines the size of the data to update
  13902. */
  13903. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  13904. this.bindUniformBuffer(uniformBuffer);
  13905. if (offset === undefined) {
  13906. offset = 0;
  13907. }
  13908. if (count === undefined) {
  13909. if (elements instanceof Float32Array) {
  13910. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  13911. }
  13912. else {
  13913. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  13914. }
  13915. }
  13916. else {
  13917. if (elements instanceof Float32Array) {
  13918. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  13919. }
  13920. else {
  13921. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  13922. }
  13923. }
  13924. this.bindUniformBuffer(null);
  13925. };
  13926. // VBOs
  13927. Engine.prototype._resetVertexBufferBinding = function () {
  13928. this.bindArrayBuffer(null);
  13929. this._cachedVertexBuffers = null;
  13930. };
  13931. /**
  13932. * Creates a vertex buffer
  13933. * @param data the data for the vertex buffer
  13934. * @returns the new WebGL static buffer
  13935. */
  13936. Engine.prototype.createVertexBuffer = function (data) {
  13937. var vbo = this._gl.createBuffer();
  13938. if (!vbo) {
  13939. throw new Error("Unable to create vertex buffer");
  13940. }
  13941. this.bindArrayBuffer(vbo);
  13942. if (data instanceof Array) {
  13943. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  13944. }
  13945. else {
  13946. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  13947. }
  13948. this._resetVertexBufferBinding();
  13949. vbo.references = 1;
  13950. return vbo;
  13951. };
  13952. /**
  13953. * Creates a dynamic vertex buffer
  13954. * @param data the data for the dynamic vertex buffer
  13955. * @returns the new WebGL dynamic buffer
  13956. */
  13957. Engine.prototype.createDynamicVertexBuffer = function (data) {
  13958. var vbo = this._gl.createBuffer();
  13959. if (!vbo) {
  13960. throw new Error("Unable to create dynamic vertex buffer");
  13961. }
  13962. this.bindArrayBuffer(vbo);
  13963. if (data instanceof Array) {
  13964. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  13965. }
  13966. else {
  13967. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  13968. }
  13969. this._resetVertexBufferBinding();
  13970. vbo.references = 1;
  13971. return vbo;
  13972. };
  13973. /**
  13974. * Update a dynamic index buffer
  13975. * @param indexBuffer defines the target index buffer
  13976. * @param indices defines the data to update
  13977. * @param offset defines the offset in the target index buffer where update should start
  13978. */
  13979. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  13980. if (offset === void 0) { offset = 0; }
  13981. // Force cache update
  13982. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  13983. this.bindIndexBuffer(indexBuffer);
  13984. var arrayBuffer;
  13985. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  13986. arrayBuffer = indices;
  13987. }
  13988. else {
  13989. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  13990. }
  13991. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  13992. this._resetIndexBufferBinding();
  13993. };
  13994. /**
  13995. * Updates a dynamic vertex buffer.
  13996. * @param vertexBuffer the vertex buffer to update
  13997. * @param data the data used to update the vertex buffer
  13998. * @param byteOffset the byte offset of the data
  13999. * @param byteLength the byte length of the data
  14000. */
  14001. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14002. this.bindArrayBuffer(vertexBuffer);
  14003. if (byteOffset === undefined) {
  14004. byteOffset = 0;
  14005. }
  14006. if (byteLength === undefined) {
  14007. if (data instanceof Array) {
  14008. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14009. }
  14010. else {
  14011. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14012. }
  14013. }
  14014. else {
  14015. if (data instanceof Array) {
  14016. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14017. }
  14018. else {
  14019. if (data instanceof ArrayBuffer) {
  14020. data = new Uint8Array(data, byteOffset, byteLength);
  14021. }
  14022. else {
  14023. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14024. }
  14025. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14026. }
  14027. }
  14028. this._resetVertexBufferBinding();
  14029. };
  14030. Engine.prototype._resetIndexBufferBinding = function () {
  14031. this.bindIndexBuffer(null);
  14032. this._cachedIndexBuffer = null;
  14033. };
  14034. /**
  14035. * Creates a new index buffer
  14036. * @param indices defines the content of the index buffer
  14037. * @param updatable defines if the index buffer must be updatable
  14038. * @returns a new webGL buffer
  14039. */
  14040. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14041. var vbo = this._gl.createBuffer();
  14042. if (!vbo) {
  14043. throw new Error("Unable to create index buffer");
  14044. }
  14045. this.bindIndexBuffer(vbo);
  14046. // Check for 32 bits indices
  14047. var arrayBuffer;
  14048. var need32Bits = false;
  14049. if (indices instanceof Uint16Array) {
  14050. arrayBuffer = indices;
  14051. }
  14052. else {
  14053. //check 32 bit support
  14054. if (this._caps.uintIndices) {
  14055. if (indices instanceof Uint32Array) {
  14056. arrayBuffer = indices;
  14057. need32Bits = true;
  14058. }
  14059. else {
  14060. //number[] or Int32Array, check if 32 bit is necessary
  14061. for (var index = 0; index < indices.length; index++) {
  14062. if (indices[index] > 65535) {
  14063. need32Bits = true;
  14064. break;
  14065. }
  14066. }
  14067. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14068. }
  14069. }
  14070. else {
  14071. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14072. arrayBuffer = new Uint16Array(indices);
  14073. }
  14074. }
  14075. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14076. this._resetIndexBufferBinding();
  14077. vbo.references = 1;
  14078. vbo.is32Bits = need32Bits;
  14079. return vbo;
  14080. };
  14081. /**
  14082. * Bind a webGL buffer to the webGL context
  14083. * @param buffer defines the buffer to bind
  14084. */
  14085. Engine.prototype.bindArrayBuffer = function (buffer) {
  14086. if (!this._vaoRecordInProgress) {
  14087. this._unbindVertexArrayObject();
  14088. }
  14089. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14090. };
  14091. /**
  14092. * Bind an uniform buffer to the current webGL context
  14093. * @param buffer defines the buffer to bind
  14094. */
  14095. Engine.prototype.bindUniformBuffer = function (buffer) {
  14096. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14097. };
  14098. /**
  14099. * Bind a buffer to the current webGL context at a given location
  14100. * @param buffer defines the buffer to bind
  14101. * @param location defines the index where to bind the buffer
  14102. */
  14103. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14104. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14105. };
  14106. /**
  14107. * Bind a specific block at a given index in a specific shader program
  14108. * @param shaderProgram defines the shader program
  14109. * @param blockName defines the block name
  14110. * @param index defines the index where to bind the block
  14111. */
  14112. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14113. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14114. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14115. };
  14116. Engine.prototype.bindIndexBuffer = function (buffer) {
  14117. if (!this._vaoRecordInProgress) {
  14118. this._unbindVertexArrayObject();
  14119. }
  14120. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14121. };
  14122. Engine.prototype.bindBuffer = function (buffer, target) {
  14123. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14124. this._gl.bindBuffer(target, buffer);
  14125. this._currentBoundBuffer[target] = buffer;
  14126. }
  14127. };
  14128. /**
  14129. * update the bound buffer with the given data
  14130. * @param data defines the data to update
  14131. */
  14132. Engine.prototype.updateArrayBuffer = function (data) {
  14133. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14134. };
  14135. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14136. var pointer = this._currentBufferPointers[indx];
  14137. var changed = false;
  14138. if (!pointer.active) {
  14139. changed = true;
  14140. pointer.active = true;
  14141. pointer.index = indx;
  14142. pointer.size = size;
  14143. pointer.type = type;
  14144. pointer.normalized = normalized;
  14145. pointer.stride = stride;
  14146. pointer.offset = offset;
  14147. pointer.buffer = buffer;
  14148. }
  14149. else {
  14150. if (pointer.buffer !== buffer) {
  14151. pointer.buffer = buffer;
  14152. changed = true;
  14153. }
  14154. if (pointer.size !== size) {
  14155. pointer.size = size;
  14156. changed = true;
  14157. }
  14158. if (pointer.type !== type) {
  14159. pointer.type = type;
  14160. changed = true;
  14161. }
  14162. if (pointer.normalized !== normalized) {
  14163. pointer.normalized = normalized;
  14164. changed = true;
  14165. }
  14166. if (pointer.stride !== stride) {
  14167. pointer.stride = stride;
  14168. changed = true;
  14169. }
  14170. if (pointer.offset !== offset) {
  14171. pointer.offset = offset;
  14172. changed = true;
  14173. }
  14174. }
  14175. if (changed || this._vaoRecordInProgress) {
  14176. this.bindArrayBuffer(buffer);
  14177. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14178. }
  14179. };
  14180. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14181. if (indexBuffer == null) {
  14182. return;
  14183. }
  14184. if (this._cachedIndexBuffer !== indexBuffer) {
  14185. this._cachedIndexBuffer = indexBuffer;
  14186. this.bindIndexBuffer(indexBuffer);
  14187. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14188. }
  14189. };
  14190. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14191. var attributes = effect.getAttributesNames();
  14192. if (!this._vaoRecordInProgress) {
  14193. this._unbindVertexArrayObject();
  14194. }
  14195. this.unbindAllAttributes();
  14196. for (var index = 0; index < attributes.length; index++) {
  14197. var order = effect.getAttributeLocation(index);
  14198. if (order >= 0) {
  14199. var vertexBuffer = vertexBuffers[attributes[index]];
  14200. if (!vertexBuffer) {
  14201. continue;
  14202. }
  14203. this._gl.enableVertexAttribArray(order);
  14204. if (!this._vaoRecordInProgress) {
  14205. this._vertexAttribArraysEnabled[order] = true;
  14206. }
  14207. var buffer = vertexBuffer.getBuffer();
  14208. if (buffer) {
  14209. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14210. if (vertexBuffer.getIsInstanced()) {
  14211. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14212. if (!this._vaoRecordInProgress) {
  14213. this._currentInstanceLocations.push(order);
  14214. this._currentInstanceBuffers.push(buffer);
  14215. }
  14216. }
  14217. }
  14218. }
  14219. }
  14220. };
  14221. /**
  14222. * Records a vertex array object
  14223. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14224. * @param vertexBuffers defines the list of vertex buffers to store
  14225. * @param indexBuffer defines the index buffer to store
  14226. * @param effect defines the effect to store
  14227. * @returns the new vertex array object
  14228. */
  14229. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14230. var vao = this._gl.createVertexArray();
  14231. this._vaoRecordInProgress = true;
  14232. this._gl.bindVertexArray(vao);
  14233. this._mustWipeVertexAttributes = true;
  14234. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14235. this.bindIndexBuffer(indexBuffer);
  14236. this._vaoRecordInProgress = false;
  14237. this._gl.bindVertexArray(null);
  14238. return vao;
  14239. };
  14240. /**
  14241. * Bind a specific vertex array object
  14242. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14243. * @param vertexArrayObject defines the vertex array object to bind
  14244. * @param indexBuffer defines the index buffer to bind
  14245. */
  14246. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14247. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14248. this._cachedVertexArrayObject = vertexArrayObject;
  14249. this._gl.bindVertexArray(vertexArrayObject);
  14250. this._cachedVertexBuffers = null;
  14251. this._cachedIndexBuffer = null;
  14252. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14253. this._mustWipeVertexAttributes = true;
  14254. }
  14255. };
  14256. /**
  14257. * Bind webGl buffers directly to the webGL context
  14258. * @param vertexBuffer defines the vertex buffer to bind
  14259. * @param indexBuffer defines the index buffer to bind
  14260. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14261. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14262. * @param effect defines the effect associated with the vertex buffer
  14263. */
  14264. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14265. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14266. this._cachedVertexBuffers = vertexBuffer;
  14267. this._cachedEffectForVertexBuffers = effect;
  14268. var attributesCount = effect.getAttributesCount();
  14269. this._unbindVertexArrayObject();
  14270. this.unbindAllAttributes();
  14271. var offset = 0;
  14272. for (var index = 0; index < attributesCount; index++) {
  14273. if (index < vertexDeclaration.length) {
  14274. var order = effect.getAttributeLocation(index);
  14275. if (order >= 0) {
  14276. this._gl.enableVertexAttribArray(order);
  14277. this._vertexAttribArraysEnabled[order] = true;
  14278. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14279. }
  14280. offset += vertexDeclaration[index] * 4;
  14281. }
  14282. }
  14283. }
  14284. this._bindIndexBufferWithCache(indexBuffer);
  14285. };
  14286. Engine.prototype._unbindVertexArrayObject = function () {
  14287. if (!this._cachedVertexArrayObject) {
  14288. return;
  14289. }
  14290. this._cachedVertexArrayObject = null;
  14291. this._gl.bindVertexArray(null);
  14292. };
  14293. /**
  14294. * Bind a list of vertex buffers to the webGL context
  14295. * @param vertexBuffers defines the list of vertex buffers to bind
  14296. * @param indexBuffer defines the index buffer to bind
  14297. * @param effect defines the effect associated with the vertex buffers
  14298. */
  14299. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14300. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14301. this._cachedVertexBuffers = vertexBuffers;
  14302. this._cachedEffectForVertexBuffers = effect;
  14303. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14304. }
  14305. this._bindIndexBufferWithCache(indexBuffer);
  14306. };
  14307. /**
  14308. * Unbind all instance attributes
  14309. */
  14310. Engine.prototype.unbindInstanceAttributes = function () {
  14311. var boundBuffer;
  14312. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14313. var instancesBuffer = this._currentInstanceBuffers[i];
  14314. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14315. boundBuffer = instancesBuffer;
  14316. this.bindArrayBuffer(instancesBuffer);
  14317. }
  14318. var offsetLocation = this._currentInstanceLocations[i];
  14319. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14320. }
  14321. this._currentInstanceBuffers.length = 0;
  14322. this._currentInstanceLocations.length = 0;
  14323. };
  14324. /**
  14325. * Release and free the memory of a vertex array object
  14326. * @param vao defines the vertex array object to delete
  14327. */
  14328. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14329. this._gl.deleteVertexArray(vao);
  14330. };
  14331. /** @hidden */
  14332. Engine.prototype._releaseBuffer = function (buffer) {
  14333. buffer.references--;
  14334. if (buffer.references === 0) {
  14335. this._gl.deleteBuffer(buffer);
  14336. return true;
  14337. }
  14338. return false;
  14339. };
  14340. /**
  14341. * Creates a webGL buffer to use with instanciation
  14342. * @param capacity defines the size of the buffer
  14343. * @returns the webGL buffer
  14344. */
  14345. Engine.prototype.createInstancesBuffer = function (capacity) {
  14346. var buffer = this._gl.createBuffer();
  14347. if (!buffer) {
  14348. throw new Error("Unable to create instance buffer");
  14349. }
  14350. buffer.capacity = capacity;
  14351. this.bindArrayBuffer(buffer);
  14352. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14353. return buffer;
  14354. };
  14355. /**
  14356. * Delete a webGL buffer used with instanciation
  14357. * @param buffer defines the webGL buffer to delete
  14358. */
  14359. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14360. this._gl.deleteBuffer(buffer);
  14361. };
  14362. /**
  14363. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14364. * @param instancesBuffer defines the webGL buffer to update and bind
  14365. * @param data defines the data to store in the buffer
  14366. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14367. */
  14368. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14369. this.bindArrayBuffer(instancesBuffer);
  14370. if (data) {
  14371. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14372. }
  14373. if (offsetLocations[0].index !== undefined) {
  14374. var stride = 0;
  14375. for (var i = 0; i < offsetLocations.length; i++) {
  14376. var ai = offsetLocations[i];
  14377. stride += ai.attributeSize * 4;
  14378. }
  14379. for (var i = 0; i < offsetLocations.length; i++) {
  14380. var ai = offsetLocations[i];
  14381. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14382. this._gl.enableVertexAttribArray(ai.index);
  14383. this._vertexAttribArraysEnabled[ai.index] = true;
  14384. }
  14385. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14386. this._gl.vertexAttribDivisor(ai.index, 1);
  14387. this._currentInstanceLocations.push(ai.index);
  14388. this._currentInstanceBuffers.push(instancesBuffer);
  14389. }
  14390. }
  14391. else {
  14392. for (var index = 0; index < 4; index++) {
  14393. var offsetLocation = offsetLocations[index];
  14394. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14395. this._gl.enableVertexAttribArray(offsetLocation);
  14396. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14397. }
  14398. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14399. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14400. this._currentInstanceLocations.push(offsetLocation);
  14401. this._currentInstanceBuffers.push(instancesBuffer);
  14402. }
  14403. }
  14404. };
  14405. /**
  14406. * Apply all cached states (depth, culling, stencil and alpha)
  14407. */
  14408. Engine.prototype.applyStates = function () {
  14409. this._depthCullingState.apply(this._gl);
  14410. this._stencilState.apply(this._gl);
  14411. this._alphaState.apply(this._gl);
  14412. };
  14413. /**
  14414. * Send a draw order
  14415. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14416. * @param indexStart defines the starting index
  14417. * @param indexCount defines the number of index to draw
  14418. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14419. */
  14420. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14421. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14422. };
  14423. /**
  14424. * Draw a list of points
  14425. * @param verticesStart defines the index of first vertex to draw
  14426. * @param verticesCount defines the count of vertices to draw
  14427. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14428. */
  14429. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14430. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14431. };
  14432. /**
  14433. * Draw a list of unindexed primitives
  14434. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14435. * @param verticesStart defines the index of first vertex to draw
  14436. * @param verticesCount defines the count of vertices to draw
  14437. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14438. */
  14439. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14440. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14441. };
  14442. /**
  14443. * Draw a list of indexed primitives
  14444. * @param fillMode defines the primitive to use
  14445. * @param indexStart defines the starting index
  14446. * @param indexCount defines the number of index to draw
  14447. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14448. */
  14449. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14450. // Apply states
  14451. this.applyStates();
  14452. this._drawCalls.addCount(1, false);
  14453. // Render
  14454. var drawMode = this._drawMode(fillMode);
  14455. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14456. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14457. if (instancesCount) {
  14458. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14459. }
  14460. else {
  14461. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14462. }
  14463. };
  14464. /**
  14465. * Draw a list of unindexed primitives
  14466. * @param fillMode defines the primitive to use
  14467. * @param verticesStart defines the index of first vertex to draw
  14468. * @param verticesCount defines the count of vertices to draw
  14469. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14470. */
  14471. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14472. // Apply states
  14473. this.applyStates();
  14474. this._drawCalls.addCount(1, false);
  14475. var drawMode = this._drawMode(fillMode);
  14476. if (instancesCount) {
  14477. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14478. }
  14479. else {
  14480. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14481. }
  14482. };
  14483. Engine.prototype._drawMode = function (fillMode) {
  14484. switch (fillMode) {
  14485. // Triangle views
  14486. case BABYLON.Material.TriangleFillMode:
  14487. return this._gl.TRIANGLES;
  14488. case BABYLON.Material.PointFillMode:
  14489. return this._gl.POINTS;
  14490. case BABYLON.Material.WireFrameFillMode:
  14491. return this._gl.LINES;
  14492. // Draw modes
  14493. case BABYLON.Material.PointListDrawMode:
  14494. return this._gl.POINTS;
  14495. case BABYLON.Material.LineListDrawMode:
  14496. return this._gl.LINES;
  14497. case BABYLON.Material.LineLoopDrawMode:
  14498. return this._gl.LINE_LOOP;
  14499. case BABYLON.Material.LineStripDrawMode:
  14500. return this._gl.LINE_STRIP;
  14501. case BABYLON.Material.TriangleStripDrawMode:
  14502. return this._gl.TRIANGLE_STRIP;
  14503. case BABYLON.Material.TriangleFanDrawMode:
  14504. return this._gl.TRIANGLE_FAN;
  14505. default:
  14506. return this._gl.TRIANGLES;
  14507. }
  14508. };
  14509. // Shaders
  14510. /** @hidden */
  14511. Engine.prototype._releaseEffect = function (effect) {
  14512. if (this._compiledEffects[effect._key]) {
  14513. delete this._compiledEffects[effect._key];
  14514. this._deleteProgram(effect.getProgram());
  14515. }
  14516. };
  14517. /** @hidden */
  14518. Engine.prototype._deleteProgram = function (program) {
  14519. if (program) {
  14520. program.__SPECTOR_rebuildProgram = null;
  14521. if (program.transformFeedback) {
  14522. this.deleteTransformFeedback(program.transformFeedback);
  14523. program.transformFeedback = null;
  14524. }
  14525. this._gl.deleteProgram(program);
  14526. }
  14527. };
  14528. /**
  14529. * Create a new effect (used to store vertex/fragment shaders)
  14530. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14531. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14532. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14533. * @param samplers defines an array of string used to represent textures
  14534. * @param defines defines the string containing the defines to use to compile the shaders
  14535. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14536. * @param onCompiled defines a function to call when the effect creation is successful
  14537. * @param onError defines a function to call when the effect creation has failed
  14538. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14539. * @returns the new Effect
  14540. */
  14541. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14542. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14543. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14544. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14545. if (this._compiledEffects[name]) {
  14546. var compiledEffect = this._compiledEffects[name];
  14547. if (onCompiled && compiledEffect.isReady()) {
  14548. onCompiled(compiledEffect);
  14549. }
  14550. return compiledEffect;
  14551. }
  14552. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14553. effect._key = name;
  14554. this._compiledEffects[name] = effect;
  14555. return effect;
  14556. };
  14557. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14558. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14559. };
  14560. Engine.prototype._compileRawShader = function (source, type) {
  14561. var gl = this._gl;
  14562. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14563. if (!shader) {
  14564. throw new Error("Something went wrong while compile the shader.");
  14565. }
  14566. gl.shaderSource(shader, source);
  14567. gl.compileShader(shader);
  14568. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14569. var log = gl.getShaderInfoLog(shader);
  14570. if (log) {
  14571. throw new Error(log);
  14572. }
  14573. }
  14574. return shader;
  14575. };
  14576. /**
  14577. * Directly creates a webGL program
  14578. * @param vertexCode defines the vertex shader code to use
  14579. * @param fragmentCode defines the fragment shader code to use
  14580. * @param context defines the webGL context to use (if not set, the current one will be used)
  14581. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14582. * @returns the new webGL program
  14583. */
  14584. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14585. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14586. context = context || this._gl;
  14587. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14588. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14589. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14590. };
  14591. /**
  14592. * Creates a webGL program
  14593. * @param vertexCode defines the vertex shader code to use
  14594. * @param fragmentCode defines the fragment shader code to use
  14595. * @param defines defines the string containing the defines to use to compile the shaders
  14596. * @param context defines the webGL context to use (if not set, the current one will be used)
  14597. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14598. * @returns the new webGL program
  14599. */
  14600. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14601. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14602. context = context || this._gl;
  14603. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14604. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14605. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14606. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14607. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14608. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14609. return program;
  14610. };
  14611. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14612. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14613. var shaderProgram = context.createProgram();
  14614. if (!shaderProgram) {
  14615. throw new Error("Unable to create program");
  14616. }
  14617. context.attachShader(shaderProgram, vertexShader);
  14618. context.attachShader(shaderProgram, fragmentShader);
  14619. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14620. var transformFeedback = this.createTransformFeedback();
  14621. this.bindTransformFeedback(transformFeedback);
  14622. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14623. shaderProgram.transformFeedback = transformFeedback;
  14624. }
  14625. context.linkProgram(shaderProgram);
  14626. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14627. this.bindTransformFeedback(null);
  14628. }
  14629. shaderProgram.context = context;
  14630. shaderProgram.vertexShader = vertexShader;
  14631. shaderProgram.fragmentShader = fragmentShader;
  14632. if (!this._caps.parallelShaderCompile) {
  14633. this._finalizeProgram(shaderProgram);
  14634. }
  14635. else {
  14636. shaderProgram.isParallelCompiled = true;
  14637. }
  14638. return shaderProgram;
  14639. };
  14640. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14641. var context = shaderProgram.context;
  14642. var vertexShader = shaderProgram.vertexShader;
  14643. var fragmentShader = shaderProgram.fragmentShader;
  14644. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14645. if (!linked) {
  14646. var error = context.getProgramInfoLog(shaderProgram);
  14647. if (error) {
  14648. throw new Error(error);
  14649. }
  14650. }
  14651. if (this.validateShaderPrograms) {
  14652. context.validateProgram(shaderProgram);
  14653. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14654. if (!validated) {
  14655. var error = context.getProgramInfoLog(shaderProgram);
  14656. if (error) {
  14657. throw new Error(error);
  14658. }
  14659. }
  14660. }
  14661. context.deleteShader(vertexShader);
  14662. context.deleteShader(fragmentShader);
  14663. shaderProgram.context = undefined;
  14664. shaderProgram.vertexShader = undefined;
  14665. shaderProgram.fragmentShader = undefined;
  14666. if (shaderProgram.onCompiled) {
  14667. shaderProgram.onCompiled();
  14668. shaderProgram.onCompiled = undefined;
  14669. }
  14670. };
  14671. /** @hidden */
  14672. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14673. if (!shaderProgram.isParallelCompiled) {
  14674. return true;
  14675. }
  14676. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14677. this._finalizeProgram(shaderProgram);
  14678. return true;
  14679. }
  14680. return false;
  14681. };
  14682. /** @hidden */
  14683. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14684. if (!shaderProgram.isParallelCompiled) {
  14685. action();
  14686. return;
  14687. }
  14688. shaderProgram.onCompiled = action;
  14689. };
  14690. /**
  14691. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14692. * @param shaderProgram defines the webGL program to use
  14693. * @param uniformsNames defines the list of uniform names
  14694. * @returns an array of webGL uniform locations
  14695. */
  14696. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14697. var results = new Array();
  14698. for (var index = 0; index < uniformsNames.length; index++) {
  14699. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14700. }
  14701. return results;
  14702. };
  14703. /**
  14704. * Gets the lsit of active attributes for a given webGL program
  14705. * @param shaderProgram defines the webGL program to use
  14706. * @param attributesNames defines the list of attribute names to get
  14707. * @returns an array of indices indicating the offset of each attribute
  14708. */
  14709. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14710. var results = [];
  14711. for (var index = 0; index < attributesNames.length; index++) {
  14712. try {
  14713. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14714. }
  14715. catch (e) {
  14716. results.push(-1);
  14717. }
  14718. }
  14719. return results;
  14720. };
  14721. /**
  14722. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14723. * @param effect defines the effect to activate
  14724. */
  14725. Engine.prototype.enableEffect = function (effect) {
  14726. if (!effect || effect === this._currentEffect) {
  14727. return;
  14728. }
  14729. // Use program
  14730. this.bindSamplers(effect);
  14731. this._currentEffect = effect;
  14732. if (effect.onBind) {
  14733. effect.onBind(effect);
  14734. }
  14735. if (effect._onBindObservable) {
  14736. effect._onBindObservable.notifyObservers(effect);
  14737. }
  14738. };
  14739. /**
  14740. * Set the value of an uniform to an array of int32
  14741. * @param uniform defines the webGL uniform location where to store the value
  14742. * @param array defines the array of int32 to store
  14743. */
  14744. Engine.prototype.setIntArray = function (uniform, array) {
  14745. if (!uniform) {
  14746. return;
  14747. }
  14748. this._gl.uniform1iv(uniform, array);
  14749. };
  14750. /**
  14751. * Set the value of an uniform to an array of int32 (stored as vec2)
  14752. * @param uniform defines the webGL uniform location where to store the value
  14753. * @param array defines the array of int32 to store
  14754. */
  14755. Engine.prototype.setIntArray2 = function (uniform, array) {
  14756. if (!uniform || array.length % 2 !== 0) {
  14757. return;
  14758. }
  14759. this._gl.uniform2iv(uniform, array);
  14760. };
  14761. /**
  14762. * Set the value of an uniform to an array of int32 (stored as vec3)
  14763. * @param uniform defines the webGL uniform location where to store the value
  14764. * @param array defines the array of int32 to store
  14765. */
  14766. Engine.prototype.setIntArray3 = function (uniform, array) {
  14767. if (!uniform || array.length % 3 !== 0) {
  14768. return;
  14769. }
  14770. this._gl.uniform3iv(uniform, array);
  14771. };
  14772. /**
  14773. * Set the value of an uniform to an array of int32 (stored as vec4)
  14774. * @param uniform defines the webGL uniform location where to store the value
  14775. * @param array defines the array of int32 to store
  14776. */
  14777. Engine.prototype.setIntArray4 = function (uniform, array) {
  14778. if (!uniform || array.length % 4 !== 0) {
  14779. return;
  14780. }
  14781. this._gl.uniform4iv(uniform, array);
  14782. };
  14783. /**
  14784. * Set the value of an uniform to an array of float32
  14785. * @param uniform defines the webGL uniform location where to store the value
  14786. * @param array defines the array of float32 to store
  14787. */
  14788. Engine.prototype.setFloatArray = function (uniform, array) {
  14789. if (!uniform) {
  14790. return;
  14791. }
  14792. this._gl.uniform1fv(uniform, array);
  14793. };
  14794. /**
  14795. * Set the value of an uniform to an array of float32 (stored as vec2)
  14796. * @param uniform defines the webGL uniform location where to store the value
  14797. * @param array defines the array of float32 to store
  14798. */
  14799. Engine.prototype.setFloatArray2 = function (uniform, array) {
  14800. if (!uniform || array.length % 2 !== 0) {
  14801. return;
  14802. }
  14803. this._gl.uniform2fv(uniform, array);
  14804. };
  14805. /**
  14806. * Set the value of an uniform to an array of float32 (stored as vec3)
  14807. * @param uniform defines the webGL uniform location where to store the value
  14808. * @param array defines the array of float32 to store
  14809. */
  14810. Engine.prototype.setFloatArray3 = function (uniform, array) {
  14811. if (!uniform || array.length % 3 !== 0) {
  14812. return;
  14813. }
  14814. this._gl.uniform3fv(uniform, array);
  14815. };
  14816. /**
  14817. * Set the value of an uniform to an array of float32 (stored as vec4)
  14818. * @param uniform defines the webGL uniform location where to store the value
  14819. * @param array defines the array of float32 to store
  14820. */
  14821. Engine.prototype.setFloatArray4 = function (uniform, array) {
  14822. if (!uniform || array.length % 4 !== 0) {
  14823. return;
  14824. }
  14825. this._gl.uniform4fv(uniform, array);
  14826. };
  14827. /**
  14828. * Set the value of an uniform to an array of number
  14829. * @param uniform defines the webGL uniform location where to store the value
  14830. * @param array defines the array of number to store
  14831. */
  14832. Engine.prototype.setArray = function (uniform, array) {
  14833. if (!uniform) {
  14834. return;
  14835. }
  14836. this._gl.uniform1fv(uniform, array);
  14837. };
  14838. /**
  14839. * Set the value of an uniform to an array of number (stored as vec2)
  14840. * @param uniform defines the webGL uniform location where to store the value
  14841. * @param array defines the array of number to store
  14842. */
  14843. Engine.prototype.setArray2 = function (uniform, array) {
  14844. if (!uniform || array.length % 2 !== 0) {
  14845. return;
  14846. }
  14847. this._gl.uniform2fv(uniform, array);
  14848. };
  14849. /**
  14850. * Set the value of an uniform to an array of number (stored as vec3)
  14851. * @param uniform defines the webGL uniform location where to store the value
  14852. * @param array defines the array of number to store
  14853. */
  14854. Engine.prototype.setArray3 = function (uniform, array) {
  14855. if (!uniform || array.length % 3 !== 0) {
  14856. return;
  14857. }
  14858. this._gl.uniform3fv(uniform, array);
  14859. };
  14860. /**
  14861. * Set the value of an uniform to an array of number (stored as vec4)
  14862. * @param uniform defines the webGL uniform location where to store the value
  14863. * @param array defines the array of number to store
  14864. */
  14865. Engine.prototype.setArray4 = function (uniform, array) {
  14866. if (!uniform || array.length % 4 !== 0) {
  14867. return;
  14868. }
  14869. this._gl.uniform4fv(uniform, array);
  14870. };
  14871. /**
  14872. * Set the value of an uniform to an array of float32 (stored as matrices)
  14873. * @param uniform defines the webGL uniform location where to store the value
  14874. * @param matrices defines the array of float32 to store
  14875. */
  14876. Engine.prototype.setMatrices = function (uniform, matrices) {
  14877. if (!uniform) {
  14878. return;
  14879. }
  14880. this._gl.uniformMatrix4fv(uniform, false, matrices);
  14881. };
  14882. /**
  14883. * Set the value of an uniform to a matrix
  14884. * @param uniform defines the webGL uniform location where to store the value
  14885. * @param matrix defines the matrix to store
  14886. */
  14887. Engine.prototype.setMatrix = function (uniform, matrix) {
  14888. if (!uniform) {
  14889. return;
  14890. }
  14891. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  14892. };
  14893. /**
  14894. * Set the value of an uniform to a matrix (3x3)
  14895. * @param uniform defines the webGL uniform location where to store the value
  14896. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  14897. */
  14898. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  14899. if (!uniform) {
  14900. return;
  14901. }
  14902. this._gl.uniformMatrix3fv(uniform, false, matrix);
  14903. };
  14904. /**
  14905. * Set the value of an uniform to a matrix (2x2)
  14906. * @param uniform defines the webGL uniform location where to store the value
  14907. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  14908. */
  14909. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  14910. if (!uniform) {
  14911. return;
  14912. }
  14913. this._gl.uniformMatrix2fv(uniform, false, matrix);
  14914. };
  14915. /**
  14916. * Set the value of an uniform to a number (int)
  14917. * @param uniform defines the webGL uniform location where to store the value
  14918. * @param value defines the int number to store
  14919. */
  14920. Engine.prototype.setInt = function (uniform, value) {
  14921. if (!uniform) {
  14922. return;
  14923. }
  14924. this._gl.uniform1i(uniform, value);
  14925. };
  14926. /**
  14927. * Set the value of an uniform to a number (float)
  14928. * @param uniform defines the webGL uniform location where to store the value
  14929. * @param value defines the float number to store
  14930. */
  14931. Engine.prototype.setFloat = function (uniform, value) {
  14932. if (!uniform) {
  14933. return;
  14934. }
  14935. this._gl.uniform1f(uniform, value);
  14936. };
  14937. /**
  14938. * Set the value of an uniform to a vec2
  14939. * @param uniform defines the webGL uniform location where to store the value
  14940. * @param x defines the 1st component of the value
  14941. * @param y defines the 2nd component of the value
  14942. */
  14943. Engine.prototype.setFloat2 = function (uniform, x, y) {
  14944. if (!uniform) {
  14945. return;
  14946. }
  14947. this._gl.uniform2f(uniform, x, y);
  14948. };
  14949. /**
  14950. * Set the value of an uniform to a vec3
  14951. * @param uniform defines the webGL uniform location where to store the value
  14952. * @param x defines the 1st component of the value
  14953. * @param y defines the 2nd component of the value
  14954. * @param z defines the 3rd component of the value
  14955. */
  14956. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  14957. if (!uniform) {
  14958. return;
  14959. }
  14960. this._gl.uniform3f(uniform, x, y, z);
  14961. };
  14962. /**
  14963. * Set the value of an uniform to a boolean
  14964. * @param uniform defines the webGL uniform location where to store the value
  14965. * @param bool defines the boolean to store
  14966. */
  14967. Engine.prototype.setBool = function (uniform, bool) {
  14968. if (!uniform) {
  14969. return;
  14970. }
  14971. this._gl.uniform1i(uniform, bool);
  14972. };
  14973. /**
  14974. * Set the value of an uniform to a vec4
  14975. * @param uniform defines the webGL uniform location where to store the value
  14976. * @param x defines the 1st component of the value
  14977. * @param y defines the 2nd component of the value
  14978. * @param z defines the 3rd component of the value
  14979. * @param w defines the 4th component of the value
  14980. */
  14981. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  14982. if (!uniform) {
  14983. return;
  14984. }
  14985. this._gl.uniform4f(uniform, x, y, z, w);
  14986. };
  14987. /**
  14988. * Set the value of an uniform to a Color3
  14989. * @param uniform defines the webGL uniform location where to store the value
  14990. * @param color3 defines the color to store
  14991. */
  14992. Engine.prototype.setColor3 = function (uniform, color3) {
  14993. if (!uniform) {
  14994. return;
  14995. }
  14996. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  14997. };
  14998. /**
  14999. * Set the value of an uniform to a Color3 and an alpha value
  15000. * @param uniform defines the webGL uniform location where to store the value
  15001. * @param color3 defines the color to store
  15002. * @param alpha defines the alpha component to store
  15003. */
  15004. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15005. if (!uniform) {
  15006. return;
  15007. }
  15008. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15009. };
  15010. /**
  15011. * Sets a Color4 on a uniform variable
  15012. * @param uniform defines the uniform location
  15013. * @param color4 defines the value to be set
  15014. */
  15015. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15016. if (!uniform) {
  15017. return;
  15018. }
  15019. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15020. };
  15021. // States
  15022. /**
  15023. * Set various states to the webGL context
  15024. * @param culling defines backface culling state
  15025. * @param zOffset defines the value to apply to zOffset (0 by default)
  15026. * @param force defines if states must be applied even if cache is up to date
  15027. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15028. */
  15029. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15030. if (zOffset === void 0) { zOffset = 0; }
  15031. if (reverseSide === void 0) { reverseSide = false; }
  15032. // Culling
  15033. if (this._depthCullingState.cull !== culling || force) {
  15034. this._depthCullingState.cull = culling;
  15035. }
  15036. // Cull face
  15037. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15038. if (this._depthCullingState.cullFace !== cullFace || force) {
  15039. this._depthCullingState.cullFace = cullFace;
  15040. }
  15041. // Z offset
  15042. this.setZOffset(zOffset);
  15043. // Front face
  15044. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15045. if (this._depthCullingState.frontFace !== frontFace || force) {
  15046. this._depthCullingState.frontFace = frontFace;
  15047. }
  15048. };
  15049. /**
  15050. * Set the z offset to apply to current rendering
  15051. * @param value defines the offset to apply
  15052. */
  15053. Engine.prototype.setZOffset = function (value) {
  15054. this._depthCullingState.zOffset = value;
  15055. };
  15056. /**
  15057. * Gets the current value of the zOffset
  15058. * @returns the current zOffset state
  15059. */
  15060. Engine.prototype.getZOffset = function () {
  15061. return this._depthCullingState.zOffset;
  15062. };
  15063. /**
  15064. * Enable or disable depth buffering
  15065. * @param enable defines the state to set
  15066. */
  15067. Engine.prototype.setDepthBuffer = function (enable) {
  15068. this._depthCullingState.depthTest = enable;
  15069. };
  15070. /**
  15071. * Gets a boolean indicating if depth writing is enabled
  15072. * @returns the current depth writing state
  15073. */
  15074. Engine.prototype.getDepthWrite = function () {
  15075. return this._depthCullingState.depthMask;
  15076. };
  15077. /**
  15078. * Enable or disable depth writing
  15079. * @param enable defines the state to set
  15080. */
  15081. Engine.prototype.setDepthWrite = function (enable) {
  15082. this._depthCullingState.depthMask = enable;
  15083. };
  15084. /**
  15085. * Enable or disable color writing
  15086. * @param enable defines the state to set
  15087. */
  15088. Engine.prototype.setColorWrite = function (enable) {
  15089. this._gl.colorMask(enable, enable, enable, enable);
  15090. this._colorWrite = enable;
  15091. };
  15092. /**
  15093. * Gets a boolean indicating if color writing is enabled
  15094. * @returns the current color writing state
  15095. */
  15096. Engine.prototype.getColorWrite = function () {
  15097. return this._colorWrite;
  15098. };
  15099. /**
  15100. * Sets alpha constants used by some alpha blending modes
  15101. * @param r defines the red component
  15102. * @param g defines the green component
  15103. * @param b defines the blue component
  15104. * @param a defines the alpha component
  15105. */
  15106. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15107. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15108. };
  15109. /**
  15110. * Sets the current alpha mode
  15111. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15112. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15113. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15114. */
  15115. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15116. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15117. if (this._alphaMode === mode) {
  15118. return;
  15119. }
  15120. switch (mode) {
  15121. case Engine.ALPHA_DISABLE:
  15122. this._alphaState.alphaBlend = false;
  15123. break;
  15124. case Engine.ALPHA_PREMULTIPLIED:
  15125. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15126. this._alphaState.alphaBlend = true;
  15127. break;
  15128. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15129. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15130. this._alphaState.alphaBlend = true;
  15131. break;
  15132. case Engine.ALPHA_COMBINE:
  15133. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15134. this._alphaState.alphaBlend = true;
  15135. break;
  15136. case Engine.ALPHA_ONEONE:
  15137. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15138. this._alphaState.alphaBlend = true;
  15139. break;
  15140. case Engine.ALPHA_ADD:
  15141. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15142. this._alphaState.alphaBlend = true;
  15143. break;
  15144. case Engine.ALPHA_SUBTRACT:
  15145. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15146. this._alphaState.alphaBlend = true;
  15147. break;
  15148. case Engine.ALPHA_MULTIPLY:
  15149. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15150. this._alphaState.alphaBlend = true;
  15151. break;
  15152. case Engine.ALPHA_MAXIMIZED:
  15153. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15154. this._alphaState.alphaBlend = true;
  15155. break;
  15156. case Engine.ALPHA_INTERPOLATE:
  15157. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15158. this._alphaState.alphaBlend = true;
  15159. break;
  15160. case Engine.ALPHA_SCREENMODE:
  15161. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15162. this._alphaState.alphaBlend = true;
  15163. break;
  15164. }
  15165. if (!noDepthWriteChange) {
  15166. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15167. }
  15168. this._alphaMode = mode;
  15169. };
  15170. /**
  15171. * Gets the current alpha mode
  15172. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15173. * @returns the current alpha mode
  15174. */
  15175. Engine.prototype.getAlphaMode = function () {
  15176. return this._alphaMode;
  15177. };
  15178. // Textures
  15179. /**
  15180. * Clears the list of texture accessible through engine.
  15181. * This can help preventing texture load conflict due to name collision.
  15182. */
  15183. Engine.prototype.clearInternalTexturesCache = function () {
  15184. this._internalTexturesCache = [];
  15185. };
  15186. /**
  15187. * Force the entire cache to be cleared
  15188. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15189. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15190. */
  15191. Engine.prototype.wipeCaches = function (bruteForce) {
  15192. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15193. return;
  15194. }
  15195. this._currentEffect = null;
  15196. this._viewportCached.x = 0;
  15197. this._viewportCached.y = 0;
  15198. this._viewportCached.z = 0;
  15199. this._viewportCached.w = 0;
  15200. if (bruteForce) {
  15201. this.resetTextureCache();
  15202. this._currentProgram = null;
  15203. this._stencilState.reset();
  15204. this._depthCullingState.reset();
  15205. this.setDepthFunctionToLessOrEqual();
  15206. this._alphaState.reset();
  15207. this._unpackFlipYCached = null;
  15208. }
  15209. this._resetVertexBufferBinding();
  15210. this._cachedIndexBuffer = null;
  15211. this._cachedEffectForVertexBuffers = null;
  15212. this._unbindVertexArrayObject();
  15213. this.bindIndexBuffer(null);
  15214. };
  15215. /**
  15216. * Set the compressed texture format to use, based on the formats you have, and the formats
  15217. * supported by the hardware / browser.
  15218. *
  15219. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15220. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15221. * to API arguments needed to compressed textures. This puts the burden on the container
  15222. * generator to house the arcane code for determining these for current & future formats.
  15223. *
  15224. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15225. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15226. *
  15227. * Note: The result of this call is not taken into account when a texture is base64.
  15228. *
  15229. * @param formatsAvailable defines the list of those format families you have created
  15230. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15231. *
  15232. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15233. * @returns The extension selected.
  15234. */
  15235. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15236. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15237. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15238. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15239. return this._textureFormatInUse = this._texturesSupported[i];
  15240. }
  15241. }
  15242. }
  15243. // actively set format to nothing, to allow this to be called more than once
  15244. // and possibly fail the 2nd time
  15245. this._textureFormatInUse = null;
  15246. return null;
  15247. };
  15248. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15249. var gl = this._gl;
  15250. var magFilter = gl.NEAREST;
  15251. var minFilter = gl.NEAREST;
  15252. switch (samplingMode) {
  15253. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15254. magFilter = gl.LINEAR;
  15255. if (generateMipMaps) {
  15256. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15257. }
  15258. else {
  15259. minFilter = gl.LINEAR;
  15260. }
  15261. break;
  15262. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15263. magFilter = gl.LINEAR;
  15264. if (generateMipMaps) {
  15265. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15266. }
  15267. else {
  15268. minFilter = gl.LINEAR;
  15269. }
  15270. break;
  15271. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15272. magFilter = gl.NEAREST;
  15273. if (generateMipMaps) {
  15274. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15275. }
  15276. else {
  15277. minFilter = gl.NEAREST;
  15278. }
  15279. break;
  15280. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15281. magFilter = gl.NEAREST;
  15282. if (generateMipMaps) {
  15283. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15284. }
  15285. else {
  15286. minFilter = gl.NEAREST;
  15287. }
  15288. break;
  15289. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15290. magFilter = gl.NEAREST;
  15291. if (generateMipMaps) {
  15292. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15293. }
  15294. else {
  15295. minFilter = gl.LINEAR;
  15296. }
  15297. break;
  15298. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15299. magFilter = gl.NEAREST;
  15300. if (generateMipMaps) {
  15301. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15302. }
  15303. else {
  15304. minFilter = gl.LINEAR;
  15305. }
  15306. break;
  15307. case Engine.TEXTURE_NEAREST_LINEAR:
  15308. magFilter = gl.NEAREST;
  15309. minFilter = gl.LINEAR;
  15310. break;
  15311. case Engine.TEXTURE_NEAREST_NEAREST:
  15312. magFilter = gl.NEAREST;
  15313. minFilter = gl.NEAREST;
  15314. break;
  15315. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15316. magFilter = gl.LINEAR;
  15317. if (generateMipMaps) {
  15318. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15319. }
  15320. else {
  15321. minFilter = gl.NEAREST;
  15322. }
  15323. break;
  15324. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15325. magFilter = gl.LINEAR;
  15326. if (generateMipMaps) {
  15327. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15328. }
  15329. else {
  15330. minFilter = gl.NEAREST;
  15331. }
  15332. break;
  15333. case Engine.TEXTURE_LINEAR_LINEAR:
  15334. magFilter = gl.LINEAR;
  15335. minFilter = gl.LINEAR;
  15336. break;
  15337. case Engine.TEXTURE_LINEAR_NEAREST:
  15338. magFilter = gl.LINEAR;
  15339. minFilter = gl.NEAREST;
  15340. break;
  15341. }
  15342. return {
  15343. min: minFilter,
  15344. mag: magFilter
  15345. };
  15346. };
  15347. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15348. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15349. var img;
  15350. var onload = function () {
  15351. loadedImages[index] = img;
  15352. loadedImages._internalCount++;
  15353. if (scene) {
  15354. scene._removePendingData(img);
  15355. }
  15356. if (loadedImages._internalCount === 6) {
  15357. onfinish(loadedImages);
  15358. }
  15359. };
  15360. var onerror = function (message, exception) {
  15361. if (scene) {
  15362. scene._removePendingData(img);
  15363. }
  15364. if (onErrorCallBack) {
  15365. onErrorCallBack(message, exception);
  15366. }
  15367. };
  15368. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15369. if (scene) {
  15370. scene._addPendingData(img);
  15371. }
  15372. };
  15373. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15374. if (onError === void 0) { onError = null; }
  15375. var loadedImages = [];
  15376. loadedImages._internalCount = 0;
  15377. for (var index = 0; index < 6; index++) {
  15378. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15379. }
  15380. };
  15381. /** @hidden */
  15382. Engine.prototype._createTexture = function () {
  15383. var texture = this._gl.createTexture();
  15384. if (!texture) {
  15385. throw new Error("Unable to create texture");
  15386. }
  15387. return texture;
  15388. };
  15389. /**
  15390. * Usually called from BABYLON.Texture.ts.
  15391. * Passed information to create a WebGLTexture
  15392. * @param urlArg defines a value which contains one of the following:
  15393. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15394. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15395. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15396. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15397. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15398. * @param scene needed for loading to the correct scene
  15399. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15400. * @param onLoad optional callback to be called upon successful completion
  15401. * @param onError optional callback to be called upon failure
  15402. * @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
  15403. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15404. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15405. * @param forcedExtension defines the extension to use to pick the right loader
  15406. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15407. */
  15408. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension) {
  15409. var _this = this;
  15410. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15411. if (onLoad === void 0) { onLoad = null; }
  15412. if (onError === void 0) { onError = null; }
  15413. if (buffer === void 0) { buffer = null; }
  15414. if (fallback === void 0) { fallback = null; }
  15415. if (format === void 0) { format = null; }
  15416. if (forcedExtension === void 0) { forcedExtension = null; }
  15417. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15418. var fromData = url.substr(0, 5) === "data:";
  15419. var fromBlob = url.substr(0, 5) === "blob:";
  15420. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15421. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15422. // establish the file extension, if possible
  15423. var lastDot = url.lastIndexOf('.');
  15424. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15425. var loader = null;
  15426. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15427. var availableLoader = _a[_i];
  15428. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15429. loader = availableLoader;
  15430. break;
  15431. }
  15432. }
  15433. if (loader) {
  15434. url = loader.transformUrl(url, this._textureFormatInUse);
  15435. }
  15436. if (scene) {
  15437. scene._addPendingData(texture);
  15438. }
  15439. texture.url = url;
  15440. texture.generateMipMaps = !noMipmap;
  15441. texture.samplingMode = samplingMode;
  15442. texture.invertY = invertY;
  15443. if (!this._doNotHandleContextLost) {
  15444. // Keep a link to the buffer only if we plan to handle context lost
  15445. texture._buffer = buffer;
  15446. }
  15447. var onLoadObserver = null;
  15448. if (onLoad && !fallback) {
  15449. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15450. }
  15451. if (!fallback) {
  15452. this._internalTexturesCache.push(texture);
  15453. }
  15454. var onInternalError = function (message, exception) {
  15455. if (scene) {
  15456. scene._removePendingData(texture);
  15457. }
  15458. var customFallback = false;
  15459. if (loader) {
  15460. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15461. if (fallbackUrl) {
  15462. // Add Back
  15463. customFallback = true;
  15464. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15465. }
  15466. }
  15467. if (!customFallback) {
  15468. if (onLoadObserver) {
  15469. texture.onLoadedObservable.remove(onLoadObserver);
  15470. }
  15471. if (BABYLON.Tools.UseFallbackTexture) {
  15472. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15473. }
  15474. }
  15475. if (onError) {
  15476. onError(message || "Unknown error", exception);
  15477. }
  15478. };
  15479. // processing for non-image formats
  15480. if (loader) {
  15481. var callback = function (data) {
  15482. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done) {
  15483. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15484. done();
  15485. return false;
  15486. }, samplingMode);
  15487. });
  15488. };
  15489. if (!buffer) {
  15490. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15491. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15492. });
  15493. }
  15494. else {
  15495. callback(buffer);
  15496. }
  15497. }
  15498. else {
  15499. var onload = function (img) {
  15500. if (fromBlob && !_this._doNotHandleContextLost) {
  15501. // We need to store the image if we need to rebuild the texture
  15502. // in case of a webgl context lost
  15503. texture._buffer = img;
  15504. }
  15505. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15506. var gl = _this._gl;
  15507. var isPot = (img.width === potWidth && img.height === potHeight);
  15508. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15509. if (isPot) {
  15510. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15511. return false;
  15512. }
  15513. var maxTextureSize = _this._caps.maxTextureSize;
  15514. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15515. _this._prepareWorkingCanvas();
  15516. if (!_this._workingCanvas || !_this._workingContext) {
  15517. return false;
  15518. }
  15519. _this._workingCanvas.width = potWidth;
  15520. _this._workingCanvas.height = potHeight;
  15521. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15522. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15523. texture.width = potWidth;
  15524. texture.height = potHeight;
  15525. return false;
  15526. }
  15527. else {
  15528. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15529. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15530. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15531. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15532. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15533. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15534. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15535. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15536. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15537. _this._releaseTexture(source_1);
  15538. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15539. continuationCallback();
  15540. });
  15541. }
  15542. return true;
  15543. }, samplingMode);
  15544. };
  15545. if (!fromData || isBase64) {
  15546. if (buffer instanceof HTMLImageElement) {
  15547. onload(buffer);
  15548. }
  15549. else {
  15550. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15551. }
  15552. }
  15553. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15554. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15555. }
  15556. else {
  15557. onload(buffer);
  15558. }
  15559. }
  15560. return texture;
  15561. };
  15562. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15563. var _this = this;
  15564. var rtt = this.createRenderTargetTexture({
  15565. width: destination.width,
  15566. height: destination.height,
  15567. }, {
  15568. generateMipMaps: false,
  15569. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15570. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15571. generateDepthBuffer: false,
  15572. generateStencilBuffer: false
  15573. });
  15574. if (!this._rescalePostProcess) {
  15575. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15576. }
  15577. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15578. _this._rescalePostProcess.onApply = function (effect) {
  15579. effect._bindTexture("textureSampler", source);
  15580. };
  15581. var hostingScene = scene;
  15582. if (!hostingScene) {
  15583. hostingScene = _this.scenes[_this.scenes.length - 1];
  15584. }
  15585. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15586. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15587. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15588. _this.unBindFramebuffer(rtt);
  15589. _this._releaseTexture(rtt);
  15590. if (onComplete) {
  15591. onComplete();
  15592. }
  15593. });
  15594. };
  15595. /**
  15596. * Update a raw texture
  15597. * @param texture defines the texture to update
  15598. * @param data defines the data to store in the texture
  15599. * @param format defines the format of the data
  15600. * @param invertY defines if data must be stored with Y axis inverted
  15601. * @param compression defines the compression used (null by default)
  15602. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15603. */
  15604. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15605. if (compression === void 0) { compression = null; }
  15606. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15607. if (!texture) {
  15608. return;
  15609. }
  15610. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15611. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15612. // babylon's internalFormat but gl's texImage2D format
  15613. var internalFormat = this._getInternalFormat(format);
  15614. var textureType = this._getWebGLTextureType(type);
  15615. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15616. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15617. if (!this._doNotHandleContextLost) {
  15618. texture._bufferView = data;
  15619. texture.format = format;
  15620. texture.type = type;
  15621. texture.invertY = invertY;
  15622. texture._compression = compression;
  15623. }
  15624. if (texture.width % 4 !== 0) {
  15625. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15626. }
  15627. if (compression && data) {
  15628. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15629. }
  15630. else {
  15631. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15632. }
  15633. if (texture.generateMipMaps) {
  15634. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15635. }
  15636. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15637. // this.resetTextureCache();
  15638. texture.isReady = true;
  15639. };
  15640. /**
  15641. * Creates a raw texture
  15642. * @param data defines the data to store in the texture
  15643. * @param width defines the width of the texture
  15644. * @param height defines the height of the texture
  15645. * @param format defines the format of the data
  15646. * @param generateMipMaps defines if the engine should generate the mip levels
  15647. * @param invertY defines if data must be stored with Y axis inverted
  15648. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15649. * @param compression defines the compression used (null by default)
  15650. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15651. * @returns the raw texture inside an InternalTexture
  15652. */
  15653. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15654. if (compression === void 0) { compression = null; }
  15655. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15656. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15657. texture.baseWidth = width;
  15658. texture.baseHeight = height;
  15659. texture.width = width;
  15660. texture.height = height;
  15661. texture.format = format;
  15662. texture.generateMipMaps = generateMipMaps;
  15663. texture.samplingMode = samplingMode;
  15664. texture.invertY = invertY;
  15665. texture._compression = compression;
  15666. texture.type = type;
  15667. if (!this._doNotHandleContextLost) {
  15668. texture._bufferView = data;
  15669. }
  15670. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15671. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15672. // Filters
  15673. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15674. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15675. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15676. if (generateMipMaps) {
  15677. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15678. }
  15679. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15680. this._internalTexturesCache.push(texture);
  15681. return texture;
  15682. };
  15683. /** @hidden */
  15684. Engine.prototype._unpackFlipY = function (value) {
  15685. if (this._unpackFlipYCached !== value) {
  15686. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15687. if (this.enableUnpackFlipYCached) {
  15688. this._unpackFlipYCached = value;
  15689. }
  15690. }
  15691. };
  15692. /** @hidden */
  15693. Engine.prototype._getUnpackAlignement = function () {
  15694. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15695. };
  15696. /**
  15697. * Creates a dynamic texture
  15698. * @param width defines the width of the texture
  15699. * @param height defines the height of the texture
  15700. * @param generateMipMaps defines if the engine should generate the mip levels
  15701. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15702. * @returns the dynamic texture inside an InternalTexture
  15703. */
  15704. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15705. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15706. texture.baseWidth = width;
  15707. texture.baseHeight = height;
  15708. if (generateMipMaps) {
  15709. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15710. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15711. }
  15712. // this.resetTextureCache();
  15713. texture.width = width;
  15714. texture.height = height;
  15715. texture.isReady = false;
  15716. texture.generateMipMaps = generateMipMaps;
  15717. texture.samplingMode = samplingMode;
  15718. this.updateTextureSamplingMode(samplingMode, texture);
  15719. this._internalTexturesCache.push(texture);
  15720. return texture;
  15721. };
  15722. /**
  15723. * Update the sampling mode of a given texture
  15724. * @param samplingMode defines the required sampling mode
  15725. * @param texture defines the texture to update
  15726. */
  15727. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15728. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15729. if (texture.isCube) {
  15730. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15731. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15732. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15733. }
  15734. else if (texture.is3D) {
  15735. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15736. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15737. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  15738. }
  15739. else {
  15740. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15741. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15742. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15743. }
  15744. texture.samplingMode = samplingMode;
  15745. };
  15746. /**
  15747. * Update the content of a dynamic texture
  15748. * @param texture defines the texture to update
  15749. * @param canvas defines the canvas containing the source
  15750. * @param invertY defines if data must be stored with Y axis inverted
  15751. * @param premulAlpha defines if alpha is stored as premultiplied
  15752. * @param format defines the format of the data
  15753. */
  15754. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  15755. if (premulAlpha === void 0) { premulAlpha = false; }
  15756. if (!texture) {
  15757. return;
  15758. }
  15759. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15760. this._unpackFlipY(invertY);
  15761. if (premulAlpha) {
  15762. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  15763. }
  15764. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  15765. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  15766. if (texture.generateMipMaps) {
  15767. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15768. }
  15769. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15770. if (premulAlpha) {
  15771. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  15772. }
  15773. texture.isReady = true;
  15774. };
  15775. /**
  15776. * Update a video texture
  15777. * @param texture defines the texture to update
  15778. * @param video defines the video element to use
  15779. * @param invertY defines if data must be stored with Y axis inverted
  15780. */
  15781. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  15782. if (!texture || texture._isDisabled) {
  15783. return;
  15784. }
  15785. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15786. this._unpackFlipY(!invertY); // Video are upside down by default
  15787. try {
  15788. // Testing video texture support
  15789. if (this._videoTextureSupported === undefined) {
  15790. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15791. if (this._gl.getError() !== 0) {
  15792. this._videoTextureSupported = false;
  15793. }
  15794. else {
  15795. this._videoTextureSupported = true;
  15796. }
  15797. }
  15798. // Copy video through the current working canvas if video texture is not supported
  15799. if (!this._videoTextureSupported) {
  15800. if (!texture._workingCanvas) {
  15801. texture._workingCanvas = document.createElement("canvas");
  15802. var context = texture._workingCanvas.getContext("2d");
  15803. if (!context) {
  15804. throw new Error("Unable to get 2d context");
  15805. }
  15806. texture._workingContext = context;
  15807. texture._workingCanvas.width = texture.width;
  15808. texture._workingCanvas.height = texture.height;
  15809. }
  15810. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  15811. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  15812. }
  15813. else {
  15814. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15815. }
  15816. if (texture.generateMipMaps) {
  15817. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15818. }
  15819. if (!wasPreviouslyBound) {
  15820. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15821. }
  15822. // this.resetTextureCache();
  15823. texture.isReady = true;
  15824. }
  15825. catch (ex) {
  15826. // Something unexpected
  15827. // Let's disable the texture
  15828. texture._isDisabled = true;
  15829. }
  15830. };
  15831. /**
  15832. * Updates a depth texture Comparison Mode and Function.
  15833. * If the comparison Function is equal to 0, the mode will be set to none.
  15834. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  15835. * @param texture The texture to set the comparison function for
  15836. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  15837. */
  15838. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  15839. if (this.webGLVersion === 1) {
  15840. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  15841. return;
  15842. }
  15843. var gl = this._gl;
  15844. if (texture.isCube) {
  15845. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  15846. if (comparisonFunction === 0) {
  15847. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15848. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15849. }
  15850. else {
  15851. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15852. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15853. }
  15854. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15855. }
  15856. else {
  15857. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15858. if (comparisonFunction === 0) {
  15859. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15860. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15861. }
  15862. else {
  15863. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15864. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15865. }
  15866. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15867. }
  15868. texture._comparisonFunction = comparisonFunction;
  15869. };
  15870. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  15871. var width = size.width || size;
  15872. var height = size.height || size;
  15873. internalTexture.baseWidth = width;
  15874. internalTexture.baseHeight = height;
  15875. internalTexture.width = width;
  15876. internalTexture.height = height;
  15877. internalTexture.isReady = true;
  15878. internalTexture.samples = 1;
  15879. internalTexture.generateMipMaps = false;
  15880. internalTexture._generateDepthBuffer = true;
  15881. internalTexture._generateStencilBuffer = generateStencil;
  15882. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15883. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15884. internalTexture._comparisonFunction = comparisonFunction;
  15885. var gl = this._gl;
  15886. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  15887. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  15888. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  15889. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  15890. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15891. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15892. if (comparisonFunction === 0) {
  15893. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15894. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15895. }
  15896. else {
  15897. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15898. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15899. }
  15900. };
  15901. /**
  15902. * Creates a depth stencil texture.
  15903. * This is only available in WebGL 2 or with the depth texture extension available.
  15904. * @param size The size of face edge in the texture.
  15905. * @param options The options defining the texture.
  15906. * @returns The texture
  15907. */
  15908. Engine.prototype.createDepthStencilTexture = function (size, options) {
  15909. if (options.isCube) {
  15910. var width = size.width || size;
  15911. return this._createDepthStencilCubeTexture(width, options);
  15912. }
  15913. else {
  15914. return this._createDepthStencilTexture(size, options);
  15915. }
  15916. };
  15917. /**
  15918. * Creates a depth stencil texture.
  15919. * This is only available in WebGL 2 or with the depth texture extension available.
  15920. * @param size The size of face edge in the texture.
  15921. * @param options The options defining the texture.
  15922. * @returns The texture
  15923. */
  15924. Engine.prototype._createDepthStencilTexture = function (size, options) {
  15925. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  15926. if (!this._caps.depthTextureExtension) {
  15927. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  15928. return internalTexture;
  15929. }
  15930. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15931. var gl = this._gl;
  15932. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  15933. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15934. if (this.webGLVersion > 1) {
  15935. if (internalOptions.generateStencil) {
  15936. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15937. }
  15938. else {
  15939. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15940. }
  15941. }
  15942. else {
  15943. if (internalOptions.generateStencil) {
  15944. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15945. }
  15946. else {
  15947. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15948. }
  15949. }
  15950. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  15951. return internalTexture;
  15952. };
  15953. /**
  15954. * Creates a depth stencil cube texture.
  15955. * This is only available in WebGL 2.
  15956. * @param size The size of face edge in the cube texture.
  15957. * @param options The options defining the cube texture.
  15958. * @returns The cube texture
  15959. */
  15960. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  15961. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  15962. internalTexture.isCube = true;
  15963. if (this.webGLVersion === 1) {
  15964. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  15965. return internalTexture;
  15966. }
  15967. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15968. var gl = this._gl;
  15969. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  15970. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15971. // Create the depth/stencil buffer
  15972. for (var face = 0; face < 6; face++) {
  15973. if (internalOptions.generateStencil) {
  15974. 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);
  15975. }
  15976. else {
  15977. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15978. }
  15979. }
  15980. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  15981. return internalTexture;
  15982. };
  15983. /**
  15984. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  15985. * @param renderTarget The render target to set the frame buffer for
  15986. */
  15987. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  15988. // Create the framebuffer
  15989. var internalTexture = renderTarget.getInternalTexture();
  15990. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  15991. return;
  15992. }
  15993. var gl = this._gl;
  15994. var depthStencilTexture = renderTarget.depthStencilTexture;
  15995. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  15996. if (depthStencilTexture.isCube) {
  15997. if (depthStencilTexture._generateStencilBuffer) {
  15998. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  15999. }
  16000. else {
  16001. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16002. }
  16003. }
  16004. else {
  16005. if (depthStencilTexture._generateStencilBuffer) {
  16006. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16007. }
  16008. else {
  16009. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16010. }
  16011. }
  16012. this.bindUnboundFramebuffer(null);
  16013. };
  16014. /**
  16015. * Creates a new render target texture
  16016. * @param size defines the size of the texture
  16017. * @param options defines the options used to create the texture
  16018. * @returns a new render target texture stored in an InternalTexture
  16019. */
  16020. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16021. var fullOptions = new RenderTargetCreationOptions();
  16022. if (options !== undefined && typeof options === "object") {
  16023. fullOptions.generateMipMaps = options.generateMipMaps;
  16024. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16025. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16026. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16027. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16028. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16029. }
  16030. else {
  16031. fullOptions.generateMipMaps = options;
  16032. fullOptions.generateDepthBuffer = true;
  16033. fullOptions.generateStencilBuffer = false;
  16034. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16035. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16036. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16037. }
  16038. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16039. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16040. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16041. }
  16042. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16043. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16044. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16045. }
  16046. var gl = this._gl;
  16047. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16048. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16049. var width = size.width || size;
  16050. var height = size.height || size;
  16051. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16052. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16053. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16054. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16055. }
  16056. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16057. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16058. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16059. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16060. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16061. // Create the framebuffer
  16062. var currentFrameBuffer = this._currentFramebuffer;
  16063. var framebuffer = gl.createFramebuffer();
  16064. this.bindUnboundFramebuffer(framebuffer);
  16065. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16066. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16067. if (fullOptions.generateMipMaps) {
  16068. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16069. }
  16070. // Unbind
  16071. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16072. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16073. this.bindUnboundFramebuffer(currentFrameBuffer);
  16074. texture._framebuffer = framebuffer;
  16075. texture.baseWidth = width;
  16076. texture.baseHeight = height;
  16077. texture.width = width;
  16078. texture.height = height;
  16079. texture.isReady = true;
  16080. texture.samples = 1;
  16081. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16082. texture.samplingMode = fullOptions.samplingMode;
  16083. texture.type = fullOptions.type;
  16084. texture.format = fullOptions.format;
  16085. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16086. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16087. // this.resetTextureCache();
  16088. this._internalTexturesCache.push(texture);
  16089. return texture;
  16090. };
  16091. /**
  16092. * Create a multi render target texture
  16093. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16094. * @param size defines the size of the texture
  16095. * @param options defines the creation options
  16096. * @returns the cube texture as an InternalTexture
  16097. */
  16098. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16099. var generateMipMaps = false;
  16100. var generateDepthBuffer = true;
  16101. var generateStencilBuffer = false;
  16102. var generateDepthTexture = false;
  16103. var textureCount = 1;
  16104. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16105. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16106. var types = new Array();
  16107. var samplingModes = new Array();
  16108. if (options !== undefined) {
  16109. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16110. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16111. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16112. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16113. textureCount = options.textureCount || 1;
  16114. if (options.types) {
  16115. types = options.types;
  16116. }
  16117. if (options.samplingModes) {
  16118. samplingModes = options.samplingModes;
  16119. }
  16120. }
  16121. var gl = this._gl;
  16122. // Create the framebuffer
  16123. var framebuffer = gl.createFramebuffer();
  16124. this.bindUnboundFramebuffer(framebuffer);
  16125. var width = size.width || size;
  16126. var height = size.height || size;
  16127. var textures = [];
  16128. var attachments = [];
  16129. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16130. for (var i = 0; i < textureCount; i++) {
  16131. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16132. var type = types[i] || defaultType;
  16133. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16134. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16135. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16136. }
  16137. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16138. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16139. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16140. }
  16141. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16142. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16143. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16144. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16145. }
  16146. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16147. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16148. textures.push(texture);
  16149. attachments.push(attachment);
  16150. gl.activeTexture(gl["TEXTURE" + i]);
  16151. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16152. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16153. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16154. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16155. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16156. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16157. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16158. if (generateMipMaps) {
  16159. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16160. }
  16161. // Unbind
  16162. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16163. texture._framebuffer = framebuffer;
  16164. texture._depthStencilBuffer = depthStencilBuffer;
  16165. texture.baseWidth = width;
  16166. texture.baseHeight = height;
  16167. texture.width = width;
  16168. texture.height = height;
  16169. texture.isReady = true;
  16170. texture.samples = 1;
  16171. texture.generateMipMaps = generateMipMaps;
  16172. texture.samplingMode = samplingMode;
  16173. texture.type = type;
  16174. texture._generateDepthBuffer = generateDepthBuffer;
  16175. texture._generateStencilBuffer = generateStencilBuffer;
  16176. texture._attachments = attachments;
  16177. this._internalTexturesCache.push(texture);
  16178. }
  16179. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16180. // Depth texture
  16181. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16182. gl.activeTexture(gl.TEXTURE0);
  16183. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16184. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16185. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16186. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16187. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16188. 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);
  16189. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16190. depthTexture._framebuffer = framebuffer;
  16191. depthTexture.baseWidth = width;
  16192. depthTexture.baseHeight = height;
  16193. depthTexture.width = width;
  16194. depthTexture.height = height;
  16195. depthTexture.isReady = true;
  16196. depthTexture.samples = 1;
  16197. depthTexture.generateMipMaps = generateMipMaps;
  16198. depthTexture.samplingMode = gl.NEAREST;
  16199. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16200. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16201. textures.push(depthTexture);
  16202. this._internalTexturesCache.push(depthTexture);
  16203. }
  16204. gl.drawBuffers(attachments);
  16205. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16206. this.bindUnboundFramebuffer(null);
  16207. this.resetTextureCache();
  16208. return textures;
  16209. };
  16210. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16211. if (samples === void 0) { samples = 1; }
  16212. var depthStencilBuffer = null;
  16213. var gl = this._gl;
  16214. // Create the depth/stencil buffer
  16215. if (generateStencilBuffer) {
  16216. depthStencilBuffer = gl.createRenderbuffer();
  16217. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16218. if (samples > 1) {
  16219. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16220. }
  16221. else {
  16222. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16223. }
  16224. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16225. }
  16226. else if (generateDepthBuffer) {
  16227. depthStencilBuffer = gl.createRenderbuffer();
  16228. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16229. if (samples > 1) {
  16230. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16231. }
  16232. else {
  16233. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16234. }
  16235. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16236. }
  16237. return depthStencilBuffer;
  16238. };
  16239. /**
  16240. * Updates the sample count of a render target texture
  16241. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16242. * @param texture defines the texture to update
  16243. * @param samples defines the sample count to set
  16244. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16245. */
  16246. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16247. if (this.webGLVersion < 2 || !texture) {
  16248. return 1;
  16249. }
  16250. if (texture.samples === samples) {
  16251. return samples;
  16252. }
  16253. var gl = this._gl;
  16254. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16255. // Dispose previous render buffers
  16256. if (texture._depthStencilBuffer) {
  16257. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16258. texture._depthStencilBuffer = null;
  16259. }
  16260. if (texture._MSAAFramebuffer) {
  16261. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16262. texture._MSAAFramebuffer = null;
  16263. }
  16264. if (texture._MSAARenderBuffer) {
  16265. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16266. texture._MSAARenderBuffer = null;
  16267. }
  16268. if (samples > 1) {
  16269. var framebuffer = gl.createFramebuffer();
  16270. if (!framebuffer) {
  16271. throw new Error("Unable to create multi sampled framebuffer");
  16272. }
  16273. texture._MSAAFramebuffer = framebuffer;
  16274. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16275. var colorRenderbuffer = gl.createRenderbuffer();
  16276. if (!colorRenderbuffer) {
  16277. throw new Error("Unable to create multi sampled framebuffer");
  16278. }
  16279. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16280. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16281. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16282. texture._MSAARenderBuffer = colorRenderbuffer;
  16283. }
  16284. else {
  16285. this.bindUnboundFramebuffer(texture._framebuffer);
  16286. }
  16287. texture.samples = samples;
  16288. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16289. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16290. this.bindUnboundFramebuffer(null);
  16291. return samples;
  16292. };
  16293. /**
  16294. * Update the sample count for a given multiple render target texture
  16295. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16296. * @param textures defines the textures to update
  16297. * @param samples defines the sample count to set
  16298. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16299. */
  16300. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16301. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16302. return 1;
  16303. }
  16304. if (textures[0].samples === samples) {
  16305. return samples;
  16306. }
  16307. var gl = this._gl;
  16308. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16309. // Dispose previous render buffers
  16310. if (textures[0]._depthStencilBuffer) {
  16311. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16312. textures[0]._depthStencilBuffer = null;
  16313. }
  16314. if (textures[0]._MSAAFramebuffer) {
  16315. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16316. textures[0]._MSAAFramebuffer = null;
  16317. }
  16318. for (var i = 0; i < textures.length; i++) {
  16319. if (textures[i]._MSAARenderBuffer) {
  16320. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16321. textures[i]._MSAARenderBuffer = null;
  16322. }
  16323. }
  16324. if (samples > 1) {
  16325. var framebuffer = gl.createFramebuffer();
  16326. if (!framebuffer) {
  16327. throw new Error("Unable to create multi sampled framebuffer");
  16328. }
  16329. this.bindUnboundFramebuffer(framebuffer);
  16330. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16331. var attachments = [];
  16332. for (var i = 0; i < textures.length; i++) {
  16333. var texture = textures[i];
  16334. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16335. var colorRenderbuffer = gl.createRenderbuffer();
  16336. if (!colorRenderbuffer) {
  16337. throw new Error("Unable to create multi sampled framebuffer");
  16338. }
  16339. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16340. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16341. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16342. texture._MSAAFramebuffer = framebuffer;
  16343. texture._MSAARenderBuffer = colorRenderbuffer;
  16344. texture.samples = samples;
  16345. texture._depthStencilBuffer = depthStencilBuffer;
  16346. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16347. attachments.push(attachment);
  16348. }
  16349. gl.drawBuffers(attachments);
  16350. }
  16351. else {
  16352. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16353. }
  16354. this.bindUnboundFramebuffer(null);
  16355. return samples;
  16356. };
  16357. /** @hidden */
  16358. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16359. if (faceIndex === void 0) { faceIndex = 0; }
  16360. if (lod === void 0) { lod = 0; }
  16361. var gl = this._gl;
  16362. var target = gl.TEXTURE_2D;
  16363. if (texture.isCube) {
  16364. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16365. }
  16366. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16367. };
  16368. /** @hidden */
  16369. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16370. if (faceIndex === void 0) { faceIndex = 0; }
  16371. if (lod === void 0) { lod = 0; }
  16372. var gl = this._gl;
  16373. var textureType = this._getWebGLTextureType(texture.type);
  16374. var format = this._getInternalFormat(texture.format);
  16375. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16376. this._unpackFlipY(texture.invertY);
  16377. var target = gl.TEXTURE_2D;
  16378. if (texture.isCube) {
  16379. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16380. }
  16381. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16382. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16383. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16384. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16385. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16386. };
  16387. /** @hidden */
  16388. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16389. if (faceIndex === void 0) { faceIndex = 0; }
  16390. if (lod === void 0) { lod = 0; }
  16391. var gl = this._gl;
  16392. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16393. this._bindTextureDirectly(bindTarget, texture, true);
  16394. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16395. this._bindTextureDirectly(bindTarget, null, true);
  16396. };
  16397. /** @hidden */
  16398. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16399. if (faceIndex === void 0) { faceIndex = 0; }
  16400. if (lod === void 0) { lod = 0; }
  16401. var gl = this._gl;
  16402. var textureType = this._getWebGLTextureType(texture.type);
  16403. var format = this._getInternalFormat(texture.format);
  16404. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16405. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16406. this._bindTextureDirectly(bindTarget, texture, true);
  16407. this._unpackFlipY(texture.invertY);
  16408. var target = gl.TEXTURE_2D;
  16409. if (texture.isCube) {
  16410. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16411. }
  16412. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16413. this._bindTextureDirectly(bindTarget, null, true);
  16414. };
  16415. /**
  16416. * Creates a new render target cube texture
  16417. * @param size defines the size of the texture
  16418. * @param options defines the options used to create the texture
  16419. * @returns a new render target cube texture stored in an InternalTexture
  16420. */
  16421. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16422. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16423. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16424. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16425. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16426. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16427. }
  16428. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16429. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16430. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16431. }
  16432. var gl = this._gl;
  16433. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16434. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16435. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16436. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16437. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16438. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16439. }
  16440. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16441. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16442. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16443. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16444. for (var face = 0; face < 6; face++) {
  16445. 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);
  16446. }
  16447. // Create the framebuffer
  16448. var framebuffer = gl.createFramebuffer();
  16449. this.bindUnboundFramebuffer(framebuffer);
  16450. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16451. // MipMaps
  16452. if (fullOptions.generateMipMaps) {
  16453. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16454. }
  16455. // Unbind
  16456. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16457. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16458. this.bindUnboundFramebuffer(null);
  16459. texture._framebuffer = framebuffer;
  16460. texture.width = size;
  16461. texture.height = size;
  16462. texture.isReady = true;
  16463. texture.isCube = true;
  16464. texture.samples = 1;
  16465. texture.generateMipMaps = fullOptions.generateMipMaps;
  16466. texture.samplingMode = fullOptions.samplingMode;
  16467. texture.type = fullOptions.type;
  16468. texture.format = fullOptions.format;
  16469. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16470. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16471. this._internalTexturesCache.push(texture);
  16472. return texture;
  16473. };
  16474. /**
  16475. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16476. * @param rootUrl defines the url where the file to load is located
  16477. * @param scene defines the current scene
  16478. * @param lodScale defines scale to apply to the mip map selection
  16479. * @param lodOffset defines offset to apply to the mip map selection
  16480. * @param onLoad defines an optional callback raised when the texture is loaded
  16481. * @param onError defines an optional callback raised if there is an issue to load the texture
  16482. * @param format defines the format of the data
  16483. * @param forcedExtension defines the extension to use to pick the right loader
  16484. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16485. * @returns the cube texture as an InternalTexture
  16486. */
  16487. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16488. var _this = this;
  16489. if (onLoad === void 0) { onLoad = null; }
  16490. if (onError === void 0) { onError = null; }
  16491. if (forcedExtension === void 0) { forcedExtension = null; }
  16492. if (createPolynomials === void 0) { createPolynomials = true; }
  16493. var callback = function (loadData) {
  16494. if (!loadData) {
  16495. if (onLoad) {
  16496. onLoad(null);
  16497. }
  16498. return;
  16499. }
  16500. var texture = loadData.texture;
  16501. if (!createPolynomials) {
  16502. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16503. }
  16504. else if (loadData.info.sphericalPolynomial) {
  16505. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16506. }
  16507. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16508. if (_this._caps.textureLOD) {
  16509. // Do not add extra process if texture lod is supported.
  16510. if (onLoad) {
  16511. onLoad(texture);
  16512. }
  16513. return;
  16514. }
  16515. var mipSlices = 3;
  16516. var gl = _this._gl;
  16517. var width = loadData.width;
  16518. if (!width) {
  16519. return;
  16520. }
  16521. var textures = [];
  16522. for (var i = 0; i < mipSlices; i++) {
  16523. //compute LOD from even spacing in smoothness (matching shader calculation)
  16524. var smoothness = i / (mipSlices - 1);
  16525. var roughness = 1 - smoothness;
  16526. var minLODIndex = lodOffset; // roughness = 0
  16527. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16528. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16529. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16530. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16531. glTextureFromLod.type = texture.type;
  16532. glTextureFromLod.format = texture.format;
  16533. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16534. glTextureFromLod.height = glTextureFromLod.width;
  16535. glTextureFromLod.isCube = true;
  16536. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16537. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16538. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16539. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16540. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16541. if (loadData.isDDS) {
  16542. var info = loadData.info;
  16543. var data = loadData.data;
  16544. _this._unpackFlipY(info.isCompressed);
  16545. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16546. }
  16547. else {
  16548. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16549. }
  16550. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16551. // Wrap in a base texture for easy binding.
  16552. var lodTexture = new BABYLON.BaseTexture(scene);
  16553. lodTexture.isCube = true;
  16554. lodTexture._texture = glTextureFromLod;
  16555. glTextureFromLod.isReady = true;
  16556. textures.push(lodTexture);
  16557. }
  16558. texture._lodTextureHigh = textures[2];
  16559. texture._lodTextureMid = textures[1];
  16560. texture._lodTextureLow = textures[0];
  16561. if (onLoad) {
  16562. onLoad(texture);
  16563. }
  16564. };
  16565. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16566. };
  16567. /**
  16568. * Creates a cube texture
  16569. * @param rootUrl defines the url where the files to load is located
  16570. * @param scene defines the current scene
  16571. * @param files defines the list of files to load (1 per face)
  16572. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16573. * @param onLoad defines an optional callback raised when the texture is loaded
  16574. * @param onError defines an optional callback raised if there is an issue to load the texture
  16575. * @param format defines the format of the data
  16576. * @param forcedExtension defines the extension to use to pick the right loader
  16577. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16578. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16579. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16580. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16581. * @returns the cube texture as an InternalTexture
  16582. */
  16583. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback) {
  16584. var _this = this;
  16585. if (onLoad === void 0) { onLoad = null; }
  16586. if (onError === void 0) { onError = null; }
  16587. if (forcedExtension === void 0) { forcedExtension = null; }
  16588. if (createPolynomials === void 0) { createPolynomials = false; }
  16589. if (lodScale === void 0) { lodScale = 0; }
  16590. if (lodOffset === void 0) { lodOffset = 0; }
  16591. if (fallback === void 0) { fallback = null; }
  16592. var gl = this._gl;
  16593. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16594. texture.isCube = true;
  16595. texture.url = rootUrl;
  16596. texture.generateMipMaps = !noMipmap;
  16597. texture._lodGenerationScale = lodScale;
  16598. texture._lodGenerationOffset = lodOffset;
  16599. if (!this._doNotHandleContextLost) {
  16600. texture._extension = forcedExtension;
  16601. texture._files = files;
  16602. }
  16603. var lastDot = rootUrl.lastIndexOf('.');
  16604. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16605. var loader = null;
  16606. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16607. var availableLoader = _a[_i];
  16608. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16609. loader = availableLoader;
  16610. break;
  16611. }
  16612. }
  16613. var onInternalError = function (request, exception) {
  16614. if (loader) {
  16615. var fallbackUrl = loader.getFallbackTextureUrl(rootUrl, _this._textureFormatInUse);
  16616. if (fallbackUrl) {
  16617. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture);
  16618. }
  16619. }
  16620. if (onError && request) {
  16621. onError(request.status + " " + request.statusText, exception);
  16622. }
  16623. };
  16624. if (loader) {
  16625. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16626. var onloaddata = function (data) {
  16627. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16628. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16629. };
  16630. if (files && files.length === 6) {
  16631. if (loader.supportCascades) {
  16632. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16633. }
  16634. else if (onError) {
  16635. onError("Textures type does not support cascades.");
  16636. }
  16637. }
  16638. else {
  16639. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16640. }
  16641. }
  16642. else {
  16643. if (!files) {
  16644. throw new Error("Cannot load cubemap because files were not defined");
  16645. }
  16646. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16647. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16648. var height = width;
  16649. _this._prepareWorkingCanvas();
  16650. if (!_this._workingCanvas || !_this._workingContext) {
  16651. return;
  16652. }
  16653. _this._workingCanvas.width = width;
  16654. _this._workingCanvas.height = height;
  16655. var faces = [
  16656. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16657. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16658. ];
  16659. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16660. _this._unpackFlipY(false);
  16661. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16662. for (var index = 0; index < faces.length; index++) {
  16663. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16664. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16665. }
  16666. if (!noMipmap) {
  16667. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16668. }
  16669. _this._setCubeMapTextureParams(!noMipmap);
  16670. texture.width = width;
  16671. texture.height = height;
  16672. texture.isReady = true;
  16673. if (format) {
  16674. texture.format = format;
  16675. }
  16676. texture.onLoadedObservable.notifyObservers(texture);
  16677. texture.onLoadedObservable.clear();
  16678. if (onLoad) {
  16679. onLoad();
  16680. }
  16681. }, files, onError);
  16682. }
  16683. this._internalTexturesCache.push(texture);
  16684. return texture;
  16685. };
  16686. /**
  16687. * @hidden
  16688. */
  16689. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16690. var gl = this._gl;
  16691. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16692. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16693. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16694. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16695. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16696. // this.resetTextureCache();
  16697. };
  16698. /**
  16699. * Update a raw cube texture
  16700. * @param texture defines the texture to udpdate
  16701. * @param data defines the data to store
  16702. * @param format defines the data format
  16703. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16704. * @param invertY defines if data must be stored with Y axis inverted
  16705. * @param compression defines the compression used (null by default)
  16706. * @param level defines which level of the texture to update
  16707. */
  16708. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16709. if (compression === void 0) { compression = null; }
  16710. if (level === void 0) { level = 0; }
  16711. texture._bufferViewArray = data;
  16712. texture.format = format;
  16713. texture.type = type;
  16714. texture.invertY = invertY;
  16715. texture._compression = compression;
  16716. var gl = this._gl;
  16717. var textureType = this._getWebGLTextureType(type);
  16718. var internalFormat = this._getInternalFormat(format);
  16719. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16720. var needConversion = false;
  16721. if (internalFormat === gl.RGB) {
  16722. internalFormat = gl.RGBA;
  16723. needConversion = true;
  16724. }
  16725. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16726. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16727. if (texture.width % 4 !== 0) {
  16728. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  16729. }
  16730. // Data are known to be in +X +Y +Z -X -Y -Z
  16731. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16732. var faceData = data[faceIndex];
  16733. if (compression) {
  16734. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  16735. }
  16736. else {
  16737. if (needConversion) {
  16738. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  16739. }
  16740. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  16741. }
  16742. }
  16743. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16744. if (isPot && texture.generateMipMaps && level === 0) {
  16745. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16746. }
  16747. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16748. // this.resetTextureCache();
  16749. texture.isReady = true;
  16750. };
  16751. /**
  16752. * Creates a new raw cube texture
  16753. * @param data defines the array of data to use to create each face
  16754. * @param size defines the size of the textures
  16755. * @param format defines the format of the data
  16756. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16757. * @param generateMipMaps defines if the engine should generate the mip levels
  16758. * @param invertY defines if data must be stored with Y axis inverted
  16759. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16760. * @param compression defines the compression used (null by default)
  16761. * @returns the cube texture as an InternalTexture
  16762. */
  16763. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  16764. if (compression === void 0) { compression = null; }
  16765. var gl = this._gl;
  16766. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  16767. texture.isCube = true;
  16768. texture.format = format;
  16769. texture.type = type;
  16770. if (!this._doNotHandleContextLost) {
  16771. texture._bufferViewArray = data;
  16772. }
  16773. var textureType = this._getWebGLTextureType(type);
  16774. var internalFormat = this._getInternalFormat(format);
  16775. if (internalFormat === gl.RGB) {
  16776. internalFormat = gl.RGBA;
  16777. }
  16778. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  16779. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  16780. generateMipMaps = false;
  16781. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16782. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16783. }
  16784. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  16785. generateMipMaps = false;
  16786. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16787. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16788. }
  16789. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  16790. generateMipMaps = false;
  16791. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  16792. }
  16793. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  16794. generateMipMaps = false;
  16795. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  16796. }
  16797. var width = size;
  16798. var height = width;
  16799. texture.width = width;
  16800. texture.height = height;
  16801. // Double check on POT to generate Mips.
  16802. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16803. if (!isPot) {
  16804. generateMipMaps = false;
  16805. }
  16806. // Upload data if needed. The texture won't be ready until then.
  16807. if (data) {
  16808. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  16809. }
  16810. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16811. // Filters
  16812. if (data && generateMipMaps) {
  16813. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16814. }
  16815. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16816. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16817. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16818. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16819. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16820. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16821. texture.generateMipMaps = generateMipMaps;
  16822. return texture;
  16823. };
  16824. /**
  16825. * Creates a new raw cube texture from a specified url
  16826. * @param url defines the url where the data is located
  16827. * @param scene defines the current scene
  16828. * @param size defines the size of the textures
  16829. * @param format defines the format of the data
  16830. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16831. * @param noMipmap defines if the engine should avoid generating the mip levels
  16832. * @param callback defines a callback used to extract texture data from loaded data
  16833. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  16834. * @param onLoad defines a callback called when texture is loaded
  16835. * @param onError defines a callback called if there is an error
  16836. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16837. * @param invertY defines if data must be stored with Y axis inverted
  16838. * @returns the cube texture as an InternalTexture
  16839. */
  16840. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  16841. var _this = this;
  16842. if (onLoad === void 0) { onLoad = null; }
  16843. if (onError === void 0) { onError = null; }
  16844. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  16845. if (invertY === void 0) { invertY = false; }
  16846. var gl = this._gl;
  16847. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  16848. scene._addPendingData(texture);
  16849. texture.url = url;
  16850. this._internalTexturesCache.push(texture);
  16851. var onerror = function (request, exception) {
  16852. scene._removePendingData(texture);
  16853. if (onError && request) {
  16854. onError(request.status + " " + request.statusText, exception);
  16855. }
  16856. };
  16857. var internalCallback = function (data) {
  16858. var width = texture.width;
  16859. var faceDataArrays = callback(data);
  16860. if (!faceDataArrays) {
  16861. return;
  16862. }
  16863. if (mipmapGenerator) {
  16864. var textureType = _this._getWebGLTextureType(type);
  16865. var internalFormat = _this._getInternalFormat(format);
  16866. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  16867. var needConversion = false;
  16868. if (internalFormat === gl.RGB) {
  16869. internalFormat = gl.RGBA;
  16870. needConversion = true;
  16871. }
  16872. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16873. _this._unpackFlipY(false);
  16874. var mipData = mipmapGenerator(faceDataArrays);
  16875. for (var level = 0; level < mipData.length; level++) {
  16876. var mipSize = width >> level;
  16877. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16878. var mipFaceData = mipData[level][faceIndex];
  16879. if (needConversion) {
  16880. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  16881. }
  16882. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  16883. }
  16884. }
  16885. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16886. }
  16887. else {
  16888. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  16889. }
  16890. texture.isReady = true;
  16891. // this.resetTextureCache();
  16892. scene._removePendingData(texture);
  16893. if (onLoad) {
  16894. onLoad();
  16895. }
  16896. };
  16897. this._loadFile(url, function (data) {
  16898. internalCallback(data);
  16899. }, undefined, scene.offlineProvider, true, onerror);
  16900. return texture;
  16901. };
  16902. /**
  16903. * Update a raw 3D texture
  16904. * @param texture defines the texture to update
  16905. * @param data defines the data to store
  16906. * @param format defines the data format
  16907. * @param invertY defines if data must be stored with Y axis inverted
  16908. * @param compression defines the used compression (can be null)
  16909. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  16910. */
  16911. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  16912. if (compression === void 0) { compression = null; }
  16913. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16914. var internalType = this._getWebGLTextureType(textureType);
  16915. var internalFormat = this._getInternalFormat(format);
  16916. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  16917. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  16918. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16919. if (!this._doNotHandleContextLost) {
  16920. texture._bufferView = data;
  16921. texture.format = format;
  16922. texture.invertY = invertY;
  16923. texture._compression = compression;
  16924. }
  16925. if (texture.width % 4 !== 0) {
  16926. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  16927. }
  16928. if (compression && data) {
  16929. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  16930. }
  16931. else {
  16932. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  16933. }
  16934. if (texture.generateMipMaps) {
  16935. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  16936. }
  16937. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16938. // this.resetTextureCache();
  16939. texture.isReady = true;
  16940. };
  16941. /**
  16942. * Creates a new raw 3D texture
  16943. * @param data defines the data used to create the texture
  16944. * @param width defines the width of the texture
  16945. * @param height defines the height of the texture
  16946. * @param depth defines the depth of the texture
  16947. * @param format defines the format of the texture
  16948. * @param generateMipMaps defines if the engine must generate mip levels
  16949. * @param invertY defines if data must be stored with Y axis inverted
  16950. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16951. * @param compression defines the compressed used (can be null)
  16952. * @param textureType defines the compressed used (can be null)
  16953. * @returns a new raw 3D texture (stored in an InternalTexture)
  16954. */
  16955. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  16956. if (compression === void 0) { compression = null; }
  16957. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16958. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  16959. texture.baseWidth = width;
  16960. texture.baseHeight = height;
  16961. texture.baseDepth = depth;
  16962. texture.width = width;
  16963. texture.height = height;
  16964. texture.depth = depth;
  16965. texture.format = format;
  16966. texture.type = textureType;
  16967. texture.generateMipMaps = generateMipMaps;
  16968. texture.samplingMode = samplingMode;
  16969. texture.is3D = true;
  16970. if (!this._doNotHandleContextLost) {
  16971. texture._bufferView = data;
  16972. }
  16973. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  16974. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  16975. // Filters
  16976. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16977. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  16978. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16979. if (generateMipMaps) {
  16980. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  16981. }
  16982. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16983. this._internalTexturesCache.push(texture);
  16984. return texture;
  16985. };
  16986. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  16987. var gl = this._gl;
  16988. if (!gl) {
  16989. return;
  16990. }
  16991. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  16992. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16993. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16994. if (!noMipmap && !isCompressed) {
  16995. gl.generateMipmap(gl.TEXTURE_2D);
  16996. }
  16997. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16998. // this.resetTextureCache();
  16999. if (scene) {
  17000. scene._removePendingData(texture);
  17001. }
  17002. texture.onLoadedObservable.notifyObservers(texture);
  17003. texture.onLoadedObservable.clear();
  17004. };
  17005. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17006. var _this = this;
  17007. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17008. var maxTextureSize = this.getCaps().maxTextureSize;
  17009. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17010. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17011. var gl = this._gl;
  17012. if (!gl) {
  17013. return;
  17014. }
  17015. if (!texture._webGLTexture) {
  17016. // this.resetTextureCache();
  17017. if (scene) {
  17018. scene._removePendingData(texture);
  17019. }
  17020. return;
  17021. }
  17022. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17023. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17024. texture.baseWidth = width;
  17025. texture.baseHeight = height;
  17026. texture.width = potWidth;
  17027. texture.height = potHeight;
  17028. texture.isReady = true;
  17029. if (processFunction(potWidth, potHeight, function () {
  17030. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17031. })) {
  17032. // Returning as texture needs extra async steps
  17033. return;
  17034. }
  17035. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17036. };
  17037. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17038. // Create new RGBA data container.
  17039. var rgbaData;
  17040. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17041. rgbaData = new Float32Array(width * height * 4);
  17042. }
  17043. else {
  17044. rgbaData = new Uint32Array(width * height * 4);
  17045. }
  17046. // Convert each pixel.
  17047. for (var x = 0; x < width; x++) {
  17048. for (var y = 0; y < height; y++) {
  17049. var index = (y * width + x) * 3;
  17050. var newIndex = (y * width + x) * 4;
  17051. // Map Old Value to new value.
  17052. rgbaData[newIndex + 0] = rgbData[index + 0];
  17053. rgbaData[newIndex + 1] = rgbData[index + 1];
  17054. rgbaData[newIndex + 2] = rgbData[index + 2];
  17055. // Add fully opaque alpha channel.
  17056. rgbaData[newIndex + 3] = 1;
  17057. }
  17058. }
  17059. return rgbaData;
  17060. };
  17061. /** @hidden */
  17062. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17063. var gl = this._gl;
  17064. if (texture._framebuffer) {
  17065. gl.deleteFramebuffer(texture._framebuffer);
  17066. texture._framebuffer = null;
  17067. }
  17068. if (texture._depthStencilBuffer) {
  17069. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17070. texture._depthStencilBuffer = null;
  17071. }
  17072. if (texture._MSAAFramebuffer) {
  17073. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17074. texture._MSAAFramebuffer = null;
  17075. }
  17076. if (texture._MSAARenderBuffer) {
  17077. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17078. texture._MSAARenderBuffer = null;
  17079. }
  17080. };
  17081. /** @hidden */
  17082. Engine.prototype._releaseTexture = function (texture) {
  17083. var gl = this._gl;
  17084. this._releaseFramebufferObjects(texture);
  17085. gl.deleteTexture(texture._webGLTexture);
  17086. // Unbind channels
  17087. this.unbindAllTextures();
  17088. var index = this._internalTexturesCache.indexOf(texture);
  17089. if (index !== -1) {
  17090. this._internalTexturesCache.splice(index, 1);
  17091. }
  17092. // Integrated fixed lod samplers.
  17093. if (texture._lodTextureHigh) {
  17094. texture._lodTextureHigh.dispose();
  17095. }
  17096. if (texture._lodTextureMid) {
  17097. texture._lodTextureMid.dispose();
  17098. }
  17099. if (texture._lodTextureLow) {
  17100. texture._lodTextureLow.dispose();
  17101. }
  17102. // Set output texture of post process to null if the texture has been released/disposed
  17103. this.scenes.forEach(function (scene) {
  17104. scene.postProcesses.forEach(function (postProcess) {
  17105. if (postProcess._outputTexture == texture) {
  17106. postProcess._outputTexture = null;
  17107. }
  17108. });
  17109. scene.cameras.forEach(function (camera) {
  17110. camera._postProcesses.forEach(function (postProcess) {
  17111. if (postProcess) {
  17112. if (postProcess._outputTexture == texture) {
  17113. postProcess._outputTexture = null;
  17114. }
  17115. }
  17116. });
  17117. });
  17118. });
  17119. };
  17120. Engine.prototype.setProgram = function (program) {
  17121. if (this._currentProgram !== program) {
  17122. this._gl.useProgram(program);
  17123. this._currentProgram = program;
  17124. }
  17125. };
  17126. /**
  17127. * Binds an effect to the webGL context
  17128. * @param effect defines the effect to bind
  17129. */
  17130. Engine.prototype.bindSamplers = function (effect) {
  17131. this.setProgram(effect.getProgram());
  17132. var samplers = effect.getSamplers();
  17133. for (var index = 0; index < samplers.length; index++) {
  17134. var uniform = effect.getUniform(samplers[index]);
  17135. if (uniform) {
  17136. this._boundUniforms[index] = uniform;
  17137. }
  17138. }
  17139. this._currentEffect = null;
  17140. };
  17141. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17142. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17143. return;
  17144. }
  17145. // Remove
  17146. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17147. // Bind last to it
  17148. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17149. // Bind to dummy
  17150. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17151. };
  17152. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17153. if (!internalTexture) {
  17154. return -1;
  17155. }
  17156. internalTexture._initialSlot = channel;
  17157. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17158. if (channel !== internalTexture._designatedSlot) {
  17159. this._textureCollisions.addCount(1, false);
  17160. }
  17161. }
  17162. else {
  17163. if (channel !== internalTexture._designatedSlot) {
  17164. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17165. return internalTexture._designatedSlot;
  17166. }
  17167. else {
  17168. // No slot for this texture, let's pick a new one (if we find a free slot)
  17169. if (this._nextFreeTextureSlots.length) {
  17170. return this._nextFreeTextureSlots[0];
  17171. }
  17172. // We need to recycle the oldest bound texture, sorry.
  17173. this._textureCollisions.addCount(1, false);
  17174. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17175. }
  17176. }
  17177. }
  17178. return channel;
  17179. };
  17180. Engine.prototype._linkTrackers = function (previous, next) {
  17181. previous.next = next;
  17182. next.previous = previous;
  17183. };
  17184. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17185. var currentSlot = internalTexture._designatedSlot;
  17186. if (currentSlot === -1) {
  17187. return -1;
  17188. }
  17189. internalTexture._designatedSlot = -1;
  17190. if (this.disableTextureBindingOptimization) {
  17191. return -1;
  17192. }
  17193. // Remove from bound list
  17194. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17195. // Free the slot
  17196. this._boundTexturesCache[currentSlot] = null;
  17197. this._nextFreeTextureSlots.push(currentSlot);
  17198. return currentSlot;
  17199. };
  17200. Engine.prototype._activateCurrentTexture = function () {
  17201. if (this._currentTextureChannel !== this._activeChannel) {
  17202. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17203. this._currentTextureChannel = this._activeChannel;
  17204. }
  17205. };
  17206. /** @hidden */
  17207. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17208. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17209. if (force === void 0) { force = false; }
  17210. var wasPreviouslyBound = false;
  17211. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17212. this._activeChannel = texture._designatedSlot;
  17213. }
  17214. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17215. var isTextureForRendering = texture && texture._initialSlot > -1;
  17216. if (currentTextureBound !== texture || force) {
  17217. if (currentTextureBound) {
  17218. this._removeDesignatedSlot(currentTextureBound);
  17219. }
  17220. this._activateCurrentTexture();
  17221. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17222. this._boundTexturesCache[this._activeChannel] = texture;
  17223. if (texture) {
  17224. if (!this.disableTextureBindingOptimization) {
  17225. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17226. if (slotIndex > -1) {
  17227. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17228. }
  17229. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17230. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17231. }
  17232. texture._designatedSlot = this._activeChannel;
  17233. }
  17234. }
  17235. else if (forTextureDataUpdate) {
  17236. wasPreviouslyBound = true;
  17237. this._activateCurrentTexture();
  17238. }
  17239. if (isTextureForRendering && !forTextureDataUpdate) {
  17240. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17241. }
  17242. return wasPreviouslyBound;
  17243. };
  17244. /** @hidden */
  17245. Engine.prototype._bindTexture = function (channel, texture) {
  17246. if (channel < 0) {
  17247. return;
  17248. }
  17249. if (texture) {
  17250. channel = this._getCorrectTextureChannel(channel, texture);
  17251. }
  17252. this._activeChannel = channel;
  17253. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17254. };
  17255. /**
  17256. * Sets a texture to the webGL context from a postprocess
  17257. * @param channel defines the channel to use
  17258. * @param postProcess defines the source postprocess
  17259. */
  17260. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17261. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17262. };
  17263. /**
  17264. * Binds the output of the passed in post process to the texture channel specified
  17265. * @param channel The channel the texture should be bound to
  17266. * @param postProcess The post process which's output should be bound
  17267. */
  17268. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17269. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17270. };
  17271. /**
  17272. * Unbind all textures from the webGL context
  17273. */
  17274. Engine.prototype.unbindAllTextures = function () {
  17275. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17276. this._activeChannel = channel;
  17277. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17278. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17279. if (this.webGLVersion > 1) {
  17280. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17281. }
  17282. }
  17283. };
  17284. /**
  17285. * Sets a texture to the according uniform.
  17286. * @param channel The texture channel
  17287. * @param uniform The uniform to set
  17288. * @param texture The texture to apply
  17289. */
  17290. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17291. if (channel < 0) {
  17292. return;
  17293. }
  17294. if (uniform) {
  17295. this._boundUniforms[channel] = uniform;
  17296. }
  17297. this._setTexture(channel, texture);
  17298. };
  17299. /**
  17300. * Sets a depth stencil texture from a render target to the according uniform.
  17301. * @param channel The texture channel
  17302. * @param uniform The uniform to set
  17303. * @param texture The render target texture containing the depth stencil texture to apply
  17304. */
  17305. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17306. if (channel < 0) {
  17307. return;
  17308. }
  17309. if (uniform) {
  17310. this._boundUniforms[channel] = uniform;
  17311. }
  17312. if (!texture || !texture.depthStencilTexture) {
  17313. this._setTexture(channel, null);
  17314. }
  17315. else {
  17316. this._setTexture(channel, texture, false, true);
  17317. }
  17318. };
  17319. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17320. var uniform = this._boundUniforms[sourceSlot];
  17321. if (uniform._currentState === destination) {
  17322. return;
  17323. }
  17324. this._gl.uniform1i(uniform, destination);
  17325. uniform._currentState = destination;
  17326. };
  17327. Engine.prototype._getTextureWrapMode = function (mode) {
  17328. switch (mode) {
  17329. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17330. return this._gl.REPEAT;
  17331. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17332. return this._gl.CLAMP_TO_EDGE;
  17333. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17334. return this._gl.MIRRORED_REPEAT;
  17335. }
  17336. return this._gl.REPEAT;
  17337. };
  17338. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17339. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17340. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17341. // Not ready?
  17342. if (!texture) {
  17343. if (this._boundTexturesCache[channel] != null) {
  17344. this._activeChannel = channel;
  17345. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17346. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17347. if (this.webGLVersion > 1) {
  17348. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17349. }
  17350. }
  17351. return false;
  17352. }
  17353. // Video
  17354. if (texture.video) {
  17355. this._activeChannel = channel;
  17356. texture.update();
  17357. }
  17358. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17359. texture.delayLoad();
  17360. return false;
  17361. }
  17362. var internalTexture;
  17363. if (depthStencilTexture) {
  17364. internalTexture = texture.depthStencilTexture;
  17365. }
  17366. else if (texture.isReady()) {
  17367. internalTexture = texture.getInternalTexture();
  17368. }
  17369. else if (texture.isCube) {
  17370. internalTexture = this.emptyCubeTexture;
  17371. }
  17372. else if (texture.is3D) {
  17373. internalTexture = this.emptyTexture3D;
  17374. }
  17375. else {
  17376. internalTexture = this.emptyTexture;
  17377. }
  17378. if (!isPartOfTextureArray) {
  17379. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17380. }
  17381. var needToBind = true;
  17382. if (this._boundTexturesCache[channel] === internalTexture) {
  17383. this._moveBoundTextureOnTop(internalTexture);
  17384. if (!isPartOfTextureArray) {
  17385. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17386. }
  17387. needToBind = false;
  17388. }
  17389. this._activeChannel = channel;
  17390. if (internalTexture && internalTexture.is3D) {
  17391. if (needToBind) {
  17392. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17393. }
  17394. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17395. internalTexture._cachedWrapU = texture.wrapU;
  17396. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17397. }
  17398. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17399. internalTexture._cachedWrapV = texture.wrapV;
  17400. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17401. }
  17402. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17403. internalTexture._cachedWrapR = texture.wrapR;
  17404. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17405. }
  17406. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17407. }
  17408. else if (internalTexture && internalTexture.isCube) {
  17409. if (needToBind) {
  17410. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17411. }
  17412. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17413. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17414. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17415. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17416. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17417. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17418. }
  17419. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17420. }
  17421. else {
  17422. if (needToBind) {
  17423. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17424. }
  17425. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17426. internalTexture._cachedWrapU = texture.wrapU;
  17427. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17428. }
  17429. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17430. internalTexture._cachedWrapV = texture.wrapV;
  17431. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17432. }
  17433. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17434. }
  17435. return true;
  17436. };
  17437. /**
  17438. * Sets an array of texture to the webGL context
  17439. * @param channel defines the channel where the texture array must be set
  17440. * @param uniform defines the associated uniform location
  17441. * @param textures defines the array of textures to bind
  17442. */
  17443. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17444. if (channel < 0 || !uniform) {
  17445. return;
  17446. }
  17447. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17448. this._textureUnits = new Int32Array(textures.length);
  17449. }
  17450. for (var i = 0; i < textures.length; i++) {
  17451. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17452. }
  17453. this._gl.uniform1iv(uniform, this._textureUnits);
  17454. for (var index = 0; index < textures.length; index++) {
  17455. this._setTexture(this._textureUnits[index], textures[index], true);
  17456. }
  17457. };
  17458. /** @hidden */
  17459. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17460. var internalTexture = texture.getInternalTexture();
  17461. if (!internalTexture) {
  17462. return;
  17463. }
  17464. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17465. var value = texture.anisotropicFilteringLevel;
  17466. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17467. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17468. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17469. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17470. }
  17471. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17472. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17473. internalTexture._cachedAnisotropicFilteringLevel = value;
  17474. }
  17475. };
  17476. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17477. this._bindTextureDirectly(target, texture, true, true);
  17478. this._gl.texParameterf(target, parameter, value);
  17479. };
  17480. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17481. if (texture) {
  17482. this._bindTextureDirectly(target, texture, true, true);
  17483. }
  17484. this._gl.texParameteri(target, parameter, value);
  17485. };
  17486. /**
  17487. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17488. * @param x defines the x coordinate of the rectangle where pixels must be read
  17489. * @param y defines the y coordinate of the rectangle where pixels must be read
  17490. * @param width defines the width of the rectangle where pixels must be read
  17491. * @param height defines the height of the rectangle where pixels must be read
  17492. * @returns a Uint8Array containing RGBA colors
  17493. */
  17494. Engine.prototype.readPixels = function (x, y, width, height) {
  17495. var data = new Uint8Array(height * width * 4);
  17496. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17497. return data;
  17498. };
  17499. /**
  17500. * Add an externaly attached data from its key.
  17501. * This method call will fail and return false, if such key already exists.
  17502. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17503. * @param key the unique key that identifies the data
  17504. * @param data the data object to associate to the key for this Engine instance
  17505. * @return true if no such key were already present and the data was added successfully, false otherwise
  17506. */
  17507. Engine.prototype.addExternalData = function (key, data) {
  17508. if (!this._externalData) {
  17509. this._externalData = new BABYLON.StringDictionary();
  17510. }
  17511. return this._externalData.add(key, data);
  17512. };
  17513. /**
  17514. * Get an externaly attached data from its key
  17515. * @param key the unique key that identifies the data
  17516. * @return the associated data, if present (can be null), or undefined if not present
  17517. */
  17518. Engine.prototype.getExternalData = function (key) {
  17519. if (!this._externalData) {
  17520. this._externalData = new BABYLON.StringDictionary();
  17521. }
  17522. return this._externalData.get(key);
  17523. };
  17524. /**
  17525. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17526. * @param key the unique key that identifies the data
  17527. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17528. * @return the associated data, can be null if the factory returned null.
  17529. */
  17530. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17531. if (!this._externalData) {
  17532. this._externalData = new BABYLON.StringDictionary();
  17533. }
  17534. return this._externalData.getOrAddWithFactory(key, factory);
  17535. };
  17536. /**
  17537. * Remove an externaly attached data from the Engine instance
  17538. * @param key the unique key that identifies the data
  17539. * @return true if the data was successfully removed, false if it doesn't exist
  17540. */
  17541. Engine.prototype.removeExternalData = function (key) {
  17542. if (!this._externalData) {
  17543. this._externalData = new BABYLON.StringDictionary();
  17544. }
  17545. return this._externalData.remove(key);
  17546. };
  17547. /**
  17548. * Unbind all vertex attributes from the webGL context
  17549. */
  17550. Engine.prototype.unbindAllAttributes = function () {
  17551. if (this._mustWipeVertexAttributes) {
  17552. this._mustWipeVertexAttributes = false;
  17553. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17554. this._gl.disableVertexAttribArray(i);
  17555. this._vertexAttribArraysEnabled[i] = false;
  17556. this._currentBufferPointers[i].active = false;
  17557. }
  17558. return;
  17559. }
  17560. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17561. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17562. continue;
  17563. }
  17564. this._gl.disableVertexAttribArray(i);
  17565. this._vertexAttribArraysEnabled[i] = false;
  17566. this._currentBufferPointers[i].active = false;
  17567. }
  17568. };
  17569. /**
  17570. * 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
  17571. */
  17572. Engine.prototype.releaseEffects = function () {
  17573. for (var name in this._compiledEffects) {
  17574. this._deleteProgram(this._compiledEffects[name]._program);
  17575. }
  17576. this._compiledEffects = {};
  17577. };
  17578. /**
  17579. * Dispose and release all associated resources
  17580. */
  17581. Engine.prototype.dispose = function () {
  17582. this.hideLoadingUI();
  17583. this.stopRenderLoop();
  17584. // Release postProcesses
  17585. while (this.postProcesses.length) {
  17586. this.postProcesses[0].dispose();
  17587. }
  17588. // Empty texture
  17589. if (this._emptyTexture) {
  17590. this._releaseTexture(this._emptyTexture);
  17591. this._emptyTexture = null;
  17592. }
  17593. if (this._emptyCubeTexture) {
  17594. this._releaseTexture(this._emptyCubeTexture);
  17595. this._emptyCubeTexture = null;
  17596. }
  17597. // Rescale PP
  17598. if (this._rescalePostProcess) {
  17599. this._rescalePostProcess.dispose();
  17600. }
  17601. // Release scenes
  17602. while (this.scenes.length) {
  17603. this.scenes[0].dispose();
  17604. }
  17605. // Release audio engine
  17606. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17607. Engine.audioEngine.dispose();
  17608. }
  17609. // Release effects
  17610. this.releaseEffects();
  17611. // Unbind
  17612. this.unbindAllAttributes();
  17613. this._boundUniforms = [];
  17614. if (this._dummyFramebuffer) {
  17615. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17616. }
  17617. //WebVR
  17618. this.disableVR();
  17619. // Events
  17620. if (BABYLON.Tools.IsWindowObjectExist()) {
  17621. window.removeEventListener("blur", this._onBlur);
  17622. window.removeEventListener("focus", this._onFocus);
  17623. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17624. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17625. if (this._renderingCanvas) {
  17626. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17627. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17628. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17629. if (!this._doNotHandleContextLost) {
  17630. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17631. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17632. }
  17633. }
  17634. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17635. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17636. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17637. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17638. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17639. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17640. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17641. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17642. if (this._onVrDisplayConnect) {
  17643. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17644. if (this._onVrDisplayDisconnect) {
  17645. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17646. }
  17647. if (this._onVrDisplayPresentChange) {
  17648. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17649. }
  17650. this._onVrDisplayConnect = null;
  17651. this._onVrDisplayDisconnect = null;
  17652. }
  17653. }
  17654. // Remove from Instances
  17655. var index = Engine.Instances.indexOf(this);
  17656. if (index >= 0) {
  17657. Engine.Instances.splice(index, 1);
  17658. }
  17659. this._workingCanvas = null;
  17660. this._workingContext = null;
  17661. this._currentBufferPointers = [];
  17662. this._renderingCanvas = null;
  17663. this._currentProgram = null;
  17664. this._bindedRenderFunction = null;
  17665. this.onResizeObservable.clear();
  17666. this.onCanvasBlurObservable.clear();
  17667. this.onCanvasFocusObservable.clear();
  17668. this.onCanvasPointerOutObservable.clear();
  17669. this.onBeginFrameObservable.clear();
  17670. this.onEndFrameObservable.clear();
  17671. BABYLON.Effect.ResetCache();
  17672. // Abort active requests
  17673. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17674. var request = _a[_i];
  17675. request.abort();
  17676. }
  17677. };
  17678. // Loading screen
  17679. /**
  17680. * Display the loading screen
  17681. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17682. */
  17683. Engine.prototype.displayLoadingUI = function () {
  17684. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17685. return;
  17686. }
  17687. var loadingScreen = this.loadingScreen;
  17688. if (loadingScreen) {
  17689. loadingScreen.displayLoadingUI();
  17690. }
  17691. };
  17692. /**
  17693. * Hide the loading screen
  17694. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17695. */
  17696. Engine.prototype.hideLoadingUI = function () {
  17697. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17698. return;
  17699. }
  17700. var loadingScreen = this.loadingScreen;
  17701. if (loadingScreen) {
  17702. loadingScreen.hideLoadingUI();
  17703. }
  17704. };
  17705. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17706. /**
  17707. * Gets the current loading screen object
  17708. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17709. */
  17710. get: function () {
  17711. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17712. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17713. }
  17714. return this._loadingScreen;
  17715. },
  17716. /**
  17717. * Sets the current loading screen object
  17718. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17719. */
  17720. set: function (loadingScreen) {
  17721. this._loadingScreen = loadingScreen;
  17722. },
  17723. enumerable: true,
  17724. configurable: true
  17725. });
  17726. Object.defineProperty(Engine.prototype, "loadingUIText", {
  17727. /**
  17728. * Sets the current loading screen text
  17729. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17730. */
  17731. set: function (text) {
  17732. this.loadingScreen.loadingUIText = text;
  17733. },
  17734. enumerable: true,
  17735. configurable: true
  17736. });
  17737. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  17738. /**
  17739. * Sets the current loading screen background color
  17740. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17741. */
  17742. set: function (color) {
  17743. this.loadingScreen.loadingUIBackgroundColor = color;
  17744. },
  17745. enumerable: true,
  17746. configurable: true
  17747. });
  17748. /**
  17749. * Attach a new callback raised when context lost event is fired
  17750. * @param callback defines the callback to call
  17751. */
  17752. Engine.prototype.attachContextLostEvent = function (callback) {
  17753. if (this._renderingCanvas) {
  17754. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  17755. }
  17756. };
  17757. /**
  17758. * Attach a new callback raised when context restored event is fired
  17759. * @param callback defines the callback to call
  17760. */
  17761. Engine.prototype.attachContextRestoredEvent = function (callback) {
  17762. if (this._renderingCanvas) {
  17763. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  17764. }
  17765. };
  17766. /**
  17767. * Gets the source code of the vertex shader associated with a specific webGL program
  17768. * @param program defines the program to use
  17769. * @returns a string containing the source code of the vertex shader associated with the program
  17770. */
  17771. Engine.prototype.getVertexShaderSource = function (program) {
  17772. var shaders = this._gl.getAttachedShaders(program);
  17773. if (!shaders) {
  17774. return null;
  17775. }
  17776. return this._gl.getShaderSource(shaders[0]);
  17777. };
  17778. /**
  17779. * Gets the source code of the fragment shader associated with a specific webGL program
  17780. * @param program defines the program to use
  17781. * @returns a string containing the source code of the fragment shader associated with the program
  17782. */
  17783. Engine.prototype.getFragmentShaderSource = function (program) {
  17784. var shaders = this._gl.getAttachedShaders(program);
  17785. if (!shaders) {
  17786. return null;
  17787. }
  17788. return this._gl.getShaderSource(shaders[1]);
  17789. };
  17790. /**
  17791. * Get the current error code of the webGL context
  17792. * @returns the error code
  17793. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  17794. */
  17795. Engine.prototype.getError = function () {
  17796. return this._gl.getError();
  17797. };
  17798. // FPS
  17799. /**
  17800. * Gets the current framerate
  17801. * @returns a number representing the framerate
  17802. */
  17803. Engine.prototype.getFps = function () {
  17804. return this._fps;
  17805. };
  17806. /**
  17807. * Gets the time spent between current and previous frame
  17808. * @returns a number representing the delta time in ms
  17809. */
  17810. Engine.prototype.getDeltaTime = function () {
  17811. return this._deltaTime;
  17812. };
  17813. Engine.prototype._measureFps = function () {
  17814. this._performanceMonitor.sampleFrame();
  17815. this._fps = this._performanceMonitor.averageFPS;
  17816. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  17817. };
  17818. /** @hidden */
  17819. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  17820. if (faceIndex === void 0) { faceIndex = -1; }
  17821. if (level === void 0) { level = 0; }
  17822. if (buffer === void 0) { buffer = null; }
  17823. var gl = this._gl;
  17824. if (!this._dummyFramebuffer) {
  17825. var dummy = gl.createFramebuffer();
  17826. if (!dummy) {
  17827. throw new Error("Unable to create dummy framebuffer");
  17828. }
  17829. this._dummyFramebuffer = dummy;
  17830. }
  17831. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  17832. if (faceIndex > -1) {
  17833. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  17834. }
  17835. else {
  17836. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  17837. }
  17838. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  17839. switch (readType) {
  17840. case gl.UNSIGNED_BYTE:
  17841. if (!buffer) {
  17842. buffer = new Uint8Array(4 * width * height);
  17843. }
  17844. readType = gl.UNSIGNED_BYTE;
  17845. break;
  17846. default:
  17847. if (!buffer) {
  17848. buffer = new Float32Array(4 * width * height);
  17849. }
  17850. readType = gl.FLOAT;
  17851. break;
  17852. }
  17853. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  17854. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  17855. return buffer;
  17856. };
  17857. Engine.prototype._canRenderToFloatFramebuffer = function () {
  17858. if (this._webGLVersion > 1) {
  17859. return this._caps.colorBufferFloat;
  17860. }
  17861. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  17862. };
  17863. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  17864. if (this._webGLVersion > 1) {
  17865. return this._caps.colorBufferFloat;
  17866. }
  17867. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  17868. };
  17869. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  17870. Engine.prototype._canRenderToFramebuffer = function (type) {
  17871. var gl = this._gl;
  17872. //clear existing errors
  17873. while (gl.getError() !== gl.NO_ERROR) { }
  17874. var successful = true;
  17875. var texture = gl.createTexture();
  17876. gl.bindTexture(gl.TEXTURE_2D, texture);
  17877. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  17878. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  17879. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  17880. var fb = gl.createFramebuffer();
  17881. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  17882. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  17883. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  17884. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  17885. successful = successful && (gl.getError() === gl.NO_ERROR);
  17886. //try render by clearing frame buffer's color buffer
  17887. if (successful) {
  17888. gl.clear(gl.COLOR_BUFFER_BIT);
  17889. successful = successful && (gl.getError() === gl.NO_ERROR);
  17890. }
  17891. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  17892. if (successful) {
  17893. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  17894. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17895. var readFormat = gl.RGBA;
  17896. var readType = gl.UNSIGNED_BYTE;
  17897. var buffer = new Uint8Array(4);
  17898. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  17899. successful = successful && (gl.getError() === gl.NO_ERROR);
  17900. }
  17901. //clean up
  17902. gl.deleteTexture(texture);
  17903. gl.deleteFramebuffer(fb);
  17904. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17905. //clear accumulated errors
  17906. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  17907. return successful;
  17908. };
  17909. /** @hidden */
  17910. Engine.prototype._getWebGLTextureType = function (type) {
  17911. if (this._webGLVersion === 1) {
  17912. switch (type) {
  17913. case Engine.TEXTURETYPE_FLOAT:
  17914. return this._gl.FLOAT;
  17915. case Engine.TEXTURETYPE_HALF_FLOAT:
  17916. return this._gl.HALF_FLOAT_OES;
  17917. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17918. return this._gl.UNSIGNED_BYTE;
  17919. }
  17920. return this._gl.UNSIGNED_BYTE;
  17921. }
  17922. switch (type) {
  17923. case Engine.TEXTURETYPE_BYTE:
  17924. return this._gl.BYTE;
  17925. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17926. return this._gl.UNSIGNED_BYTE;
  17927. case Engine.TEXTURETYPE_SHORT:
  17928. return this._gl.SHORT;
  17929. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  17930. return this._gl.UNSIGNED_SHORT;
  17931. case Engine.TEXTURETYPE_INT:
  17932. return this._gl.INT;
  17933. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  17934. return this._gl.UNSIGNED_INT;
  17935. case Engine.TEXTURETYPE_FLOAT:
  17936. return this._gl.FLOAT;
  17937. case Engine.TEXTURETYPE_HALF_FLOAT:
  17938. return this._gl.HALF_FLOAT;
  17939. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  17940. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  17941. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  17942. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  17943. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  17944. return this._gl.UNSIGNED_SHORT_5_6_5;
  17945. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  17946. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  17947. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  17948. return this._gl.UNSIGNED_INT_24_8;
  17949. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  17950. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  17951. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  17952. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  17953. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  17954. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  17955. }
  17956. return this._gl.UNSIGNED_BYTE;
  17957. };
  17958. Engine.prototype._getInternalFormat = function (format) {
  17959. var internalFormat = this._gl.RGBA;
  17960. switch (format) {
  17961. case Engine.TEXTUREFORMAT_ALPHA:
  17962. internalFormat = this._gl.ALPHA;
  17963. break;
  17964. case Engine.TEXTUREFORMAT_LUMINANCE:
  17965. internalFormat = this._gl.LUMINANCE;
  17966. break;
  17967. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  17968. internalFormat = this._gl.LUMINANCE_ALPHA;
  17969. break;
  17970. case Engine.TEXTUREFORMAT_RED:
  17971. internalFormat = this._gl.RED;
  17972. break;
  17973. case Engine.TEXTUREFORMAT_RG:
  17974. internalFormat = this._gl.RG;
  17975. break;
  17976. case Engine.TEXTUREFORMAT_RGB:
  17977. internalFormat = this._gl.RGB;
  17978. break;
  17979. case Engine.TEXTUREFORMAT_RGBA:
  17980. internalFormat = this._gl.RGBA;
  17981. break;
  17982. }
  17983. if (this._webGLVersion > 1) {
  17984. switch (format) {
  17985. case Engine.TEXTUREFORMAT_RED_INTEGER:
  17986. internalFormat = this._gl.RED_INTEGER;
  17987. break;
  17988. case Engine.TEXTUREFORMAT_RG_INTEGER:
  17989. internalFormat = this._gl.RG_INTEGER;
  17990. break;
  17991. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  17992. internalFormat = this._gl.RGB_INTEGER;
  17993. break;
  17994. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  17995. internalFormat = this._gl.RGBA_INTEGER;
  17996. break;
  17997. }
  17998. }
  17999. return internalFormat;
  18000. };
  18001. /** @hidden */
  18002. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18003. if (this._webGLVersion === 1) {
  18004. if (format !== undefined) {
  18005. switch (format) {
  18006. case Engine.TEXTUREFORMAT_ALPHA:
  18007. return this._gl.ALPHA;
  18008. case Engine.TEXTUREFORMAT_LUMINANCE:
  18009. return this._gl.LUMINANCE;
  18010. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18011. return this._gl.LUMINANCE_ALPHA;
  18012. }
  18013. }
  18014. return this._gl.RGBA;
  18015. }
  18016. switch (type) {
  18017. case Engine.TEXTURETYPE_BYTE:
  18018. switch (format) {
  18019. case Engine.TEXTUREFORMAT_RED:
  18020. return this._gl.R8_SNORM;
  18021. case Engine.TEXTUREFORMAT_RG:
  18022. return this._gl.RG8_SNORM;
  18023. case Engine.TEXTUREFORMAT_RGB:
  18024. return this._gl.RGB8_SNORM;
  18025. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18026. return this._gl.R8I;
  18027. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18028. return this._gl.RG8I;
  18029. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18030. return this._gl.RGB8I;
  18031. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18032. return this._gl.RGBA8I;
  18033. default:
  18034. return this._gl.RGBA8_SNORM;
  18035. }
  18036. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18037. switch (format) {
  18038. case Engine.TEXTUREFORMAT_RED:
  18039. return this._gl.R8;
  18040. case Engine.TEXTUREFORMAT_RG:
  18041. return this._gl.RG8;
  18042. case Engine.TEXTUREFORMAT_RGB:
  18043. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18044. case Engine.TEXTUREFORMAT_RGBA:
  18045. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18046. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18047. return this._gl.R8UI;
  18048. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18049. return this._gl.RG8UI;
  18050. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18051. return this._gl.RGB8UI;
  18052. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18053. return this._gl.RGBA8UI;
  18054. default:
  18055. return this._gl.RGBA8;
  18056. }
  18057. case Engine.TEXTURETYPE_SHORT:
  18058. switch (format) {
  18059. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18060. return this._gl.R16I;
  18061. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18062. return this._gl.RG16I;
  18063. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18064. return this._gl.RGB16I;
  18065. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18066. return this._gl.RGBA16I;
  18067. default:
  18068. return this._gl.RGBA16I;
  18069. }
  18070. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18071. switch (format) {
  18072. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18073. return this._gl.R16UI;
  18074. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18075. return this._gl.RG16UI;
  18076. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18077. return this._gl.RGB16UI;
  18078. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18079. return this._gl.RGBA16UI;
  18080. default:
  18081. return this._gl.RGBA16UI;
  18082. }
  18083. case Engine.TEXTURETYPE_INT:
  18084. switch (format) {
  18085. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18086. return this._gl.R32I;
  18087. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18088. return this._gl.RG32I;
  18089. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18090. return this._gl.RGB32I;
  18091. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18092. return this._gl.RGBA32I;
  18093. default:
  18094. return this._gl.RGBA32I;
  18095. }
  18096. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18097. switch (format) {
  18098. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18099. return this._gl.R32UI;
  18100. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18101. return this._gl.RG32UI;
  18102. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18103. return this._gl.RGB32UI;
  18104. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18105. return this._gl.RGBA32UI;
  18106. default:
  18107. return this._gl.RGBA32UI;
  18108. }
  18109. case Engine.TEXTURETYPE_FLOAT:
  18110. switch (format) {
  18111. case Engine.TEXTUREFORMAT_RED:
  18112. return this._gl.R32F; // By default. Other possibility is R16F.
  18113. case Engine.TEXTUREFORMAT_RG:
  18114. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18115. case Engine.TEXTUREFORMAT_RGB:
  18116. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18117. case Engine.TEXTUREFORMAT_RGBA:
  18118. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18119. default:
  18120. return this._gl.RGBA32F;
  18121. }
  18122. case Engine.TEXTURETYPE_HALF_FLOAT:
  18123. switch (format) {
  18124. case Engine.TEXTUREFORMAT_RED:
  18125. return this._gl.R16F;
  18126. case Engine.TEXTUREFORMAT_RG:
  18127. return this._gl.RG16F;
  18128. case Engine.TEXTUREFORMAT_RGB:
  18129. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18130. case Engine.TEXTUREFORMAT_RGBA:
  18131. return this._gl.RGBA16F;
  18132. default:
  18133. return this._gl.RGBA16F;
  18134. }
  18135. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18136. return this._gl.RGB565;
  18137. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18138. return this._gl.R11F_G11F_B10F;
  18139. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18140. return this._gl.RGB9_E5;
  18141. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18142. return this._gl.RGBA4;
  18143. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18144. return this._gl.RGB5_A1;
  18145. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18146. switch (format) {
  18147. case Engine.TEXTUREFORMAT_RGBA:
  18148. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18149. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18150. return this._gl.RGB10_A2UI;
  18151. default:
  18152. return this._gl.RGB10_A2;
  18153. }
  18154. }
  18155. return this._gl.RGBA8;
  18156. };
  18157. /** @hidden */
  18158. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18159. if (type === Engine.TEXTURETYPE_FLOAT) {
  18160. return this._gl.RGBA32F;
  18161. }
  18162. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18163. return this._gl.RGBA16F;
  18164. }
  18165. return this._gl.RGBA8;
  18166. };
  18167. /** @hidden */
  18168. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18169. var _this = this;
  18170. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18171. this._activeRequests.push(request);
  18172. request.onCompleteObservable.add(function (request) {
  18173. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18174. });
  18175. return request;
  18176. };
  18177. /** @hidden */
  18178. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18179. var _this = this;
  18180. return new Promise(function (resolve, reject) {
  18181. _this._loadFile(url, function (data) {
  18182. resolve(data);
  18183. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18184. reject(exception);
  18185. });
  18186. });
  18187. };
  18188. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18189. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18190. var onload = function (data) {
  18191. loadedFiles[index] = data;
  18192. loadedFiles._internalCount++;
  18193. if (loadedFiles._internalCount === 6) {
  18194. onfinish(loadedFiles);
  18195. }
  18196. };
  18197. var onerror = function (request, exception) {
  18198. if (onErrorCallBack && request) {
  18199. onErrorCallBack(request.status + " " + request.statusText, exception);
  18200. }
  18201. };
  18202. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18203. };
  18204. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18205. if (onError === void 0) { onError = null; }
  18206. var loadedFiles = [];
  18207. loadedFiles._internalCount = 0;
  18208. for (var index = 0; index < 6; index++) {
  18209. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18210. }
  18211. };
  18212. // Statics
  18213. /**
  18214. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18215. * @returns true if the engine can be created
  18216. * @ignorenaming
  18217. */
  18218. Engine.isSupported = function () {
  18219. try {
  18220. var tempcanvas = document.createElement("canvas");
  18221. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18222. return gl != null && !!window.WebGLRenderingContext;
  18223. }
  18224. catch (e) {
  18225. return false;
  18226. }
  18227. };
  18228. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18229. Engine.ExceptionList = [
  18230. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18231. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18232. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18233. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18234. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18235. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18236. ];
  18237. /** Gets the list of created engines */
  18238. Engine.Instances = new Array();
  18239. /**
  18240. * Hidden
  18241. */
  18242. Engine._TextureLoaders = [];
  18243. // Const statics
  18244. /** Defines that alpha blending is disabled */
  18245. Engine.ALPHA_DISABLE = 0;
  18246. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18247. Engine.ALPHA_ADD = 1;
  18248. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18249. Engine.ALPHA_COMBINE = 2;
  18250. /** Defines that alpha blending to DEST - SRC * DEST */
  18251. Engine.ALPHA_SUBTRACT = 3;
  18252. /** Defines that alpha blending to SRC * DEST */
  18253. Engine.ALPHA_MULTIPLY = 4;
  18254. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18255. Engine.ALPHA_MAXIMIZED = 5;
  18256. /** Defines that alpha blending to SRC + DEST */
  18257. Engine.ALPHA_ONEONE = 6;
  18258. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18259. Engine.ALPHA_PREMULTIPLIED = 7;
  18260. /**
  18261. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18262. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18263. */
  18264. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18265. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18266. Engine.ALPHA_INTERPOLATE = 9;
  18267. /**
  18268. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18269. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18270. */
  18271. Engine.ALPHA_SCREENMODE = 10;
  18272. /** Defines that the ressource is not delayed*/
  18273. Engine.DELAYLOADSTATE_NONE = 0;
  18274. /** Defines that the ressource was successfully delay loaded */
  18275. Engine.DELAYLOADSTATE_LOADED = 1;
  18276. /** Defines that the ressource is currently delay loading */
  18277. Engine.DELAYLOADSTATE_LOADING = 2;
  18278. /** Defines that the ressource is delayed and has not started loading */
  18279. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18280. // Depht or Stencil test Constants.
  18281. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18282. Engine.NEVER = 0x0200;
  18283. /** 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 */
  18284. Engine.ALWAYS = 0x0207;
  18285. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18286. Engine.LESS = 0x0201;
  18287. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18288. Engine.EQUAL = 0x0202;
  18289. /** 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 */
  18290. Engine.LEQUAL = 0x0203;
  18291. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18292. Engine.GREATER = 0x0204;
  18293. /** 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 */
  18294. Engine.GEQUAL = 0x0206;
  18295. /** 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 */
  18296. Engine.NOTEQUAL = 0x0205;
  18297. // Stencil Actions Constants.
  18298. /** Passed to stencilOperation to specify that stencil value must be kept */
  18299. Engine.KEEP = 0x1E00;
  18300. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18301. Engine.REPLACE = 0x1E01;
  18302. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18303. Engine.INCR = 0x1E02;
  18304. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18305. Engine.DECR = 0x1E03;
  18306. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18307. Engine.INVERT = 0x150A;
  18308. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18309. Engine.INCR_WRAP = 0x8507;
  18310. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18311. Engine.DECR_WRAP = 0x8508;
  18312. /** Texture is not repeating outside of 0..1 UVs */
  18313. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18314. /** Texture is repeating outside of 0..1 UVs */
  18315. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18316. /** Texture is repeating and mirrored */
  18317. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18318. /** ALPHA */
  18319. Engine.TEXTUREFORMAT_ALPHA = 0;
  18320. /** LUMINANCE */
  18321. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18322. /** LUMINANCE_ALPHA */
  18323. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18324. /** RGB */
  18325. Engine.TEXTUREFORMAT_RGB = 4;
  18326. /** RGBA */
  18327. Engine.TEXTUREFORMAT_RGBA = 5;
  18328. /** RED */
  18329. Engine.TEXTUREFORMAT_RED = 6;
  18330. /** RED (2nd reference) */
  18331. Engine.TEXTUREFORMAT_R = 6;
  18332. /** RG */
  18333. Engine.TEXTUREFORMAT_RG = 7;
  18334. /** RED_INTEGER */
  18335. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18336. /** RED_INTEGER (2nd reference) */
  18337. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18338. /** RG_INTEGER */
  18339. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18340. /** RGB_INTEGER */
  18341. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18342. /** RGBA_INTEGER */
  18343. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18344. /** UNSIGNED_BYTE */
  18345. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18346. /** UNSIGNED_BYTE (2nd reference) */
  18347. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18348. /** FLOAT */
  18349. Engine.TEXTURETYPE_FLOAT = 1;
  18350. /** HALF_FLOAT */
  18351. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18352. /** BYTE */
  18353. Engine.TEXTURETYPE_BYTE = 3;
  18354. /** SHORT */
  18355. Engine.TEXTURETYPE_SHORT = 4;
  18356. /** UNSIGNED_SHORT */
  18357. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18358. /** INT */
  18359. Engine.TEXTURETYPE_INT = 6;
  18360. /** UNSIGNED_INT */
  18361. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18362. /** UNSIGNED_SHORT_4_4_4_4 */
  18363. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18364. /** UNSIGNED_SHORT_5_5_5_1 */
  18365. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18366. /** UNSIGNED_SHORT_5_6_5 */
  18367. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18368. /** UNSIGNED_INT_2_10_10_10_REV */
  18369. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18370. /** UNSIGNED_INT_24_8 */
  18371. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18372. /** UNSIGNED_INT_10F_11F_11F_REV */
  18373. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18374. /** UNSIGNED_INT_5_9_9_9_REV */
  18375. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18376. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18377. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18378. /** nearest is mag = nearest and min = nearest and mip = linear */
  18379. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18380. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18381. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18382. /** Trilinear is mag = linear and min = linear and mip = linear */
  18383. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18384. /** nearest is mag = nearest and min = nearest and mip = linear */
  18385. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18386. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18387. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18388. /** Trilinear is mag = linear and min = linear and mip = linear */
  18389. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18390. /** mag = nearest and min = nearest and mip = nearest */
  18391. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18392. /** mag = nearest and min = linear and mip = nearest */
  18393. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18394. /** mag = nearest and min = linear and mip = linear */
  18395. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18396. /** mag = nearest and min = linear and mip = none */
  18397. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18398. /** mag = nearest and min = nearest and mip = none */
  18399. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18400. /** mag = linear and min = nearest and mip = nearest */
  18401. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18402. /** mag = linear and min = nearest and mip = linear */
  18403. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18404. /** mag = linear and min = linear and mip = none */
  18405. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18406. /** mag = linear and min = nearest and mip = none */
  18407. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18408. /** Explicit coordinates mode */
  18409. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18410. /** Spherical coordinates mode */
  18411. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18412. /** Planar coordinates mode */
  18413. Engine.TEXTURE_PLANAR_MODE = 2;
  18414. /** Cubic coordinates mode */
  18415. Engine.TEXTURE_CUBIC_MODE = 3;
  18416. /** Projection coordinates mode */
  18417. Engine.TEXTURE_PROJECTION_MODE = 4;
  18418. /** Skybox coordinates mode */
  18419. Engine.TEXTURE_SKYBOX_MODE = 5;
  18420. /** Inverse Cubic coordinates mode */
  18421. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18422. /** Equirectangular coordinates mode */
  18423. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18424. /** Equirectangular Fixed coordinates mode */
  18425. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18426. /** Equirectangular Fixed Mirrored coordinates mode */
  18427. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18428. // Texture rescaling mode
  18429. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18430. Engine.SCALEMODE_FLOOR = 1;
  18431. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18432. Engine.SCALEMODE_NEAREST = 2;
  18433. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18434. Engine.SCALEMODE_CEILING = 3;
  18435. // Updatable statics so stick with vars here
  18436. /**
  18437. * Gets or sets the epsilon value used by collision engine
  18438. */
  18439. Engine.CollisionsEpsilon = 0.001;
  18440. /**
  18441. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18442. */
  18443. Engine.CodeRepository = "src/";
  18444. /**
  18445. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18446. */
  18447. Engine.ShadersRepository = "src/Shaders/";
  18448. return Engine;
  18449. }());
  18450. BABYLON.Engine = Engine;
  18451. })(BABYLON || (BABYLON = {}));
  18452. //# sourceMappingURL=babylon.engine.js.map
  18453. var BABYLON;
  18454. (function (BABYLON) {
  18455. /**
  18456. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18457. */
  18458. var Node = /** @class */ (function () {
  18459. /**
  18460. * Creates a new Node
  18461. * @param name the name and id to be given to this node
  18462. * @param scene the scene this node will be added to
  18463. */
  18464. function Node(name, scene) {
  18465. if (scene === void 0) { scene = null; }
  18466. /**
  18467. * Gets or sets a string used to store user defined state for the node
  18468. */
  18469. this.state = "";
  18470. /**
  18471. * Gets or sets an object used to store user defined information for the node
  18472. */
  18473. this.metadata = null;
  18474. /**
  18475. * Gets or sets a boolean used to define if the node must be serialized
  18476. */
  18477. this.doNotSerialize = false;
  18478. /** @hidden */
  18479. this._isDisposed = false;
  18480. /**
  18481. * Gets a list of Animations associated with the node
  18482. */
  18483. this.animations = new Array();
  18484. this._ranges = {};
  18485. this._isEnabled = true;
  18486. this._isParentEnabled = true;
  18487. this._isReady = true;
  18488. /** @hidden */
  18489. this._currentRenderId = -1;
  18490. this._parentRenderId = -1;
  18491. this._childRenderId = -1;
  18492. /** @hidden */
  18493. this._worldMatrix = BABYLON.Matrix.Identity();
  18494. /** @hidden */
  18495. this._worldMatrixDeterminant = 0;
  18496. /** @hidden */
  18497. this._sceneRootNodesIndex = -1;
  18498. this._animationPropertiesOverride = null;
  18499. /**
  18500. * An event triggered when the mesh is disposed
  18501. */
  18502. this.onDisposeObservable = new BABYLON.Observable();
  18503. // Behaviors
  18504. this._behaviors = new Array();
  18505. this.name = name;
  18506. this.id = name;
  18507. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18508. this.uniqueId = this._scene.getUniqueId();
  18509. this._initCache();
  18510. this.addToSceneRootNodes();
  18511. }
  18512. /**
  18513. * Add a new node constructor
  18514. * @param type defines the type name of the node to construct
  18515. * @param constructorFunc defines the constructor function
  18516. */
  18517. Node.AddNodeConstructor = function (type, constructorFunc) {
  18518. this._NodeConstructors[type] = constructorFunc;
  18519. };
  18520. /**
  18521. * Returns a node constructor based on type name
  18522. * @param type defines the type name
  18523. * @param name defines the new node name
  18524. * @param scene defines the hosting scene
  18525. * @param options defines optional options to transmit to constructors
  18526. * @returns the new constructor or null
  18527. */
  18528. Node.Construct = function (type, name, scene, options) {
  18529. var constructorFunc = this._NodeConstructors[type];
  18530. if (!constructorFunc) {
  18531. return null;
  18532. }
  18533. return constructorFunc(name, scene, options);
  18534. };
  18535. /**
  18536. * Gets a boolean indicating if the node has been disposed
  18537. * @returns true if the node was disposed
  18538. */
  18539. Node.prototype.isDisposed = function () {
  18540. return this._isDisposed;
  18541. };
  18542. Object.defineProperty(Node.prototype, "parent", {
  18543. get: function () {
  18544. return this._parentNode;
  18545. },
  18546. /**
  18547. * Gets or sets the parent of the node
  18548. */
  18549. set: function (parent) {
  18550. if (this._parentNode === parent) {
  18551. return;
  18552. }
  18553. var previousParentNode = this._parentNode;
  18554. // Remove self from list of children of parent
  18555. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18556. var index = this._parentNode._children.indexOf(this);
  18557. if (index !== -1) {
  18558. this._parentNode._children.splice(index, 1);
  18559. }
  18560. if (!parent) {
  18561. this.addToSceneRootNodes();
  18562. }
  18563. }
  18564. // Store new parent
  18565. this._parentNode = parent;
  18566. // Add as child to new parent
  18567. if (this._parentNode) {
  18568. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18569. this._parentNode._children = new Array();
  18570. }
  18571. this._parentNode._children.push(this);
  18572. if (!previousParentNode) {
  18573. this.removeFromSceneRootNodes();
  18574. }
  18575. }
  18576. // Enabled state
  18577. this._syncParentEnabledState();
  18578. },
  18579. enumerable: true,
  18580. configurable: true
  18581. });
  18582. Node.prototype.addToSceneRootNodes = function () {
  18583. if (this._sceneRootNodesIndex === -1) {
  18584. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18585. this._scene.rootNodes.push(this);
  18586. }
  18587. };
  18588. Node.prototype.removeFromSceneRootNodes = function () {
  18589. if (this._sceneRootNodesIndex !== -1) {
  18590. var rootNodes = this._scene.rootNodes;
  18591. var lastIdx = rootNodes.length - 1;
  18592. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18593. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18594. this._scene.rootNodes.pop();
  18595. this._sceneRootNodesIndex = -1;
  18596. }
  18597. };
  18598. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18599. /**
  18600. * Gets or sets the animation properties override
  18601. */
  18602. get: function () {
  18603. if (!this._animationPropertiesOverride) {
  18604. return this._scene.animationPropertiesOverride;
  18605. }
  18606. return this._animationPropertiesOverride;
  18607. },
  18608. set: function (value) {
  18609. this._animationPropertiesOverride = value;
  18610. },
  18611. enumerable: true,
  18612. configurable: true
  18613. });
  18614. /**
  18615. * Gets a string idenfifying the name of the class
  18616. * @returns "Node" string
  18617. */
  18618. Node.prototype.getClassName = function () {
  18619. return "Node";
  18620. };
  18621. Object.defineProperty(Node.prototype, "onDispose", {
  18622. /**
  18623. * Sets a callback that will be raised when the node will be disposed
  18624. */
  18625. set: function (callback) {
  18626. if (this._onDisposeObserver) {
  18627. this.onDisposeObservable.remove(this._onDisposeObserver);
  18628. }
  18629. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18630. },
  18631. enumerable: true,
  18632. configurable: true
  18633. });
  18634. /**
  18635. * Gets the scene of the node
  18636. * @returns a scene
  18637. */
  18638. Node.prototype.getScene = function () {
  18639. return this._scene;
  18640. };
  18641. /**
  18642. * Gets the engine of the node
  18643. * @returns a Engine
  18644. */
  18645. Node.prototype.getEngine = function () {
  18646. return this._scene.getEngine();
  18647. };
  18648. /**
  18649. * Attach a behavior to the node
  18650. * @see http://doc.babylonjs.com/features/behaviour
  18651. * @param behavior defines the behavior to attach
  18652. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18653. * @returns the current Node
  18654. */
  18655. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18656. var _this = this;
  18657. if (attachImmediately === void 0) { attachImmediately = false; }
  18658. var index = this._behaviors.indexOf(behavior);
  18659. if (index !== -1) {
  18660. return this;
  18661. }
  18662. behavior.init();
  18663. if (this._scene.isLoading && !attachImmediately) {
  18664. // We defer the attach when the scene will be loaded
  18665. this._scene.onDataLoadedObservable.addOnce(function () {
  18666. behavior.attach(_this);
  18667. });
  18668. }
  18669. else {
  18670. behavior.attach(this);
  18671. }
  18672. this._behaviors.push(behavior);
  18673. return this;
  18674. };
  18675. /**
  18676. * Remove an attached behavior
  18677. * @see http://doc.babylonjs.com/features/behaviour
  18678. * @param behavior defines the behavior to attach
  18679. * @returns the current Node
  18680. */
  18681. Node.prototype.removeBehavior = function (behavior) {
  18682. var index = this._behaviors.indexOf(behavior);
  18683. if (index === -1) {
  18684. return this;
  18685. }
  18686. this._behaviors[index].detach();
  18687. this._behaviors.splice(index, 1);
  18688. return this;
  18689. };
  18690. Object.defineProperty(Node.prototype, "behaviors", {
  18691. /**
  18692. * Gets the list of attached behaviors
  18693. * @see http://doc.babylonjs.com/features/behaviour
  18694. */
  18695. get: function () {
  18696. return this._behaviors;
  18697. },
  18698. enumerable: true,
  18699. configurable: true
  18700. });
  18701. /**
  18702. * Gets an attached behavior by name
  18703. * @param name defines the name of the behavior to look for
  18704. * @see http://doc.babylonjs.com/features/behaviour
  18705. * @returns null if behavior was not found else the requested behavior
  18706. */
  18707. Node.prototype.getBehaviorByName = function (name) {
  18708. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18709. var behavior = _a[_i];
  18710. if (behavior.name === name) {
  18711. return behavior;
  18712. }
  18713. }
  18714. return null;
  18715. };
  18716. /**
  18717. * Returns the latest update of the World matrix
  18718. * @returns a Matrix
  18719. */
  18720. Node.prototype.getWorldMatrix = function () {
  18721. if (this._currentRenderId !== this._scene.getRenderId()) {
  18722. this.computeWorldMatrix();
  18723. }
  18724. return this._worldMatrix;
  18725. };
  18726. /** @hidden */
  18727. Node.prototype._getWorldMatrixDeterminant = function () {
  18728. return this._worldMatrixDeterminant;
  18729. };
  18730. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  18731. /**
  18732. * Returns directly the latest state of the mesh World matrix.
  18733. * A Matrix is returned.
  18734. */
  18735. get: function () {
  18736. return this._worldMatrix;
  18737. },
  18738. enumerable: true,
  18739. configurable: true
  18740. });
  18741. // override it in derived class if you add new variables to the cache
  18742. // and call the parent class method
  18743. /** @hidden */
  18744. Node.prototype._initCache = function () {
  18745. this._cache = {};
  18746. this._cache.parent = undefined;
  18747. };
  18748. /** @hidden */
  18749. Node.prototype.updateCache = function (force) {
  18750. if (!force && this.isSynchronized()) {
  18751. return;
  18752. }
  18753. this._cache.parent = this.parent;
  18754. this._updateCache();
  18755. };
  18756. // override it in derived class if you add new variables to the cache
  18757. // and call the parent class method if !ignoreParentClass
  18758. /** @hidden */
  18759. Node.prototype._updateCache = function (ignoreParentClass) {
  18760. };
  18761. // override it in derived class if you add new variables to the cache
  18762. /** @hidden */
  18763. Node.prototype._isSynchronized = function () {
  18764. return true;
  18765. };
  18766. /** @hidden */
  18767. Node.prototype._markSyncedWithParent = function () {
  18768. if (this._parentNode) {
  18769. this._parentRenderId = this._parentNode._childRenderId;
  18770. }
  18771. };
  18772. /** @hidden */
  18773. Node.prototype.isSynchronizedWithParent = function () {
  18774. if (!this._parentNode) {
  18775. return true;
  18776. }
  18777. if (this._parentRenderId !== this._parentNode._childRenderId) {
  18778. return false;
  18779. }
  18780. return this._parentNode.isSynchronized();
  18781. };
  18782. /** @hidden */
  18783. Node.prototype.isSynchronized = function () {
  18784. if (this._cache.parent != this._parentNode) {
  18785. this._cache.parent = this._parentNode;
  18786. return false;
  18787. }
  18788. if (this._parentNode && !this.isSynchronizedWithParent()) {
  18789. return false;
  18790. }
  18791. return this._isSynchronized();
  18792. };
  18793. /**
  18794. * Is this node ready to be used/rendered
  18795. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  18796. * @return true if the node is ready
  18797. */
  18798. Node.prototype.isReady = function (completeCheck) {
  18799. if (completeCheck === void 0) { completeCheck = false; }
  18800. return this._isReady;
  18801. };
  18802. /**
  18803. * Is this node enabled?
  18804. * 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
  18805. * @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
  18806. * @return whether this node (and its parent) is enabled
  18807. */
  18808. Node.prototype.isEnabled = function (checkAncestors) {
  18809. if (checkAncestors === void 0) { checkAncestors = true; }
  18810. if (checkAncestors === false) {
  18811. return this._isEnabled;
  18812. }
  18813. if (!this._isEnabled) {
  18814. return false;
  18815. }
  18816. return this._isParentEnabled;
  18817. };
  18818. /** @hidden */
  18819. Node.prototype._syncParentEnabledState = function () {
  18820. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  18821. if (this._children) {
  18822. this._children.forEach(function (c) {
  18823. c._syncParentEnabledState(); // Force children to update accordingly
  18824. });
  18825. }
  18826. };
  18827. /**
  18828. * Set the enabled state of this node
  18829. * @param value defines the new enabled state
  18830. */
  18831. Node.prototype.setEnabled = function (value) {
  18832. this._isEnabled = value;
  18833. this._syncParentEnabledState();
  18834. };
  18835. /**
  18836. * Is this node a descendant of the given node?
  18837. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  18838. * @param ancestor defines the parent node to inspect
  18839. * @returns a boolean indicating if this node is a descendant of the given node
  18840. */
  18841. Node.prototype.isDescendantOf = function (ancestor) {
  18842. if (this.parent) {
  18843. if (this.parent === ancestor) {
  18844. return true;
  18845. }
  18846. return this.parent.isDescendantOf(ancestor);
  18847. }
  18848. return false;
  18849. };
  18850. /** @hidden */
  18851. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  18852. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  18853. if (!this._children) {
  18854. return;
  18855. }
  18856. for (var index = 0; index < this._children.length; index++) {
  18857. var item = this._children[index];
  18858. if (!predicate || predicate(item)) {
  18859. results.push(item);
  18860. }
  18861. if (!directDescendantsOnly) {
  18862. item._getDescendants(results, false, predicate);
  18863. }
  18864. }
  18865. };
  18866. /**
  18867. * Will return all nodes that have this node as ascendant
  18868. * @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
  18869. * @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
  18870. * @return all children nodes of all types
  18871. */
  18872. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  18873. var results = new Array();
  18874. this._getDescendants(results, directDescendantsOnly, predicate);
  18875. return results;
  18876. };
  18877. /**
  18878. * Get all child-meshes of this node
  18879. * @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
  18880. * @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
  18881. * @returns an array of AbstractMesh
  18882. */
  18883. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  18884. var results = [];
  18885. this._getDescendants(results, directDescendantsOnly, function (node) {
  18886. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  18887. });
  18888. return results;
  18889. };
  18890. /**
  18891. * Get all child-transformNodes of this node
  18892. * @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
  18893. * @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
  18894. * @returns an array of TransformNode
  18895. */
  18896. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  18897. var results = [];
  18898. this._getDescendants(results, directDescendantsOnly, function (node) {
  18899. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  18900. });
  18901. return results;
  18902. };
  18903. /**
  18904. * Get all direct children of this node
  18905. * @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
  18906. * @returns an array of Node
  18907. */
  18908. Node.prototype.getChildren = function (predicate) {
  18909. return this.getDescendants(true, predicate);
  18910. };
  18911. /** @hidden */
  18912. Node.prototype._setReady = function (state) {
  18913. if (state === this._isReady) {
  18914. return;
  18915. }
  18916. if (!state) {
  18917. this._isReady = false;
  18918. return;
  18919. }
  18920. if (this.onReady) {
  18921. this.onReady(this);
  18922. }
  18923. this._isReady = true;
  18924. };
  18925. /**
  18926. * Get an animation by name
  18927. * @param name defines the name of the animation to look for
  18928. * @returns null if not found else the requested animation
  18929. */
  18930. Node.prototype.getAnimationByName = function (name) {
  18931. for (var i = 0; i < this.animations.length; i++) {
  18932. var animation = this.animations[i];
  18933. if (animation.name === name) {
  18934. return animation;
  18935. }
  18936. }
  18937. return null;
  18938. };
  18939. /**
  18940. * Creates an animation range for this node
  18941. * @param name defines the name of the range
  18942. * @param from defines the starting key
  18943. * @param to defines the end key
  18944. */
  18945. Node.prototype.createAnimationRange = function (name, from, to) {
  18946. // check name not already in use
  18947. if (!this._ranges[name]) {
  18948. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  18949. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  18950. if (this.animations[i]) {
  18951. this.animations[i].createRange(name, from, to);
  18952. }
  18953. }
  18954. }
  18955. };
  18956. /**
  18957. * Delete a specific animation range
  18958. * @param name defines the name of the range to delete
  18959. * @param deleteFrames defines if animation frames from the range must be deleted as well
  18960. */
  18961. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  18962. if (deleteFrames === void 0) { deleteFrames = true; }
  18963. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  18964. if (this.animations[i]) {
  18965. this.animations[i].deleteRange(name, deleteFrames);
  18966. }
  18967. }
  18968. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  18969. };
  18970. /**
  18971. * Get an animation range by name
  18972. * @param name defines the name of the animation range to look for
  18973. * @returns null if not found else the requested animation range
  18974. */
  18975. Node.prototype.getAnimationRange = function (name) {
  18976. return this._ranges[name];
  18977. };
  18978. /**
  18979. * Will start the animation sequence
  18980. * @param name defines the range frames for animation sequence
  18981. * @param loop defines if the animation should loop (false by default)
  18982. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  18983. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  18984. * @returns the object created for this animation. If range does not exist, it will return null
  18985. */
  18986. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  18987. var range = this.getAnimationRange(name);
  18988. if (!range) {
  18989. return null;
  18990. }
  18991. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  18992. };
  18993. /**
  18994. * Serialize animation ranges into a JSON compatible object
  18995. * @returns serialization object
  18996. */
  18997. Node.prototype.serializeAnimationRanges = function () {
  18998. var serializationRanges = [];
  18999. for (var name in this._ranges) {
  19000. var localRange = this._ranges[name];
  19001. if (!localRange) {
  19002. continue;
  19003. }
  19004. var range = {};
  19005. range.name = name;
  19006. range.from = localRange.from;
  19007. range.to = localRange.to;
  19008. serializationRanges.push(range);
  19009. }
  19010. return serializationRanges;
  19011. };
  19012. /**
  19013. * Computes the world matrix of the node
  19014. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19015. * @returns the world matrix
  19016. */
  19017. Node.prototype.computeWorldMatrix = function (force) {
  19018. if (!this._worldMatrix) {
  19019. this._worldMatrix = BABYLON.Matrix.Identity();
  19020. }
  19021. return this._worldMatrix;
  19022. };
  19023. /**
  19024. * Releases resources associated with this node.
  19025. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19026. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19027. */
  19028. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19029. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19030. if (!doNotRecurse) {
  19031. var nodes = this.getDescendants(true);
  19032. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19033. var node = nodes_1[_i];
  19034. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19035. }
  19036. }
  19037. else {
  19038. var transformNodes = this.getChildTransformNodes(true);
  19039. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19040. var transformNode = transformNodes_1[_a];
  19041. transformNode.parent = null;
  19042. transformNode.computeWorldMatrix(true);
  19043. }
  19044. }
  19045. if (!this.parent) {
  19046. this.removeFromSceneRootNodes();
  19047. }
  19048. else {
  19049. this.parent = null;
  19050. }
  19051. // Callback
  19052. this.onDisposeObservable.notifyObservers(this);
  19053. this.onDisposeObservable.clear();
  19054. // Behaviors
  19055. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19056. var behavior = _c[_b];
  19057. behavior.detach();
  19058. }
  19059. this._behaviors = [];
  19060. this._isDisposed = true;
  19061. };
  19062. /**
  19063. * Parse animation range data from a serialization object and store them into a given node
  19064. * @param node defines where to store the animation ranges
  19065. * @param parsedNode defines the serialization object to read data from
  19066. * @param scene defines the hosting scene
  19067. */
  19068. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19069. if (parsedNode.ranges) {
  19070. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19071. var data = parsedNode.ranges[index];
  19072. node.createAnimationRange(data.name, data.from, data.to);
  19073. }
  19074. }
  19075. };
  19076. Node._NodeConstructors = {};
  19077. __decorate([
  19078. BABYLON.serialize()
  19079. ], Node.prototype, "name", void 0);
  19080. __decorate([
  19081. BABYLON.serialize()
  19082. ], Node.prototype, "id", void 0);
  19083. __decorate([
  19084. BABYLON.serialize()
  19085. ], Node.prototype, "uniqueId", void 0);
  19086. __decorate([
  19087. BABYLON.serialize()
  19088. ], Node.prototype, "state", void 0);
  19089. __decorate([
  19090. BABYLON.serialize()
  19091. ], Node.prototype, "metadata", void 0);
  19092. return Node;
  19093. }());
  19094. BABYLON.Node = Node;
  19095. })(BABYLON || (BABYLON = {}));
  19096. //# sourceMappingURL=babylon.node.js.map
  19097. var BABYLON;
  19098. (function (BABYLON) {
  19099. // This matrix is used as a value to reset the bounding box.
  19100. var _identityMatrix = BABYLON.Matrix.Identity();
  19101. /**
  19102. * Class used to store bounding sphere information
  19103. */
  19104. var BoundingSphere = /** @class */ (function () {
  19105. /**
  19106. * Creates a new bounding sphere
  19107. * @param min defines the minimum vector (in local space)
  19108. * @param max defines the maximum vector (in local space)
  19109. * @param worldMatrix defines the new world matrix
  19110. */
  19111. function BoundingSphere(min, max, worldMatrix) {
  19112. /**
  19113. * Gets the center of the bounding sphere in local space
  19114. */
  19115. this.center = BABYLON.Vector3.Zero();
  19116. /**
  19117. * Gets the center of the bounding sphere in world space
  19118. */
  19119. this.centerWorld = BABYLON.Vector3.Zero();
  19120. /**
  19121. * Gets the minimum vector in local space
  19122. */
  19123. this.minimum = BABYLON.Vector3.Zero();
  19124. /**
  19125. * Gets the maximum vector in local space
  19126. */
  19127. this.maximum = BABYLON.Vector3.Zero();
  19128. this.reConstruct(min, max, worldMatrix);
  19129. }
  19130. /**
  19131. * Recreates the entire bounding sphere from scratch
  19132. * @param min defines the new minimum vector (in local space)
  19133. * @param max defines the new maximum vector (in local space)
  19134. * @param worldMatrix defines the new world matrix
  19135. */
  19136. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19137. this.minimum.copyFrom(min);
  19138. this.maximum.copyFrom(max);
  19139. var distance = BABYLON.Vector3.Distance(min, max);
  19140. max.addToRef(min, this.center).scaleInPlace(0.5);
  19141. this.radius = distance * 0.5;
  19142. this._update(worldMatrix || _identityMatrix);
  19143. };
  19144. /**
  19145. * Scale the current bounding sphere by applying a scale factor
  19146. * @param factor defines the scale factor to apply
  19147. * @returns the current bounding box
  19148. */
  19149. BoundingSphere.prototype.scale = function (factor) {
  19150. var newRadius = this.radius * factor;
  19151. var tmpVectors = BoundingSphere.TmpVector3;
  19152. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19153. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19154. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19155. this.reConstruct(min, max);
  19156. return this;
  19157. };
  19158. // Methods
  19159. /** @hidden */
  19160. BoundingSphere.prototype._update = function (world) {
  19161. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  19162. var tempVector = BoundingSphere.TmpVector3[0];
  19163. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, tempVector);
  19164. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19165. };
  19166. /**
  19167. * Tests if the bounding sphere is intersecting the frustum planes
  19168. * @param frustumPlanes defines the frustum planes to test
  19169. * @returns true if there is an intersection
  19170. */
  19171. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19172. for (var i = 0; i < 6; i++) {
  19173. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19174. return false;
  19175. }
  19176. }
  19177. return true;
  19178. };
  19179. /**
  19180. * Tests if a point is inside the bounding sphere
  19181. * @param point defines the point to test
  19182. * @returns true if the point is inside the bounding sphere
  19183. */
  19184. BoundingSphere.prototype.intersectsPoint = function (point) {
  19185. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19186. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19187. return false;
  19188. }
  19189. return true;
  19190. };
  19191. // Statics
  19192. /**
  19193. * Checks if two sphere intersct
  19194. * @param sphere0 sphere 0
  19195. * @param sphere1 sphere 1
  19196. * @returns true if the speres intersect
  19197. */
  19198. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19199. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19200. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19201. if (radiusSum * radiusSum < squareDistance) {
  19202. return false;
  19203. }
  19204. return true;
  19205. };
  19206. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19207. return BoundingSphere;
  19208. }());
  19209. BABYLON.BoundingSphere = BoundingSphere;
  19210. })(BABYLON || (BABYLON = {}));
  19211. //# sourceMappingURL=babylon.boundingSphere.js.map
  19212. var BABYLON;
  19213. (function (BABYLON) {
  19214. /**
  19215. * Class used to store bounding box information
  19216. */
  19217. var BoundingBox = /** @class */ (function () {
  19218. /**
  19219. * Creates a new bounding box
  19220. * @param min defines the minimum vector (in local space)
  19221. * @param max defines the maximum vector (in local space)
  19222. * @param worldMatrix defines the new world matrix
  19223. */
  19224. function BoundingBox(min, max, worldMatrix) {
  19225. /**
  19226. * Gets the 8 vectors representing the bounding box in local space
  19227. */
  19228. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19229. /**
  19230. * Gets the center of the bounding box in local space
  19231. */
  19232. this.center = BABYLON.Vector3.Zero();
  19233. /**
  19234. * Gets the center of the bounding box in world space
  19235. */
  19236. this.centerWorld = BABYLON.Vector3.Zero();
  19237. /**
  19238. * Gets the extend size in local space
  19239. */
  19240. this.extendSize = BABYLON.Vector3.Zero();
  19241. /**
  19242. * Gets the extend size in world space
  19243. */
  19244. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19245. /**
  19246. * Gets the OBB (object bounding box) directions
  19247. */
  19248. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19249. /**
  19250. * Gets the 8 vectors representing the bounding box in world space
  19251. */
  19252. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19253. /**
  19254. * Gets the minimum vector in world space
  19255. */
  19256. this.minimumWorld = BABYLON.Vector3.Zero();
  19257. /**
  19258. * Gets the maximum vector in world space
  19259. */
  19260. this.maximumWorld = BABYLON.Vector3.Zero();
  19261. /**
  19262. * Gets the minimum vector in local space
  19263. */
  19264. this.minimum = BABYLON.Vector3.Zero();
  19265. /**
  19266. * Gets the maximum vector in local space
  19267. */
  19268. this.maximum = BABYLON.Vector3.Zero();
  19269. this.reConstruct(min, max, worldMatrix);
  19270. }
  19271. // Methods
  19272. /**
  19273. * Recreates the entire bounding box from scratch
  19274. * @param min defines the new minimum vector (in local space)
  19275. * @param max defines the new maximum vector (in local space)
  19276. * @param worldMatrix defines the new world matrix
  19277. */
  19278. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19279. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19280. var vectors = this.vectors;
  19281. this.minimum.copyFromFloats(minX, minY, minZ);
  19282. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19283. vectors[0].copyFromFloats(minX, minY, minZ);
  19284. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19285. vectors[2].copyFromFloats(maxX, minY, minZ);
  19286. vectors[3].copyFromFloats(minX, maxY, minZ);
  19287. vectors[4].copyFromFloats(minX, minY, maxZ);
  19288. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19289. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19290. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19291. // OBB
  19292. max.addToRef(min, this.center).scaleInPlace(0.5);
  19293. max.subtractToRef(max, this.extendSize).scaleInPlace(0.5);
  19294. this._update(worldMatrix || this._worldMatrix || BABYLON.Matrix.Identity());
  19295. };
  19296. /**
  19297. * Scale the current bounding box by applying a scale factor
  19298. * @param factor defines the scale factor to apply
  19299. * @returns the current bounding box
  19300. */
  19301. BoundingBox.prototype.scale = function (factor) {
  19302. var tmpVectors = BoundingBox.TmpVector3;
  19303. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19304. var len = diff.length();
  19305. diff.normalizeFromLength(len);
  19306. var distance = len * factor;
  19307. var newRadius = diff.scaleInPlace(distance * 0.5);
  19308. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19309. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19310. this.reConstruct(min, max);
  19311. return this;
  19312. };
  19313. /**
  19314. * Gets the world matrix of the bounding box
  19315. * @returns a matrix
  19316. */
  19317. BoundingBox.prototype.getWorldMatrix = function () {
  19318. return this._worldMatrix;
  19319. };
  19320. /**
  19321. * Sets the world matrix stored in the bounding box
  19322. * @param matrix defines the matrix to store
  19323. * @returns current bounding box
  19324. */
  19325. BoundingBox.prototype.setWorldMatrix = function (matrix) {
  19326. this._worldMatrix.copyFrom(matrix);
  19327. return this;
  19328. };
  19329. /** @hidden */
  19330. BoundingBox.prototype._update = function (world) {
  19331. var minWorld = this.minimumWorld;
  19332. var maxWorld = this.maximumWorld;
  19333. var directions = this.directions;
  19334. minWorld.setAll(Number.MAX_VALUE);
  19335. maxWorld.setAll(-Number.MAX_VALUE);
  19336. var vectorsWorld = this.vectorsWorld;
  19337. var vectors = this.vectors;
  19338. for (var index = 0; index < 8; ++index) {
  19339. var v = vectorsWorld[index];
  19340. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19341. minWorld.minimizeInPlace(v);
  19342. maxWorld.maximizeInPlace(v);
  19343. }
  19344. // Extend
  19345. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19346. // OOBB
  19347. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19348. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19349. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19350. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19351. this._worldMatrix = world;
  19352. };
  19353. /**
  19354. * Tests if the bounding box is intersecting the frustum planes
  19355. * @param frustumPlanes defines the frustum planes to test
  19356. * @returns true if there is an intersection
  19357. */
  19358. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19359. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19360. };
  19361. /**
  19362. * Tests if the bounding box is entirely inside the frustum planes
  19363. * @param frustumPlanes defines the frustum planes to test
  19364. * @returns true if there is an inclusion
  19365. */
  19366. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19367. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19368. };
  19369. /**
  19370. * Tests if a point is inside the bounding box
  19371. * @param point defines the point to test
  19372. * @returns true if the point is inside the bounding box
  19373. */
  19374. BoundingBox.prototype.intersectsPoint = function (point) {
  19375. var min = this.minimumWorld;
  19376. var max = this.maximumWorld;
  19377. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19378. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19379. var delta = -BABYLON.Epsilon;
  19380. if (maxX - pointX < delta || delta > pointX - minX) {
  19381. return false;
  19382. }
  19383. if (maxY - pointY < delta || delta > pointY - minY) {
  19384. return false;
  19385. }
  19386. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19387. return false;
  19388. }
  19389. return true;
  19390. };
  19391. /**
  19392. * Tests if the bounding box intersects with a bounding sphere
  19393. * @param sphere defines the sphere to test
  19394. * @returns true if there is an intersection
  19395. */
  19396. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19397. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19398. };
  19399. /**
  19400. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19401. * @param min defines the min vector to use
  19402. * @param max defines the max vector to use
  19403. * @returns true if there is an intersection
  19404. */
  19405. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19406. var myMin = this.minimumWorld;
  19407. var myMax = this.maximumWorld;
  19408. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19409. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19410. if (myMaxX < minX || myMinX > maxX) {
  19411. return false;
  19412. }
  19413. if (myMaxY < minY || myMinY > maxY) {
  19414. return false;
  19415. }
  19416. if (myMaxZ < minZ || myMinZ > maxZ) {
  19417. return false;
  19418. }
  19419. return true;
  19420. };
  19421. // Statics
  19422. /**
  19423. * Tests if two bounding boxes are intersections
  19424. * @param box0 defines the first box to test
  19425. * @param box1 defines the second box to test
  19426. * @returns true if there is an intersection
  19427. */
  19428. BoundingBox.Intersects = function (box0, box1) {
  19429. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19430. };
  19431. /**
  19432. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19433. * @param minPoint defines the minimum vector of the bounding box
  19434. * @param maxPoint defines the maximum vector of the bounding box
  19435. * @param sphereCenter defines the sphere center
  19436. * @param sphereRadius defines the sphere radius
  19437. * @returns true if there is an intersection
  19438. */
  19439. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19440. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  19441. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19442. return (num <= (sphereRadius * sphereRadius));
  19443. };
  19444. /**
  19445. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19446. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19447. * @param frustumPlanes defines the frustum planes to test
  19448. * @return true if there is an inclusion
  19449. */
  19450. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19451. for (var p = 0; p < 6; ++p) {
  19452. var frustumPlane = frustumPlanes[p];
  19453. for (var i = 0; i < 8; ++i) {
  19454. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19455. return false;
  19456. }
  19457. }
  19458. }
  19459. return true;
  19460. };
  19461. /**
  19462. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19463. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19464. * @param frustumPlanes defines the frustum planes to test
  19465. * @return true if there is an intersection
  19466. */
  19467. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19468. for (var p = 0; p < 6; ++p) {
  19469. var canReturnFalse = true;
  19470. var frustumPlane = frustumPlanes[p];
  19471. for (var i = 0; i < 8; ++i) {
  19472. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19473. canReturnFalse = false;
  19474. break;
  19475. }
  19476. }
  19477. if (canReturnFalse) {
  19478. return false;
  19479. }
  19480. }
  19481. return true;
  19482. };
  19483. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19484. return BoundingBox;
  19485. }());
  19486. BABYLON.BoundingBox = BoundingBox;
  19487. })(BABYLON || (BABYLON = {}));
  19488. //# sourceMappingURL=babylon.boundingBox.js.map
  19489. var BABYLON;
  19490. (function (BABYLON) {
  19491. var computeBoxExtents = function (axis, box) {
  19492. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19493. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19494. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19495. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19496. var r = r0 + r1 + r2;
  19497. return {
  19498. min: p - r,
  19499. max: p + r
  19500. };
  19501. };
  19502. var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); };
  19503. var axisOverlap = function (axis, box0, box1) {
  19504. var result0 = computeBoxExtents(axis, box0);
  19505. var result1 = computeBoxExtents(axis, box1);
  19506. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  19507. };
  19508. /**
  19509. * Info for a bounding data of a mesh
  19510. */
  19511. var BoundingInfo = /** @class */ (function () {
  19512. /**
  19513. * Constructs bounding info
  19514. * @param minimum min vector of the bounding box/sphere
  19515. * @param maximum max vector of the bounding box/sphere
  19516. * @param worldMatrix defines the new world matrix
  19517. */
  19518. function BoundingInfo(minimum, maximum, worldMatrix) {
  19519. this._isLocked = false;
  19520. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19521. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19522. }
  19523. /**
  19524. * Recreates the entire bounding info from scratch
  19525. * @param min defines the new minimum vector (in local space)
  19526. * @param max defines the new maximum vector (in local space)
  19527. * @param worldMatrix defines the new world matrix
  19528. */
  19529. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19530. this.boundingBox.reConstruct(min, max, worldMatrix);
  19531. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19532. };
  19533. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19534. /**
  19535. * min vector of the bounding box/sphere
  19536. */
  19537. get: function () {
  19538. return this.boundingBox.minimum;
  19539. },
  19540. enumerable: true,
  19541. configurable: true
  19542. });
  19543. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19544. /**
  19545. * max vector of the bounding box/sphere
  19546. */
  19547. get: function () {
  19548. return this.boundingBox.maximum;
  19549. },
  19550. enumerable: true,
  19551. configurable: true
  19552. });
  19553. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19554. /**
  19555. * If the info is locked and won't be updated to avoid perf overhead
  19556. */
  19557. get: function () {
  19558. return this._isLocked;
  19559. },
  19560. set: function (value) {
  19561. this._isLocked = value;
  19562. },
  19563. enumerable: true,
  19564. configurable: true
  19565. });
  19566. // Methods
  19567. /**
  19568. * Updates the boudning sphere and box
  19569. * @param world world matrix to be used to update
  19570. */
  19571. BoundingInfo.prototype.update = function (world) {
  19572. if (this._isLocked) {
  19573. return;
  19574. }
  19575. this.boundingBox._update(world);
  19576. this.boundingSphere._update(world);
  19577. };
  19578. /**
  19579. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19580. * @param center New center of the bounding info
  19581. * @param extend New extend of the bounding info
  19582. * @returns the current bounding info
  19583. */
  19584. BoundingInfo.prototype.centerOn = function (center, extend) {
  19585. var minimum = BABYLON.Tmp.Vector3[0].copyFrom(center).subtractInPlace(extend);
  19586. var maximum = BABYLON.Tmp.Vector3[1].copyFrom(center).addInPlace(extend);
  19587. this.boundingBox.reConstruct(minimum, maximum);
  19588. this.boundingSphere.reConstruct(minimum, maximum);
  19589. return this;
  19590. };
  19591. /**
  19592. * Scale the current bounding info by applying a scale factor
  19593. * @param factor defines the scale factor to apply
  19594. * @returns the current bounding info
  19595. */
  19596. BoundingInfo.prototype.scale = function (factor) {
  19597. this.boundingBox.scale(factor);
  19598. this.boundingSphere.scale(factor);
  19599. return this;
  19600. };
  19601. /**
  19602. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19603. * @param frustumPlanes defines the frustum to test
  19604. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19605. * @returns true if the bounding info is in the frustum planes
  19606. */
  19607. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19608. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19609. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19610. return false;
  19611. }
  19612. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19613. return true;
  19614. }
  19615. return this.boundingBox.isInFrustum(frustumPlanes);
  19616. };
  19617. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19618. /**
  19619. * Gets the world distance between the min and max points of the bounding box
  19620. */
  19621. get: function () {
  19622. var boundingBox = this.boundingBox;
  19623. var size = boundingBox.maximumWorld.subtract(boundingBox.minimumWorld);
  19624. return size.length();
  19625. },
  19626. enumerable: true,
  19627. configurable: true
  19628. });
  19629. /**
  19630. * Checks if a cullable object (mesh...) is in the camera frustum
  19631. * Unlike isInFrustum this cheks the full bounding box
  19632. * @param frustumPlanes Camera near/planes
  19633. * @returns true if the object is in frustum otherwise false
  19634. */
  19635. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19636. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19637. };
  19638. /** @hidden */
  19639. BoundingInfo.prototype._checkCollision = function (collider) {
  19640. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19641. };
  19642. /**
  19643. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19644. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19645. * @param point the point to check intersection with
  19646. * @returns if the point intersects
  19647. */
  19648. BoundingInfo.prototype.intersectsPoint = function (point) {
  19649. if (!this.boundingSphere.centerWorld) {
  19650. return false;
  19651. }
  19652. if (!this.boundingSphere.intersectsPoint(point)) {
  19653. return false;
  19654. }
  19655. if (!this.boundingBox.intersectsPoint(point)) {
  19656. return false;
  19657. }
  19658. return true;
  19659. };
  19660. /**
  19661. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19662. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19663. * @param boundingInfo the bounding info to check intersection with
  19664. * @param precise if the intersection should be done using OBB
  19665. * @returns if the bounding info intersects
  19666. */
  19667. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19668. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  19669. return false;
  19670. }
  19671. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19672. return false;
  19673. }
  19674. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19675. return false;
  19676. }
  19677. if (!precise) {
  19678. return true;
  19679. }
  19680. var box0 = this.boundingBox;
  19681. var box1 = boundingInfo.boundingBox;
  19682. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19683. return false;
  19684. }
  19685. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19686. return false;
  19687. }
  19688. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19689. return false;
  19690. }
  19691. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19692. return false;
  19693. }
  19694. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19695. return false;
  19696. }
  19697. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19698. return false;
  19699. }
  19700. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19701. return false;
  19702. }
  19703. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19704. return false;
  19705. }
  19706. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  19707. return false;
  19708. }
  19709. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  19710. return false;
  19711. }
  19712. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  19713. return false;
  19714. }
  19715. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  19716. return false;
  19717. }
  19718. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  19719. return false;
  19720. }
  19721. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  19722. return false;
  19723. }
  19724. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  19725. return false;
  19726. }
  19727. return true;
  19728. };
  19729. return BoundingInfo;
  19730. }());
  19731. BABYLON.BoundingInfo = BoundingInfo;
  19732. })(BABYLON || (BABYLON = {}));
  19733. //# sourceMappingURL=babylon.boundingInfo.js.map
  19734. var BABYLON;
  19735. (function (BABYLON) {
  19736. /**
  19737. * 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.
  19738. * @see https://doc.babylonjs.com/how_to/transformnode
  19739. */
  19740. var TransformNode = /** @class */ (function (_super) {
  19741. __extends(TransformNode, _super);
  19742. function TransformNode(name, scene, isPure) {
  19743. if (scene === void 0) { scene = null; }
  19744. if (isPure === void 0) { isPure = true; }
  19745. var _this = _super.call(this, name, scene) || this;
  19746. _this._forward = new BABYLON.Vector3(0, 0, 1);
  19747. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  19748. _this._up = new BABYLON.Vector3(0, 1, 0);
  19749. _this._right = new BABYLON.Vector3(1, 0, 0);
  19750. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  19751. // Properties
  19752. _this._position = BABYLON.Vector3.Zero();
  19753. _this._rotation = BABYLON.Vector3.Zero();
  19754. _this._scaling = BABYLON.Vector3.One();
  19755. _this._isDirty = false;
  19756. /**
  19757. * Set the billboard mode. Default is 0.
  19758. *
  19759. * | Value | Type | Description |
  19760. * | --- | --- | --- |
  19761. * | 0 | BILLBOARDMODE_NONE | |
  19762. * | 1 | BILLBOARDMODE_X | |
  19763. * | 2 | BILLBOARDMODE_Y | |
  19764. * | 4 | BILLBOARDMODE_Z | |
  19765. * | 7 | BILLBOARDMODE_ALL | |
  19766. *
  19767. */
  19768. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  19769. /**
  19770. * 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
  19771. */
  19772. _this.scalingDeterminant = 1;
  19773. /**
  19774. * Sets the distance of the object to max, often used by skybox
  19775. */
  19776. _this.infiniteDistance = false;
  19777. /**
  19778. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  19779. * By default the system will update normals to compensate
  19780. */
  19781. _this.ignoreNonUniformScaling = false;
  19782. _this._localWorld = BABYLON.Matrix.Zero();
  19783. _this._absolutePosition = BABYLON.Vector3.Zero();
  19784. _this._pivotMatrix = BABYLON.Matrix.Identity();
  19785. _this._postMultiplyPivotMatrix = false;
  19786. _this._isWorldMatrixFrozen = false;
  19787. /** @hidden */
  19788. _this._indexInSceneTransformNodesArray = -1;
  19789. /**
  19790. * An event triggered after the world matrix is updated
  19791. */
  19792. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  19793. _this._nonUniformScaling = false;
  19794. if (isPure) {
  19795. _this.getScene().addTransformNode(_this);
  19796. }
  19797. return _this;
  19798. }
  19799. /**
  19800. * Gets a string identifying the name of the class
  19801. * @returns "TransformNode" string
  19802. */
  19803. TransformNode.prototype.getClassName = function () {
  19804. return "TransformNode";
  19805. };
  19806. Object.defineProperty(TransformNode.prototype, "position", {
  19807. /**
  19808. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  19809. */
  19810. get: function () {
  19811. return this._position;
  19812. },
  19813. set: function (newPosition) {
  19814. this._position = newPosition;
  19815. this._isDirty = true;
  19816. },
  19817. enumerable: true,
  19818. configurable: true
  19819. });
  19820. Object.defineProperty(TransformNode.prototype, "rotation", {
  19821. /**
  19822. * 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)).
  19823. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  19824. */
  19825. get: function () {
  19826. return this._rotation;
  19827. },
  19828. set: function (newRotation) {
  19829. this._rotation = newRotation;
  19830. this._isDirty = true;
  19831. },
  19832. enumerable: true,
  19833. configurable: true
  19834. });
  19835. Object.defineProperty(TransformNode.prototype, "scaling", {
  19836. /**
  19837. * 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)).
  19838. */
  19839. get: function () {
  19840. return this._scaling;
  19841. },
  19842. set: function (newScaling) {
  19843. this._scaling = newScaling;
  19844. this._isDirty = true;
  19845. },
  19846. enumerable: true,
  19847. configurable: true
  19848. });
  19849. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  19850. /**
  19851. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  19852. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  19853. */
  19854. get: function () {
  19855. return this._rotationQuaternion;
  19856. },
  19857. set: function (quaternion) {
  19858. this._rotationQuaternion = quaternion;
  19859. //reset the rotation vector.
  19860. if (quaternion) {
  19861. this.rotation.setAll(0.0);
  19862. }
  19863. },
  19864. enumerable: true,
  19865. configurable: true
  19866. });
  19867. Object.defineProperty(TransformNode.prototype, "forward", {
  19868. /**
  19869. * The forward direction of that transform in world space.
  19870. */
  19871. get: function () {
  19872. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  19873. },
  19874. enumerable: true,
  19875. configurable: true
  19876. });
  19877. Object.defineProperty(TransformNode.prototype, "up", {
  19878. /**
  19879. * The up direction of that transform in world space.
  19880. */
  19881. get: function () {
  19882. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  19883. },
  19884. enumerable: true,
  19885. configurable: true
  19886. });
  19887. Object.defineProperty(TransformNode.prototype, "right", {
  19888. /**
  19889. * The right direction of that transform in world space.
  19890. */
  19891. get: function () {
  19892. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  19893. },
  19894. enumerable: true,
  19895. configurable: true
  19896. });
  19897. /**
  19898. * Copies the parameter passed Matrix into the mesh Pose matrix.
  19899. * @param matrix the matrix to copy the pose from
  19900. * @returns this TransformNode.
  19901. */
  19902. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  19903. this._poseMatrix.copyFrom(matrix);
  19904. return this;
  19905. };
  19906. /**
  19907. * Returns the mesh Pose matrix.
  19908. * @returns the pose matrix
  19909. */
  19910. TransformNode.prototype.getPoseMatrix = function () {
  19911. return this._poseMatrix;
  19912. };
  19913. /** @hidden */
  19914. TransformNode.prototype._isSynchronized = function () {
  19915. if (this._isDirty) {
  19916. return false;
  19917. }
  19918. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  19919. return false;
  19920. }
  19921. if (this._cache.pivotMatrixUpdated) {
  19922. return false;
  19923. }
  19924. if (this.infiniteDistance) {
  19925. return false;
  19926. }
  19927. if (!this._cache.position.equals(this._position)) {
  19928. return false;
  19929. }
  19930. if (this._rotationQuaternion) {
  19931. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  19932. return false;
  19933. }
  19934. }
  19935. if (!this._cache.rotation.equals(this._rotation)) {
  19936. return false;
  19937. }
  19938. if (!this._cache.scaling.equals(this._scaling)) {
  19939. return false;
  19940. }
  19941. return true;
  19942. };
  19943. /** @hidden */
  19944. TransformNode.prototype._initCache = function () {
  19945. _super.prototype._initCache.call(this);
  19946. this._cache.localMatrixUpdated = false;
  19947. this._cache.position = BABYLON.Vector3.Zero();
  19948. this._cache.scaling = BABYLON.Vector3.Zero();
  19949. this._cache.rotation = BABYLON.Vector3.Zero();
  19950. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  19951. this._cache.billboardMode = -1;
  19952. };
  19953. /**
  19954. * Flag the transform node as dirty (Forcing it to update everything)
  19955. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  19956. * @returns this transform node
  19957. */
  19958. TransformNode.prototype.markAsDirty = function (property) {
  19959. if (property === "rotation") {
  19960. this.rotationQuaternion = null;
  19961. }
  19962. this._currentRenderId = Number.MAX_VALUE;
  19963. this._isDirty = true;
  19964. return this;
  19965. };
  19966. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  19967. /**
  19968. * Returns the current mesh absolute position.
  19969. * Returns a Vector3.
  19970. */
  19971. get: function () {
  19972. return this._absolutePosition;
  19973. },
  19974. enumerable: true,
  19975. configurable: true
  19976. });
  19977. /**
  19978. * Sets a new matrix to apply before all other transformation
  19979. * @param matrix defines the transform matrix
  19980. * @returns the current TransformNode
  19981. */
  19982. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  19983. return this.setPivotMatrix(matrix, false);
  19984. };
  19985. /**
  19986. * Sets a new pivot matrix to the current node
  19987. * @param matrix defines the new pivot matrix to use
  19988. * @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
  19989. * @returns the current TransformNode
  19990. */
  19991. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  19992. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  19993. this._pivotMatrix.copyFrom(matrix);
  19994. this._cache.pivotMatrixUpdated = true;
  19995. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  19996. if (this._postMultiplyPivotMatrix) {
  19997. if (!this._pivotMatrixInverse) {
  19998. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  19999. }
  20000. else {
  20001. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20002. }
  20003. }
  20004. return this;
  20005. };
  20006. /**
  20007. * Returns the mesh pivot matrix.
  20008. * Default : Identity.
  20009. * @returns the matrix
  20010. */
  20011. TransformNode.prototype.getPivotMatrix = function () {
  20012. return this._pivotMatrix;
  20013. };
  20014. /**
  20015. * Prevents the World matrix to be computed any longer.
  20016. * @returns the TransformNode.
  20017. */
  20018. TransformNode.prototype.freezeWorldMatrix = function () {
  20019. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20020. this.computeWorldMatrix(true);
  20021. this._isWorldMatrixFrozen = true;
  20022. return this;
  20023. };
  20024. /**
  20025. * Allows back the World matrix computation.
  20026. * @returns the TransformNode.
  20027. */
  20028. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20029. this._isWorldMatrixFrozen = false;
  20030. this.computeWorldMatrix(true);
  20031. return this;
  20032. };
  20033. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20034. /**
  20035. * True if the World matrix has been frozen.
  20036. */
  20037. get: function () {
  20038. return this._isWorldMatrixFrozen;
  20039. },
  20040. enumerable: true,
  20041. configurable: true
  20042. });
  20043. /**
  20044. * Retuns the mesh absolute position in the World.
  20045. * @returns a Vector3.
  20046. */
  20047. TransformNode.prototype.getAbsolutePosition = function () {
  20048. this.computeWorldMatrix();
  20049. return this._absolutePosition;
  20050. };
  20051. /**
  20052. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20053. * @param absolutePosition the absolute position to set
  20054. * @returns the TransformNode.
  20055. */
  20056. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20057. if (!absolutePosition) {
  20058. return this;
  20059. }
  20060. var absolutePositionX;
  20061. var absolutePositionY;
  20062. var absolutePositionZ;
  20063. if (absolutePosition.x === undefined) {
  20064. if (arguments.length < 3) {
  20065. return this;
  20066. }
  20067. absolutePositionX = arguments[0];
  20068. absolutePositionY = arguments[1];
  20069. absolutePositionZ = arguments[2];
  20070. }
  20071. else {
  20072. absolutePositionX = absolutePosition.x;
  20073. absolutePositionY = absolutePosition.y;
  20074. absolutePositionZ = absolutePosition.z;
  20075. }
  20076. if (this.parent) {
  20077. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20078. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20079. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20080. }
  20081. else {
  20082. this.position.x = absolutePositionX;
  20083. this.position.y = absolutePositionY;
  20084. this.position.z = absolutePositionZ;
  20085. }
  20086. return this;
  20087. };
  20088. /**
  20089. * Sets the mesh position in its local space.
  20090. * @param vector3 the position to set in localspace
  20091. * @returns the TransformNode.
  20092. */
  20093. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20094. this.computeWorldMatrix();
  20095. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20096. return this;
  20097. };
  20098. /**
  20099. * Returns the mesh position in the local space from the current World matrix values.
  20100. * @returns a new Vector3.
  20101. */
  20102. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20103. this.computeWorldMatrix();
  20104. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20105. this._localWorld.invertToRef(invLocalWorldMatrix);
  20106. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20107. };
  20108. /**
  20109. * Translates the mesh along the passed Vector3 in its local space.
  20110. * @param vector3 the distance to translate in localspace
  20111. * @returns the TransformNode.
  20112. */
  20113. TransformNode.prototype.locallyTranslate = function (vector3) {
  20114. this.computeWorldMatrix(true);
  20115. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20116. return this;
  20117. };
  20118. /**
  20119. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20120. * @param targetPoint the position (must be in same space as current mesh) to look at
  20121. * @param yawCor optional yaw (y-axis) correction in radians
  20122. * @param pitchCor optional pitch (x-axis) correction in radians
  20123. * @param rollCor optional roll (z-axis) correction in radians
  20124. * @param space the choosen space of the target
  20125. * @returns the TransformNode.
  20126. */
  20127. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20128. if (yawCor === void 0) { yawCor = 0; }
  20129. if (pitchCor === void 0) { pitchCor = 0; }
  20130. if (rollCor === void 0) { rollCor = 0; }
  20131. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20132. var dv = TransformNode._lookAtVectorCache;
  20133. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20134. targetPoint.subtractToRef(pos, dv);
  20135. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20136. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20137. var pitch = Math.atan2(dv.y, len);
  20138. if (this.rotationQuaternion) {
  20139. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20140. }
  20141. else {
  20142. this.rotation.x = pitch + pitchCor;
  20143. this.rotation.y = yaw + yawCor;
  20144. this.rotation.z = rollCor;
  20145. }
  20146. return this;
  20147. };
  20148. /**
  20149. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20150. * This Vector3 is expressed in the World space.
  20151. * @param localAxis axis to rotate
  20152. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20153. */
  20154. TransformNode.prototype.getDirection = function (localAxis) {
  20155. var result = BABYLON.Vector3.Zero();
  20156. this.getDirectionToRef(localAxis, result);
  20157. return result;
  20158. };
  20159. /**
  20160. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20161. * localAxis is expressed in the mesh local space.
  20162. * result is computed in the Wordl space from the mesh World matrix.
  20163. * @param localAxis axis to rotate
  20164. * @param result the resulting transformnode
  20165. * @returns this TransformNode.
  20166. */
  20167. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20168. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20169. return this;
  20170. };
  20171. /**
  20172. * Sets a new pivot point to the current node
  20173. * @param point defines the new pivot point to use
  20174. * @param space defines if the point is in world or local space (local by default)
  20175. * @returns the current TransformNode
  20176. */
  20177. TransformNode.prototype.setPivotPoint = function (point, space) {
  20178. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20179. if (this.getScene().getRenderId() == 0) {
  20180. this.computeWorldMatrix(true);
  20181. }
  20182. var wm = this.getWorldMatrix();
  20183. if (space == BABYLON.Space.WORLD) {
  20184. var tmat = BABYLON.Tmp.Matrix[0];
  20185. wm.invertToRef(tmat);
  20186. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20187. }
  20188. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20189. };
  20190. /**
  20191. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20192. * @returns the pivot point
  20193. */
  20194. TransformNode.prototype.getPivotPoint = function () {
  20195. var point = BABYLON.Vector3.Zero();
  20196. this.getPivotPointToRef(point);
  20197. return point;
  20198. };
  20199. /**
  20200. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20201. * @param result the vector3 to store the result
  20202. * @returns this TransformNode.
  20203. */
  20204. TransformNode.prototype.getPivotPointToRef = function (result) {
  20205. result.x = -this._pivotMatrix.m[12];
  20206. result.y = -this._pivotMatrix.m[13];
  20207. result.z = -this._pivotMatrix.m[14];
  20208. return this;
  20209. };
  20210. /**
  20211. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20212. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20213. */
  20214. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20215. var point = BABYLON.Vector3.Zero();
  20216. this.getAbsolutePivotPointToRef(point);
  20217. return point;
  20218. };
  20219. /**
  20220. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20221. * @param result vector3 to store the result
  20222. * @returns this TransformNode.
  20223. */
  20224. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20225. result.x = this._pivotMatrix.m[12];
  20226. result.y = this._pivotMatrix.m[13];
  20227. result.z = this._pivotMatrix.m[14];
  20228. this.getPivotPointToRef(result);
  20229. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20230. return this;
  20231. };
  20232. /**
  20233. * Defines the passed node as the parent of the current node.
  20234. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20235. * @param node the node ot set as the parent
  20236. * @returns this TransformNode.
  20237. */
  20238. TransformNode.prototype.setParent = function (node) {
  20239. if (!node && !this.parent) {
  20240. return this;
  20241. }
  20242. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20243. var position = BABYLON.Tmp.Vector3[0];
  20244. var scale = BABYLON.Tmp.Vector3[1];
  20245. if (!node) {
  20246. if (this.parent && this.parent.computeWorldMatrix) {
  20247. this.parent.computeWorldMatrix(true);
  20248. }
  20249. this.computeWorldMatrix(true);
  20250. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20251. }
  20252. else {
  20253. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20254. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20255. this.computeWorldMatrix(true);
  20256. node.computeWorldMatrix(true);
  20257. node.getWorldMatrix().invertToRef(invParentMatrix);
  20258. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20259. diffMatrix.decompose(scale, quatRotation, position);
  20260. }
  20261. if (this.rotationQuaternion) {
  20262. this.rotationQuaternion.copyFrom(quatRotation);
  20263. }
  20264. else {
  20265. quatRotation.toEulerAnglesToRef(this.rotation);
  20266. }
  20267. this.scaling.copyFrom(scale);
  20268. this.position.copyFrom(position);
  20269. this.parent = node;
  20270. return this;
  20271. };
  20272. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20273. /**
  20274. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20275. */
  20276. get: function () {
  20277. return this._nonUniformScaling;
  20278. },
  20279. enumerable: true,
  20280. configurable: true
  20281. });
  20282. /** @hidden */
  20283. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20284. if (this._nonUniformScaling === value) {
  20285. return false;
  20286. }
  20287. this._nonUniformScaling = value;
  20288. return true;
  20289. };
  20290. /**
  20291. * Attach the current TransformNode to another TransformNode associated with a bone
  20292. * @param bone Bone affecting the TransformNode
  20293. * @param affectedTransformNode TransformNode associated with the bone
  20294. * @returns this object
  20295. */
  20296. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20297. this._transformToBoneReferal = affectedTransformNode;
  20298. this.parent = bone;
  20299. if (bone.getWorldMatrix().determinant() < 0) {
  20300. this.scalingDeterminant *= -1;
  20301. }
  20302. return this;
  20303. };
  20304. /**
  20305. * Detach the transform node if its associated with a bone
  20306. * @returns this object
  20307. */
  20308. TransformNode.prototype.detachFromBone = function () {
  20309. if (!this.parent) {
  20310. return this;
  20311. }
  20312. if (this.parent.getWorldMatrix().determinant() < 0) {
  20313. this.scalingDeterminant *= -1;
  20314. }
  20315. this._transformToBoneReferal = null;
  20316. this.parent = null;
  20317. return this;
  20318. };
  20319. /**
  20320. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20321. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20322. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20323. * The passed axis is also normalized.
  20324. * @param axis the axis to rotate around
  20325. * @param amount the amount to rotate in radians
  20326. * @param space Space to rotate in (Default: local)
  20327. * @returns the TransformNode.
  20328. */
  20329. TransformNode.prototype.rotate = function (axis, amount, space) {
  20330. axis.normalize();
  20331. if (!this.rotationQuaternion) {
  20332. this.rotationQuaternion = this.rotation.toQuaternion();
  20333. this.rotation.setAll(0);
  20334. }
  20335. var rotationQuaternion;
  20336. if (!space || space === BABYLON.Space.LOCAL) {
  20337. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20338. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20339. }
  20340. else {
  20341. if (this.parent) {
  20342. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20343. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20344. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20345. }
  20346. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20347. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20348. }
  20349. return this;
  20350. };
  20351. /**
  20352. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20353. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20354. * The passed axis is also normalized. .
  20355. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20356. * @param point the point to rotate around
  20357. * @param axis the axis to rotate around
  20358. * @param amount the amount to rotate in radians
  20359. * @returns the TransformNode
  20360. */
  20361. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20362. axis.normalize();
  20363. if (!this.rotationQuaternion) {
  20364. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20365. this.rotation.setAll(0);
  20366. }
  20367. var tmpVector = BABYLON.Tmp.Vector3[0];
  20368. var finalScale = BABYLON.Tmp.Vector3[1];
  20369. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20370. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20371. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20372. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20373. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20374. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20375. point.subtractToRef(this.position, tmpVector);
  20376. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20377. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20378. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20379. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20380. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20381. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20382. this.position.addInPlace(finalTranslation);
  20383. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20384. return this;
  20385. };
  20386. /**
  20387. * Translates the mesh along the axis vector for the passed distance in the given space.
  20388. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20389. * @param axis the axis to translate in
  20390. * @param distance the distance to translate
  20391. * @param space Space to rotate in (Default: local)
  20392. * @returns the TransformNode.
  20393. */
  20394. TransformNode.prototype.translate = function (axis, distance, space) {
  20395. var displacementVector = axis.scale(distance);
  20396. if (!space || space === BABYLON.Space.LOCAL) {
  20397. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20398. this.setPositionWithLocalVector(tempV3);
  20399. }
  20400. else {
  20401. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20402. }
  20403. return this;
  20404. };
  20405. /**
  20406. * Adds a rotation step to the mesh current rotation.
  20407. * x, y, z are Euler angles expressed in radians.
  20408. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20409. * This means this rotation is made in the mesh local space only.
  20410. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20411. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20412. * ```javascript
  20413. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20414. * ```
  20415. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20416. * 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.
  20417. * @param x Rotation to add
  20418. * @param y Rotation to add
  20419. * @param z Rotation to add
  20420. * @returns the TransformNode.
  20421. */
  20422. TransformNode.prototype.addRotation = function (x, y, z) {
  20423. var rotationQuaternion;
  20424. if (this.rotationQuaternion) {
  20425. rotationQuaternion = this.rotationQuaternion;
  20426. }
  20427. else {
  20428. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20429. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20430. }
  20431. var accumulation = BABYLON.Tmp.Quaternion[0];
  20432. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20433. rotationQuaternion.multiplyInPlace(accumulation);
  20434. if (!this.rotationQuaternion) {
  20435. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20436. }
  20437. return this;
  20438. };
  20439. /**
  20440. * Computes the world matrix of the node
  20441. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20442. * @returns the world matrix
  20443. */
  20444. TransformNode.prototype.computeWorldMatrix = function (force) {
  20445. if (this._isWorldMatrixFrozen) {
  20446. return this._worldMatrix;
  20447. }
  20448. if (!force && this.isSynchronized()) {
  20449. this._currentRenderId = this.getScene().getRenderId();
  20450. return this._worldMatrix;
  20451. }
  20452. this._updateCache();
  20453. this._cache.position.copyFrom(this.position);
  20454. this._cache.scaling.copyFrom(this.scaling);
  20455. this._cache.pivotMatrixUpdated = false;
  20456. this._cache.billboardMode = this.billboardMode;
  20457. this._currentRenderId = this.getScene().getRenderId();
  20458. this._childRenderId = this.getScene().getRenderId();
  20459. this._isDirty = false;
  20460. // Scaling
  20461. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20462. // Rotation
  20463. //rotate, if quaternion is set and rotation was used
  20464. if (this.rotationQuaternion) {
  20465. var len = this.rotation.length();
  20466. if (len) {
  20467. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20468. this.rotation.copyFromFloats(0, 0, 0);
  20469. }
  20470. }
  20471. if (this.rotationQuaternion) {
  20472. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20473. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20474. }
  20475. else {
  20476. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20477. this._cache.rotation.copyFrom(this.rotation);
  20478. }
  20479. // Translation
  20480. var camera = this.getScene().activeCamera;
  20481. if (this.infiniteDistance && !this.parent && camera) {
  20482. var cameraWorldMatrix = camera.getWorldMatrix();
  20483. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20484. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20485. }
  20486. else {
  20487. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20488. }
  20489. // Composing transformations
  20490. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20491. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20492. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20493. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20494. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20495. // Need to decompose each rotation here
  20496. var currentPosition = BABYLON.Tmp.Vector3[3];
  20497. if (this.parent && this.parent.getWorldMatrix) {
  20498. if (this._transformToBoneReferal) {
  20499. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20500. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20501. }
  20502. else {
  20503. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20504. }
  20505. }
  20506. else {
  20507. currentPosition.copyFrom(this.position);
  20508. }
  20509. currentPosition.subtractInPlace(camera.globalPosition);
  20510. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20511. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20512. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20513. }
  20514. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20515. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20516. }
  20517. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20518. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20519. }
  20520. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20521. }
  20522. else {
  20523. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20524. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20525. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20526. }
  20527. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20528. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20529. }
  20530. // Post multiply inverse of pivotMatrix
  20531. if (this._postMultiplyPivotMatrix) {
  20532. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20533. }
  20534. // Local world
  20535. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20536. // Parent
  20537. if (this.parent && this.parent.getWorldMatrix) {
  20538. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20539. if (this._transformToBoneReferal) {
  20540. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20541. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20542. }
  20543. else {
  20544. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20545. }
  20546. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20547. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20548. this._worldMatrix.copyFrom(this._localWorld);
  20549. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20550. }
  20551. else {
  20552. if (this._transformToBoneReferal) {
  20553. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20554. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20555. }
  20556. else {
  20557. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20558. }
  20559. }
  20560. this._markSyncedWithParent();
  20561. }
  20562. else {
  20563. this._worldMatrix.copyFrom(this._localWorld);
  20564. }
  20565. // Normal matrix
  20566. if (!this.ignoreNonUniformScaling) {
  20567. if (this.scaling.isNonUniform) {
  20568. this._updateNonUniformScalingState(true);
  20569. }
  20570. else if (this.parent && this.parent._nonUniformScaling) {
  20571. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20572. }
  20573. else {
  20574. this._updateNonUniformScalingState(false);
  20575. }
  20576. }
  20577. else {
  20578. this._updateNonUniformScalingState(false);
  20579. }
  20580. this._afterComputeWorldMatrix();
  20581. // Absolute position
  20582. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20583. // Callbacks
  20584. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20585. if (!this._poseMatrix) {
  20586. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20587. }
  20588. // Cache the determinant
  20589. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20590. return this._worldMatrix;
  20591. };
  20592. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20593. };
  20594. /**
  20595. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20596. * @param func callback function to add
  20597. *
  20598. * @returns the TransformNode.
  20599. */
  20600. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20601. this.onAfterWorldMatrixUpdateObservable.add(func);
  20602. return this;
  20603. };
  20604. /**
  20605. * Removes a registered callback function.
  20606. * @param func callback function to remove
  20607. * @returns the TransformNode.
  20608. */
  20609. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20610. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20611. return this;
  20612. };
  20613. /**
  20614. * Clone the current transform node
  20615. * @param name Name of the new clone
  20616. * @param newParent New parent for the clone
  20617. * @param doNotCloneChildren Do not clone children hierarchy
  20618. * @returns the new transform node
  20619. */
  20620. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20621. var _this = this;
  20622. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20623. result.name = name;
  20624. result.id = name;
  20625. if (newParent) {
  20626. result.parent = newParent;
  20627. }
  20628. if (!doNotCloneChildren) {
  20629. // Children
  20630. var directDescendants = this.getDescendants(true);
  20631. for (var index = 0; index < directDescendants.length; index++) {
  20632. var child = directDescendants[index];
  20633. if (child.clone) {
  20634. child.clone(name + "." + child.name, result);
  20635. }
  20636. }
  20637. }
  20638. return result;
  20639. };
  20640. /**
  20641. * Serializes the objects information.
  20642. * @param currentSerializationObject defines the object to serialize in
  20643. * @returns the serialized object
  20644. */
  20645. TransformNode.prototype.serialize = function (currentSerializationObject) {
  20646. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  20647. serializationObject.type = this.getClassName();
  20648. // Parent
  20649. if (this.parent) {
  20650. serializationObject.parentId = this.parent.id;
  20651. }
  20652. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  20653. serializationObject.tags = BABYLON.Tags.GetTags(this);
  20654. }
  20655. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  20656. serializationObject.isEnabled = this.isEnabled();
  20657. // Parent
  20658. if (this.parent) {
  20659. serializationObject.parentId = this.parent.id;
  20660. }
  20661. return serializationObject;
  20662. };
  20663. // Statics
  20664. /**
  20665. * Returns a new TransformNode object parsed from the source provided.
  20666. * @param parsedTransformNode is the source.
  20667. * @param scene the scne the object belongs to
  20668. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  20669. * @returns a new TransformNode object parsed from the source provided.
  20670. */
  20671. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  20672. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  20673. if (BABYLON.Tags) {
  20674. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  20675. }
  20676. if (parsedTransformNode.localMatrix) {
  20677. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  20678. }
  20679. else if (parsedTransformNode.pivotMatrix) {
  20680. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  20681. }
  20682. transformNode.setEnabled(parsedTransformNode.isEnabled);
  20683. // Parent
  20684. if (parsedTransformNode.parentId) {
  20685. transformNode._waitingParentId = parsedTransformNode.parentId;
  20686. }
  20687. return transformNode;
  20688. };
  20689. /**
  20690. * Releases resources associated with this transform node.
  20691. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  20692. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  20693. */
  20694. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  20695. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  20696. // Animations
  20697. this.getScene().stopAnimation(this);
  20698. // Remove from scene
  20699. this.getScene().removeTransformNode(this);
  20700. this.onAfterWorldMatrixUpdateObservable.clear();
  20701. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  20702. };
  20703. // Statics
  20704. /**
  20705. * Object will not rotate to face the camera
  20706. */
  20707. TransformNode.BILLBOARDMODE_NONE = 0;
  20708. /**
  20709. * Object will rotate to face the camera but only on the x axis
  20710. */
  20711. TransformNode.BILLBOARDMODE_X = 1;
  20712. /**
  20713. * Object will rotate to face the camera but only on the y axis
  20714. */
  20715. TransformNode.BILLBOARDMODE_Y = 2;
  20716. /**
  20717. * Object will rotate to face the camera but only on the z axis
  20718. */
  20719. TransformNode.BILLBOARDMODE_Z = 4;
  20720. /**
  20721. * Object will rotate to face the camera
  20722. */
  20723. TransformNode.BILLBOARDMODE_ALL = 7;
  20724. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  20725. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  20726. __decorate([
  20727. BABYLON.serializeAsVector3("position")
  20728. ], TransformNode.prototype, "_position", void 0);
  20729. __decorate([
  20730. BABYLON.serializeAsVector3("rotation")
  20731. ], TransformNode.prototype, "_rotation", void 0);
  20732. __decorate([
  20733. BABYLON.serializeAsQuaternion("rotationQuaternion")
  20734. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  20735. __decorate([
  20736. BABYLON.serializeAsVector3("scaling")
  20737. ], TransformNode.prototype, "_scaling", void 0);
  20738. __decorate([
  20739. BABYLON.serialize()
  20740. ], TransformNode.prototype, "billboardMode", void 0);
  20741. __decorate([
  20742. BABYLON.serialize()
  20743. ], TransformNode.prototype, "scalingDeterminant", void 0);
  20744. __decorate([
  20745. BABYLON.serialize()
  20746. ], TransformNode.prototype, "infiniteDistance", void 0);
  20747. __decorate([
  20748. BABYLON.serialize()
  20749. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  20750. return TransformNode;
  20751. }(BABYLON.Node));
  20752. BABYLON.TransformNode = TransformNode;
  20753. })(BABYLON || (BABYLON = {}));
  20754. //# sourceMappingURL=babylon.transformNode.js.map
  20755. var BABYLON;
  20756. (function (BABYLON) {
  20757. /** @hidden */
  20758. var _FacetDataStorage = /** @class */ (function () {
  20759. function _FacetDataStorage() {
  20760. this.facetNb = 0; // facet number
  20761. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  20762. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  20763. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  20764. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  20765. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  20766. this.subDiv = {
  20767. max: 1,
  20768. X: 1,
  20769. Y: 1,
  20770. Z: 1
  20771. };
  20772. this.facetDepthSort = false; // is the facet depth sort to be computed
  20773. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  20774. }
  20775. return _FacetDataStorage;
  20776. }());
  20777. /**
  20778. * Class used to store all common mesh properties
  20779. */
  20780. var AbstractMesh = /** @class */ (function (_super) {
  20781. __extends(AbstractMesh, _super);
  20782. // Constructor
  20783. /**
  20784. * Creates a new AbstractMesh
  20785. * @param name defines the name of the mesh
  20786. * @param scene defines the hosting scene
  20787. */
  20788. function AbstractMesh(name, scene) {
  20789. if (scene === void 0) { scene = null; }
  20790. var _this = _super.call(this, name, scene, false) || this;
  20791. _this._facetData = new _FacetDataStorage();
  20792. /** Gets ot sets the culling strategy to use to find visible meshes */
  20793. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  20794. // Events
  20795. /**
  20796. * An event triggered when this mesh collides with another one
  20797. */
  20798. _this.onCollideObservable = new BABYLON.Observable();
  20799. /**
  20800. * An event triggered when the collision's position changes
  20801. */
  20802. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  20803. /**
  20804. * An event triggered when material is changed
  20805. */
  20806. _this.onMaterialChangedObservable = new BABYLON.Observable();
  20807. // Properties
  20808. /**
  20809. * Gets or sets the orientation for POV movement & rotation
  20810. */
  20811. _this.definedFacingForward = true;
  20812. _this._visibility = 1.0;
  20813. /** Gets or sets the alpha index used to sort transparent meshes
  20814. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  20815. */
  20816. _this.alphaIndex = Number.MAX_VALUE;
  20817. /**
  20818. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  20819. */
  20820. _this.isVisible = true;
  20821. /**
  20822. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  20823. */
  20824. _this.isPickable = true;
  20825. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  20826. _this.showSubMeshesBoundingBox = false;
  20827. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  20828. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  20829. */
  20830. _this.isBlocker = false;
  20831. /**
  20832. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  20833. */
  20834. _this.enablePointerMoveEvents = false;
  20835. /**
  20836. * Specifies the rendering group id for this mesh (0 by default)
  20837. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  20838. */
  20839. _this.renderingGroupId = 0;
  20840. _this._receiveShadows = false;
  20841. /** Defines color to use when rendering outline */
  20842. _this.outlineColor = BABYLON.Color3.Red();
  20843. /** Define width to use when rendering outline */
  20844. _this.outlineWidth = 0.02;
  20845. /** Defines color to use when rendering overlay */
  20846. _this.overlayColor = BABYLON.Color3.Red();
  20847. /** Defines alpha to use when rendering overlay */
  20848. _this.overlayAlpha = 0.5;
  20849. _this._hasVertexAlpha = false;
  20850. _this._useVertexColors = true;
  20851. _this._computeBonesUsingShaders = true;
  20852. _this._numBoneInfluencers = 4;
  20853. _this._applyFog = true;
  20854. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  20855. _this.useOctreeForRenderingSelection = true;
  20856. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  20857. _this.useOctreeForPicking = true;
  20858. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  20859. _this.useOctreeForCollisions = true;
  20860. _this._layerMask = 0x0FFFFFFF;
  20861. /**
  20862. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  20863. */
  20864. _this.alwaysSelectAsActiveMesh = false;
  20865. /**
  20866. * Gets or sets the current action manager
  20867. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  20868. */
  20869. _this.actionManager = null;
  20870. // Collisions
  20871. _this._checkCollisions = false;
  20872. _this._collisionMask = -1;
  20873. _this._collisionGroup = -1;
  20874. /**
  20875. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  20876. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20877. */
  20878. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  20879. /**
  20880. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  20881. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20882. */
  20883. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  20884. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  20885. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  20886. // Edges
  20887. /**
  20888. * Defines edge width used when edgesRenderer is enabled
  20889. * @see https://www.babylonjs-playground.com/#10OJSG#13
  20890. */
  20891. _this.edgesWidth = 1;
  20892. /**
  20893. * Defines edge color used when edgesRenderer is enabled
  20894. * @see https://www.babylonjs-playground.com/#10OJSG#13
  20895. */
  20896. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  20897. /** @hidden */
  20898. _this._renderId = 0;
  20899. /** @hidden */
  20900. _this._intersectionsInProgress = new Array();
  20901. /** @hidden */
  20902. _this._unIndexed = false;
  20903. /** @hidden */
  20904. _this._lightSources = new Array();
  20905. /**
  20906. * An event triggered when the mesh is rebuilt.
  20907. */
  20908. _this.onRebuildObservable = new BABYLON.Observable();
  20909. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  20910. if (collidedMesh === void 0) { collidedMesh = null; }
  20911. //TODO move this to the collision coordinator!
  20912. if (_this.getScene().workerCollisions) {
  20913. newPosition.multiplyInPlace(_this._collider._radius);
  20914. }
  20915. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  20916. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  20917. _this.position.addInPlace(_this._diffPositionForCollisions);
  20918. }
  20919. if (collidedMesh) {
  20920. _this.onCollideObservable.notifyObservers(collidedMesh);
  20921. }
  20922. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  20923. };
  20924. _this.getScene().addMesh(_this);
  20925. _this._resyncLightSources();
  20926. return _this;
  20927. }
  20928. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  20929. /**
  20930. * No billboard
  20931. */
  20932. get: function () {
  20933. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  20934. },
  20935. enumerable: true,
  20936. configurable: true
  20937. });
  20938. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  20939. /** Billboard on X axis */
  20940. get: function () {
  20941. return BABYLON.TransformNode.BILLBOARDMODE_X;
  20942. },
  20943. enumerable: true,
  20944. configurable: true
  20945. });
  20946. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  20947. /** Billboard on Y axis */
  20948. get: function () {
  20949. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  20950. },
  20951. enumerable: true,
  20952. configurable: true
  20953. });
  20954. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  20955. /** Billboard on Z axis */
  20956. get: function () {
  20957. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  20958. },
  20959. enumerable: true,
  20960. configurable: true
  20961. });
  20962. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  20963. /** Billboard on all axes */
  20964. get: function () {
  20965. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  20966. },
  20967. enumerable: true,
  20968. configurable: true
  20969. });
  20970. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  20971. /**
  20972. * Gets the number of facets in the mesh
  20973. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  20974. */
  20975. get: function () {
  20976. return this._facetData.facetNb;
  20977. },
  20978. enumerable: true,
  20979. configurable: true
  20980. });
  20981. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  20982. /**
  20983. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  20984. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  20985. */
  20986. get: function () {
  20987. return this._facetData.partitioningSubdivisions;
  20988. },
  20989. set: function (nb) {
  20990. this._facetData.partitioningSubdivisions = nb;
  20991. },
  20992. enumerable: true,
  20993. configurable: true
  20994. });
  20995. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  20996. /**
  20997. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  20998. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  20999. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21000. */
  21001. get: function () {
  21002. return this._facetData.partitioningBBoxRatio;
  21003. },
  21004. set: function (ratio) {
  21005. this._facetData.partitioningBBoxRatio = ratio;
  21006. },
  21007. enumerable: true,
  21008. configurable: true
  21009. });
  21010. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21011. /**
  21012. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21013. * Works only for updatable meshes.
  21014. * Doesn't work with multi-materials
  21015. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21016. */
  21017. get: function () {
  21018. return this._facetData.facetDepthSort;
  21019. },
  21020. set: function (sort) {
  21021. this._facetData.facetDepthSort = sort;
  21022. },
  21023. enumerable: true,
  21024. configurable: true
  21025. });
  21026. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21027. /**
  21028. * The location (Vector3) where the facet depth sort must be computed from.
  21029. * By default, the active camera position.
  21030. * Used only when facet depth sort is enabled
  21031. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21032. */
  21033. get: function () {
  21034. return this._facetData.facetDepthSortFrom;
  21035. },
  21036. set: function (location) {
  21037. this._facetData.facetDepthSortFrom = location;
  21038. },
  21039. enumerable: true,
  21040. configurable: true
  21041. });
  21042. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21043. /**
  21044. * gets a boolean indicating if facetData is enabled
  21045. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21046. */
  21047. get: function () {
  21048. return this._facetData.facetDataEnabled;
  21049. },
  21050. enumerable: true,
  21051. configurable: true
  21052. });
  21053. /** @hidden */
  21054. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21055. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21056. return false;
  21057. }
  21058. this._markSubMeshesAsMiscDirty();
  21059. return true;
  21060. };
  21061. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21062. /** Set a function to call when this mesh collides with another one */
  21063. set: function (callback) {
  21064. if (this._onCollideObserver) {
  21065. this.onCollideObservable.remove(this._onCollideObserver);
  21066. }
  21067. this._onCollideObserver = this.onCollideObservable.add(callback);
  21068. },
  21069. enumerable: true,
  21070. configurable: true
  21071. });
  21072. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21073. /** Set a function to call when the collision's position changes */
  21074. set: function (callback) {
  21075. if (this._onCollisionPositionChangeObserver) {
  21076. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21077. }
  21078. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21079. },
  21080. enumerable: true,
  21081. configurable: true
  21082. });
  21083. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21084. /**
  21085. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21086. */
  21087. get: function () {
  21088. return this._visibility;
  21089. },
  21090. /**
  21091. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21092. */
  21093. set: function (value) {
  21094. if (this._visibility === value) {
  21095. return;
  21096. }
  21097. this._visibility = value;
  21098. this._markSubMeshesAsMiscDirty();
  21099. },
  21100. enumerable: true,
  21101. configurable: true
  21102. });
  21103. Object.defineProperty(AbstractMesh.prototype, "material", {
  21104. /** Gets or sets current material */
  21105. get: function () {
  21106. return this._material;
  21107. },
  21108. set: function (value) {
  21109. if (this._material === value) {
  21110. return;
  21111. }
  21112. this._material = value;
  21113. if (this.onMaterialChangedObservable.hasObservers) {
  21114. this.onMaterialChangedObservable.notifyObservers(this);
  21115. }
  21116. if (!this.subMeshes) {
  21117. return;
  21118. }
  21119. this._unBindEffect();
  21120. },
  21121. enumerable: true,
  21122. configurable: true
  21123. });
  21124. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21125. /**
  21126. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21127. * @see http://doc.babylonjs.com/babylon101/shadows
  21128. */
  21129. get: function () {
  21130. return this._receiveShadows;
  21131. },
  21132. set: function (value) {
  21133. if (this._receiveShadows === value) {
  21134. return;
  21135. }
  21136. this._receiveShadows = value;
  21137. this._markSubMeshesAsLightDirty();
  21138. },
  21139. enumerable: true,
  21140. configurable: true
  21141. });
  21142. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21143. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21144. get: function () {
  21145. return this._hasVertexAlpha;
  21146. },
  21147. set: function (value) {
  21148. if (this._hasVertexAlpha === value) {
  21149. return;
  21150. }
  21151. this._hasVertexAlpha = value;
  21152. this._markSubMeshesAsAttributesDirty();
  21153. this._markSubMeshesAsMiscDirty();
  21154. },
  21155. enumerable: true,
  21156. configurable: true
  21157. });
  21158. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21159. /** 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) */
  21160. get: function () {
  21161. return this._useVertexColors;
  21162. },
  21163. set: function (value) {
  21164. if (this._useVertexColors === value) {
  21165. return;
  21166. }
  21167. this._useVertexColors = value;
  21168. this._markSubMeshesAsAttributesDirty();
  21169. },
  21170. enumerable: true,
  21171. configurable: true
  21172. });
  21173. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21174. /**
  21175. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21176. */
  21177. get: function () {
  21178. return this._computeBonesUsingShaders;
  21179. },
  21180. set: function (value) {
  21181. if (this._computeBonesUsingShaders === value) {
  21182. return;
  21183. }
  21184. this._computeBonesUsingShaders = value;
  21185. this._markSubMeshesAsAttributesDirty();
  21186. },
  21187. enumerable: true,
  21188. configurable: true
  21189. });
  21190. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21191. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21192. get: function () {
  21193. return this._numBoneInfluencers;
  21194. },
  21195. set: function (value) {
  21196. if (this._numBoneInfluencers === value) {
  21197. return;
  21198. }
  21199. this._numBoneInfluencers = value;
  21200. this._markSubMeshesAsAttributesDirty();
  21201. },
  21202. enumerable: true,
  21203. configurable: true
  21204. });
  21205. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21206. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21207. get: function () {
  21208. return this._applyFog;
  21209. },
  21210. set: function (value) {
  21211. if (this._applyFog === value) {
  21212. return;
  21213. }
  21214. this._applyFog = value;
  21215. this._markSubMeshesAsMiscDirty();
  21216. },
  21217. enumerable: true,
  21218. configurable: true
  21219. });
  21220. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21221. /**
  21222. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21223. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21224. */
  21225. get: function () {
  21226. return this._layerMask;
  21227. },
  21228. set: function (value) {
  21229. if (value === this._layerMask) {
  21230. return;
  21231. }
  21232. this._layerMask = value;
  21233. this._resyncLightSources();
  21234. },
  21235. enumerable: true,
  21236. configurable: true
  21237. });
  21238. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21239. /**
  21240. * Gets or sets a collision mask used to mask collisions (default is -1).
  21241. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21242. */
  21243. get: function () {
  21244. return this._collisionMask;
  21245. },
  21246. set: function (mask) {
  21247. this._collisionMask = !isNaN(mask) ? mask : -1;
  21248. },
  21249. enumerable: true,
  21250. configurable: true
  21251. });
  21252. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21253. /**
  21254. * Gets or sets the current collision group mask (-1 by default).
  21255. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21256. */
  21257. get: function () {
  21258. return this._collisionGroup;
  21259. },
  21260. set: function (mask) {
  21261. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21262. },
  21263. enumerable: true,
  21264. configurable: true
  21265. });
  21266. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21267. /** @hidden */
  21268. get: function () {
  21269. return null;
  21270. },
  21271. enumerable: true,
  21272. configurable: true
  21273. });
  21274. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21275. get: function () {
  21276. return this._skeleton;
  21277. },
  21278. /**
  21279. * Gets or sets a skeleton to apply skining transformations
  21280. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21281. */
  21282. set: function (value) {
  21283. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21284. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21285. }
  21286. if (value && value.needInitialSkinMatrix) {
  21287. value._registerMeshWithPoseMatrix(this);
  21288. }
  21289. this._skeleton = value;
  21290. if (!this._skeleton) {
  21291. this._bonesTransformMatrices = null;
  21292. }
  21293. this._markSubMeshesAsAttributesDirty();
  21294. },
  21295. enumerable: true,
  21296. configurable: true
  21297. });
  21298. /**
  21299. * Returns the string "AbstractMesh"
  21300. * @returns "AbstractMesh"
  21301. */
  21302. AbstractMesh.prototype.getClassName = function () {
  21303. return "AbstractMesh";
  21304. };
  21305. /**
  21306. * Gets a string representation of the current mesh
  21307. * @param fullDetails defines a boolean indicating if full details must be included
  21308. * @returns a string representation of the current mesh
  21309. */
  21310. AbstractMesh.prototype.toString = function (fullDetails) {
  21311. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21312. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21313. if (this._skeleton) {
  21314. ret += ", skeleton: " + this._skeleton.name;
  21315. }
  21316. if (fullDetails) {
  21317. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21318. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21319. }
  21320. return ret;
  21321. };
  21322. /** @hidden */
  21323. AbstractMesh.prototype._rebuild = function () {
  21324. this.onRebuildObservable.notifyObservers(this);
  21325. if (this._occlusionQuery) {
  21326. this._occlusionQuery = null;
  21327. }
  21328. if (!this.subMeshes) {
  21329. return;
  21330. }
  21331. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21332. var subMesh = _a[_i];
  21333. subMesh._rebuild();
  21334. }
  21335. };
  21336. /** @hidden */
  21337. AbstractMesh.prototype._resyncLightSources = function () {
  21338. this._lightSources.length = 0;
  21339. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21340. var light = _a[_i];
  21341. if (!light.isEnabled()) {
  21342. continue;
  21343. }
  21344. if (light.canAffectMesh(this)) {
  21345. this._lightSources.push(light);
  21346. }
  21347. }
  21348. this._markSubMeshesAsLightDirty();
  21349. };
  21350. /** @hidden */
  21351. AbstractMesh.prototype._resyncLighSource = function (light) {
  21352. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21353. var index = this._lightSources.indexOf(light);
  21354. if (index === -1) {
  21355. if (!isIn) {
  21356. return;
  21357. }
  21358. this._lightSources.push(light);
  21359. }
  21360. else {
  21361. if (isIn) {
  21362. return;
  21363. }
  21364. this._lightSources.splice(index, 1);
  21365. }
  21366. this._markSubMeshesAsLightDirty();
  21367. };
  21368. /** @hidden */
  21369. AbstractMesh.prototype._unBindEffect = function () {
  21370. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21371. var subMesh = _a[_i];
  21372. subMesh.setEffect(null);
  21373. }
  21374. };
  21375. /** @hidden */
  21376. AbstractMesh.prototype._removeLightSource = function (light) {
  21377. var index = this._lightSources.indexOf(light);
  21378. if (index === -1) {
  21379. return;
  21380. }
  21381. this._lightSources.splice(index, 1);
  21382. this._markSubMeshesAsLightDirty();
  21383. };
  21384. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21385. if (!this.subMeshes) {
  21386. return;
  21387. }
  21388. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21389. var subMesh = _a[_i];
  21390. if (subMesh._materialDefines) {
  21391. func(subMesh._materialDefines);
  21392. }
  21393. }
  21394. };
  21395. /** @hidden */
  21396. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21397. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21398. };
  21399. /** @hidden */
  21400. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21401. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21402. };
  21403. /** @hidden */
  21404. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21405. if (!this.subMeshes) {
  21406. return;
  21407. }
  21408. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21409. var subMesh = _a[_i];
  21410. var material = subMesh.getMaterial();
  21411. if (material) {
  21412. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21413. }
  21414. }
  21415. };
  21416. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21417. /**
  21418. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21419. */
  21420. get: function () {
  21421. return this._scaling;
  21422. },
  21423. set: function (newScaling) {
  21424. this._scaling = newScaling;
  21425. if (this.physicsImpostor) {
  21426. this.physicsImpostor.forceUpdate();
  21427. }
  21428. },
  21429. enumerable: true,
  21430. configurable: true
  21431. });
  21432. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21433. // Methods
  21434. /**
  21435. * Returns true if the mesh is blocked. Implemented by child classes
  21436. */
  21437. get: function () {
  21438. return false;
  21439. },
  21440. enumerable: true,
  21441. configurable: true
  21442. });
  21443. /**
  21444. * Returns the mesh itself by default. Implemented by child classes
  21445. * @param camera defines the camera to use to pick the right LOD level
  21446. * @returns the currentAbstractMesh
  21447. */
  21448. AbstractMesh.prototype.getLOD = function (camera) {
  21449. return this;
  21450. };
  21451. /**
  21452. * Returns 0 by default. Implemented by child classes
  21453. * @returns an integer
  21454. */
  21455. AbstractMesh.prototype.getTotalVertices = function () {
  21456. return 0;
  21457. };
  21458. /**
  21459. * Returns null by default. Implemented by child classes
  21460. * @returns null
  21461. */
  21462. AbstractMesh.prototype.getIndices = function () {
  21463. return null;
  21464. };
  21465. /**
  21466. * Returns the array of the requested vertex data kind. Implemented by child classes
  21467. * @param kind defines the vertex data kind to use
  21468. * @returns null
  21469. */
  21470. AbstractMesh.prototype.getVerticesData = function (kind) {
  21471. return null;
  21472. };
  21473. /**
  21474. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21475. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21476. * Note that a new underlying VertexBuffer object is created each call.
  21477. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21478. * @param kind defines vertex data kind:
  21479. * * BABYLON.VertexBuffer.PositionKind
  21480. * * BABYLON.VertexBuffer.UVKind
  21481. * * BABYLON.VertexBuffer.UV2Kind
  21482. * * BABYLON.VertexBuffer.UV3Kind
  21483. * * BABYLON.VertexBuffer.UV4Kind
  21484. * * BABYLON.VertexBuffer.UV5Kind
  21485. * * BABYLON.VertexBuffer.UV6Kind
  21486. * * BABYLON.VertexBuffer.ColorKind
  21487. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21488. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21489. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21490. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21491. * @param data defines the data source
  21492. * @param updatable defines if the data must be flagged as updatable (or static)
  21493. * @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
  21494. * @returns the current mesh
  21495. */
  21496. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21497. return this;
  21498. };
  21499. /**
  21500. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21501. * If the mesh has no geometry, it is simply returned as it is.
  21502. * @param kind defines vertex data kind:
  21503. * * BABYLON.VertexBuffer.PositionKind
  21504. * * BABYLON.VertexBuffer.UVKind
  21505. * * BABYLON.VertexBuffer.UV2Kind
  21506. * * BABYLON.VertexBuffer.UV3Kind
  21507. * * BABYLON.VertexBuffer.UV4Kind
  21508. * * BABYLON.VertexBuffer.UV5Kind
  21509. * * BABYLON.VertexBuffer.UV6Kind
  21510. * * BABYLON.VertexBuffer.ColorKind
  21511. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21512. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21513. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21514. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21515. * @param data defines the data source
  21516. * @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
  21517. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21518. * @returns the current mesh
  21519. */
  21520. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21521. return this;
  21522. };
  21523. /**
  21524. * Sets the mesh indices,
  21525. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21526. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21527. * @param totalVertices Defines the total number of vertices
  21528. * @returns the current mesh
  21529. */
  21530. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21531. return this;
  21532. };
  21533. /**
  21534. * Gets a boolean indicating if specific vertex data is present
  21535. * @param kind defines the vertex data kind to use
  21536. * @returns true is data kind is present
  21537. */
  21538. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21539. return false;
  21540. };
  21541. /**
  21542. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21543. * @returns a BoundingInfo
  21544. */
  21545. AbstractMesh.prototype.getBoundingInfo = function () {
  21546. if (this._masterMesh) {
  21547. return this._masterMesh.getBoundingInfo();
  21548. }
  21549. if (!this._boundingInfo) {
  21550. // this._boundingInfo is being created here
  21551. this._updateBoundingInfo();
  21552. }
  21553. // cannot be null.
  21554. return this._boundingInfo;
  21555. };
  21556. /**
  21557. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21558. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21559. * @returns the current mesh
  21560. */
  21561. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21562. if (includeDescendants === void 0) { includeDescendants = true; }
  21563. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21564. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21565. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21566. if (maxDimension === 0) {
  21567. return this;
  21568. }
  21569. var scale = 1 / maxDimension;
  21570. this.scaling.scaleInPlace(scale);
  21571. return this;
  21572. };
  21573. /**
  21574. * Overwrite the current bounding info
  21575. * @param boundingInfo defines the new bounding info
  21576. * @returns the current mesh
  21577. */
  21578. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21579. this._boundingInfo = boundingInfo;
  21580. return this;
  21581. };
  21582. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21583. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21584. get: function () {
  21585. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21586. },
  21587. enumerable: true,
  21588. configurable: true
  21589. });
  21590. /** @hidden */
  21591. AbstractMesh.prototype._preActivate = function () {
  21592. };
  21593. /** @hidden */
  21594. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21595. };
  21596. /** @hidden */
  21597. AbstractMesh.prototype._activate = function (renderId) {
  21598. this._renderId = renderId;
  21599. };
  21600. /**
  21601. * Gets the current world matrix
  21602. * @returns a Matrix
  21603. */
  21604. AbstractMesh.prototype.getWorldMatrix = function () {
  21605. if (this._masterMesh) {
  21606. return this._masterMesh.getWorldMatrix();
  21607. }
  21608. return _super.prototype.getWorldMatrix.call(this);
  21609. };
  21610. /** @hidden */
  21611. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21612. if (this._masterMesh) {
  21613. return this._masterMesh._getWorldMatrixDeterminant();
  21614. }
  21615. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21616. };
  21617. // ================================== Point of View Movement =================================
  21618. /**
  21619. * Perform relative position change from the point of view of behind the front of the mesh.
  21620. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21621. * Supports definition of mesh facing forward or backward
  21622. * @param amountRight defines the distance on the right axis
  21623. * @param amountUp defines the distance on the up axis
  21624. * @param amountForward defines the distance on the forward axis
  21625. * @returns the current mesh
  21626. */
  21627. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  21628. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  21629. return this;
  21630. };
  21631. /**
  21632. * Calculate relative position change from the point of view of behind the front of the mesh.
  21633. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21634. * Supports definition of mesh facing forward or backward
  21635. * @param amountRight defines the distance on the right axis
  21636. * @param amountUp defines the distance on the up axis
  21637. * @param amountForward defines the distance on the forward axis
  21638. * @returns the new displacement vector
  21639. */
  21640. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  21641. var rotMatrix = new BABYLON.Matrix();
  21642. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  21643. rotQuaternion.toRotationMatrix(rotMatrix);
  21644. var translationDelta = BABYLON.Vector3.Zero();
  21645. var defForwardMult = this.definedFacingForward ? -1 : 1;
  21646. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  21647. return translationDelta;
  21648. };
  21649. // ================================== Point of View Rotation =================================
  21650. /**
  21651. * Perform relative rotation change from the point of view of behind the front of the mesh.
  21652. * Supports definition of mesh facing forward or backward
  21653. * @param flipBack defines the flip
  21654. * @param twirlClockwise defines the twirl
  21655. * @param tiltRight defines the tilt
  21656. * @returns the current mesh
  21657. */
  21658. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21659. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  21660. return this;
  21661. };
  21662. /**
  21663. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  21664. * Supports definition of mesh facing forward or backward.
  21665. * @param flipBack defines the flip
  21666. * @param twirlClockwise defines the twirl
  21667. * @param tiltRight defines the tilt
  21668. * @returns the new rotation vector
  21669. */
  21670. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21671. var defForwardMult = this.definedFacingForward ? 1 : -1;
  21672. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  21673. };
  21674. /**
  21675. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  21676. * @param includeDescendants Include bounding info from descendants as well (true by default)
  21677. * @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
  21678. * @returns the new bounding vectors
  21679. */
  21680. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  21681. if (includeDescendants === void 0) { includeDescendants = true; }
  21682. if (predicate === void 0) { predicate = null; }
  21683. // Ensures that all world matrix will be recomputed.
  21684. this.getScene().incrementRenderId();
  21685. this.computeWorldMatrix(true);
  21686. var min;
  21687. var max;
  21688. var boundingInfo = this.getBoundingInfo();
  21689. if (!this.subMeshes) {
  21690. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  21691. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  21692. }
  21693. else {
  21694. min = boundingInfo.boundingBox.minimumWorld;
  21695. max = boundingInfo.boundingBox.maximumWorld;
  21696. }
  21697. if (includeDescendants) {
  21698. var descendants = this.getDescendants(false);
  21699. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  21700. var descendant = descendants_1[_i];
  21701. var childMesh = descendant;
  21702. childMesh.computeWorldMatrix(true);
  21703. // Filters meshes based on custom predicate function.
  21704. if (predicate && !predicate(childMesh)) {
  21705. continue;
  21706. }
  21707. //make sure we have the needed params to get mix and max
  21708. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  21709. continue;
  21710. }
  21711. var childBoundingInfo = childMesh.getBoundingInfo();
  21712. var boundingBox = childBoundingInfo.boundingBox;
  21713. var minBox = boundingBox.minimumWorld;
  21714. var maxBox = boundingBox.maximumWorld;
  21715. BABYLON.Tools.CheckExtends(minBox, min, max);
  21716. BABYLON.Tools.CheckExtends(maxBox, min, max);
  21717. }
  21718. }
  21719. return {
  21720. min: min,
  21721. max: max
  21722. };
  21723. };
  21724. /** @hidden */
  21725. AbstractMesh.prototype._updateBoundingInfo = function () {
  21726. if (this._boundingInfo) {
  21727. this._boundingInfo.update(this.worldMatrixFromCache);
  21728. }
  21729. else {
  21730. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  21731. }
  21732. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  21733. return this;
  21734. };
  21735. /** @hidden */
  21736. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  21737. if (!this.subMeshes) {
  21738. return this;
  21739. }
  21740. var count = this.subMeshes.length;
  21741. for (var subIndex = 0; subIndex < count; subIndex++) {
  21742. var subMesh = this.subMeshes[subIndex];
  21743. if (count > 1 || !subMesh.IsGlobal) {
  21744. subMesh.updateBoundingInfo(matrix);
  21745. }
  21746. }
  21747. return this;
  21748. };
  21749. /** @hidden */
  21750. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  21751. // Bounding info
  21752. this._updateBoundingInfo();
  21753. };
  21754. /**
  21755. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  21756. * A mesh is in the frustum if its bounding box intersects the frustum
  21757. * @param frustumPlanes defines the frustum to test
  21758. * @returns true if the mesh is in the frustum planes
  21759. */
  21760. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  21761. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  21762. };
  21763. /**
  21764. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  21765. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  21766. * @param frustumPlanes defines the frustum to test
  21767. * @returns true if the mesh is completely in the frustum planes
  21768. */
  21769. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  21770. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  21771. };
  21772. /**
  21773. * True if the mesh intersects another mesh or a SolidParticle object
  21774. * @param mesh defines a target mesh or SolidParticle to test
  21775. * @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)
  21776. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  21777. * @returns true if there is an intersection
  21778. */
  21779. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  21780. if (precise === void 0) { precise = false; }
  21781. if (!this._boundingInfo || !mesh._boundingInfo) {
  21782. return false;
  21783. }
  21784. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  21785. return true;
  21786. }
  21787. if (includeDescendants) {
  21788. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  21789. var child = _a[_i];
  21790. if (child.intersectsMesh(mesh, precise, true)) {
  21791. return true;
  21792. }
  21793. }
  21794. }
  21795. return false;
  21796. };
  21797. /**
  21798. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  21799. * @param point defines the point to test
  21800. * @returns true if there is an intersection
  21801. */
  21802. AbstractMesh.prototype.intersectsPoint = function (point) {
  21803. if (!this._boundingInfo) {
  21804. return false;
  21805. }
  21806. return this._boundingInfo.intersectsPoint(point);
  21807. };
  21808. /**
  21809. * Gets the position of the current mesh in camera space
  21810. * @param camera defines the camera to use
  21811. * @returns a position
  21812. */
  21813. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  21814. if (camera === void 0) { camera = null; }
  21815. if (!camera) {
  21816. camera = this.getScene().activeCamera;
  21817. }
  21818. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  21819. };
  21820. /**
  21821. * Returns the distance from the mesh to the active camera
  21822. * @param camera defines the camera to use
  21823. * @returns the distance
  21824. */
  21825. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  21826. if (camera === void 0) { camera = null; }
  21827. if (!camera) {
  21828. camera = this.getScene().activeCamera;
  21829. }
  21830. return this.absolutePosition.subtract(camera.position).length();
  21831. };
  21832. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  21833. // Collisions
  21834. /**
  21835. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  21836. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21837. */
  21838. get: function () {
  21839. return this._checkCollisions;
  21840. },
  21841. set: function (collisionEnabled) {
  21842. this._checkCollisions = collisionEnabled;
  21843. if (this.getScene().workerCollisions) {
  21844. this.getScene().collisionCoordinator.onMeshUpdated(this);
  21845. }
  21846. },
  21847. enumerable: true,
  21848. configurable: true
  21849. });
  21850. Object.defineProperty(AbstractMesh.prototype, "collider", {
  21851. /**
  21852. * Gets Collider object used to compute collisions (not physics)
  21853. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21854. */
  21855. get: function () {
  21856. return this._collider;
  21857. },
  21858. enumerable: true,
  21859. configurable: true
  21860. });
  21861. /**
  21862. * Move the mesh using collision engine
  21863. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21864. * @param displacement defines the requested displacement vector
  21865. * @returns the current mesh
  21866. */
  21867. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  21868. var globalPosition = this.getAbsolutePosition();
  21869. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  21870. if (!this._collider) {
  21871. this._collider = new BABYLON.Collider();
  21872. }
  21873. this._collider._radius = this.ellipsoid;
  21874. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  21875. return this;
  21876. };
  21877. // Collisions
  21878. /** @hidden */
  21879. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  21880. this._generatePointsArray();
  21881. if (!this._positions) {
  21882. return this;
  21883. }
  21884. // Transformation
  21885. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  21886. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  21887. subMesh._lastColliderWorldVertices = [];
  21888. subMesh._trianglePlanes = [];
  21889. var start = subMesh.verticesStart;
  21890. var end = (subMesh.verticesStart + subMesh.verticesCount);
  21891. for (var i = start; i < end; i++) {
  21892. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  21893. }
  21894. }
  21895. // Collide
  21896. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  21897. if (collider.collisionFound) {
  21898. collider.collidedMesh = this;
  21899. }
  21900. return this;
  21901. };
  21902. /** @hidden */
  21903. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  21904. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  21905. var len = subMeshes.length;
  21906. for (var index = 0; index < len; index++) {
  21907. var subMesh = subMeshes.data[index];
  21908. // Bounding test
  21909. if (len > 1 && !subMesh._checkCollision(collider)) {
  21910. continue;
  21911. }
  21912. this._collideForSubMesh(subMesh, transformMatrix, collider);
  21913. }
  21914. return this;
  21915. };
  21916. /** @hidden */
  21917. AbstractMesh.prototype._checkCollision = function (collider) {
  21918. // Bounding box test
  21919. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  21920. return this;
  21921. }
  21922. // Transformation matrix
  21923. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  21924. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  21925. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  21926. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  21927. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  21928. return this;
  21929. };
  21930. // Picking
  21931. /** @hidden */
  21932. AbstractMesh.prototype._generatePointsArray = function () {
  21933. return false;
  21934. };
  21935. /**
  21936. * Checks if the passed Ray intersects with the mesh
  21937. * @param ray defines the ray to use
  21938. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  21939. * @returns the picking info
  21940. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  21941. */
  21942. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  21943. var pickingInfo = new BABYLON.PickingInfo();
  21944. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  21945. return pickingInfo;
  21946. }
  21947. if (!this._generatePointsArray()) {
  21948. return pickingInfo;
  21949. }
  21950. var intersectInfo = null;
  21951. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  21952. var len = subMeshes.length;
  21953. for (var index = 0; index < len; index++) {
  21954. var subMesh = subMeshes.data[index];
  21955. // Bounding test
  21956. if (len > 1 && !subMesh.canIntersects(ray)) {
  21957. continue;
  21958. }
  21959. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  21960. if (currentIntersectInfo) {
  21961. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  21962. intersectInfo = currentIntersectInfo;
  21963. intersectInfo.subMeshId = index;
  21964. if (fastCheck) {
  21965. break;
  21966. }
  21967. }
  21968. }
  21969. }
  21970. if (intersectInfo) {
  21971. // Get picked point
  21972. var world = this.getWorldMatrix();
  21973. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  21974. var direction = ray.direction.clone();
  21975. direction = direction.scale(intersectInfo.distance);
  21976. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  21977. var pickedPoint = worldOrigin.add(worldDirection);
  21978. // Return result
  21979. pickingInfo.hit = true;
  21980. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  21981. pickingInfo.pickedPoint = pickedPoint;
  21982. pickingInfo.pickedMesh = this;
  21983. pickingInfo.bu = intersectInfo.bu || 0;
  21984. pickingInfo.bv = intersectInfo.bv || 0;
  21985. pickingInfo.faceId = intersectInfo.faceId;
  21986. pickingInfo.subMeshId = intersectInfo.subMeshId;
  21987. return pickingInfo;
  21988. }
  21989. return pickingInfo;
  21990. };
  21991. /**
  21992. * Clones the current mesh
  21993. * @param name defines the mesh name
  21994. * @param newParent defines the new mesh parent
  21995. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  21996. * @returns the new mesh
  21997. */
  21998. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  21999. return null;
  22000. };
  22001. /**
  22002. * Disposes all the submeshes of the current meshnp
  22003. * @returns the current mesh
  22004. */
  22005. AbstractMesh.prototype.releaseSubMeshes = function () {
  22006. if (this.subMeshes) {
  22007. while (this.subMeshes.length) {
  22008. this.subMeshes[0].dispose();
  22009. }
  22010. }
  22011. else {
  22012. this.subMeshes = new Array();
  22013. }
  22014. return this;
  22015. };
  22016. /**
  22017. * Releases resources associated with this abstract mesh.
  22018. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22019. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22020. */
  22021. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22022. var _this = this;
  22023. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22024. var index;
  22025. // Smart Array Retainers.
  22026. this.getScene().freeActiveMeshes();
  22027. this.getScene().freeRenderingGroups();
  22028. // Action manager
  22029. if (this.actionManager !== undefined && this.actionManager !== null) {
  22030. this.actionManager.dispose();
  22031. this.actionManager = null;
  22032. }
  22033. // Skeleton
  22034. this._skeleton = null;
  22035. // Intersections in progress
  22036. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22037. var other = this._intersectionsInProgress[index];
  22038. var pos = other._intersectionsInProgress.indexOf(this);
  22039. other._intersectionsInProgress.splice(pos, 1);
  22040. }
  22041. this._intersectionsInProgress = [];
  22042. // Lights
  22043. var lights = this.getScene().lights;
  22044. lights.forEach(function (light) {
  22045. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22046. if (meshIndex !== -1) {
  22047. light.includedOnlyMeshes.splice(meshIndex, 1);
  22048. }
  22049. meshIndex = light.excludedMeshes.indexOf(_this);
  22050. if (meshIndex !== -1) {
  22051. light.excludedMeshes.splice(meshIndex, 1);
  22052. }
  22053. // Shadow generators
  22054. var generator = light.getShadowGenerator();
  22055. if (generator) {
  22056. var shadowMap = generator.getShadowMap();
  22057. if (shadowMap && shadowMap.renderList) {
  22058. meshIndex = shadowMap.renderList.indexOf(_this);
  22059. if (meshIndex !== -1) {
  22060. shadowMap.renderList.splice(meshIndex, 1);
  22061. }
  22062. }
  22063. }
  22064. });
  22065. // SubMeshes
  22066. if (this.getClassName() !== "InstancedMesh") {
  22067. this.releaseSubMeshes();
  22068. }
  22069. // Query
  22070. var engine = this.getScene().getEngine();
  22071. if (this._occlusionQuery) {
  22072. this.isOcclusionQueryInProgress = false;
  22073. engine.deleteQuery(this._occlusionQuery);
  22074. this._occlusionQuery = null;
  22075. }
  22076. // Engine
  22077. engine.wipeCaches();
  22078. // Remove from scene
  22079. this.getScene().removeMesh(this);
  22080. if (disposeMaterialAndTextures) {
  22081. if (this.material) {
  22082. this.material.dispose(false, true);
  22083. }
  22084. }
  22085. if (!doNotRecurse) {
  22086. // Particles
  22087. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22088. if (this.getScene().particleSystems[index].emitter === this) {
  22089. this.getScene().particleSystems[index].dispose();
  22090. index--;
  22091. }
  22092. }
  22093. }
  22094. // facet data
  22095. if (this._facetData.facetDataEnabled) {
  22096. this.disableFacetData();
  22097. }
  22098. this.onAfterWorldMatrixUpdateObservable.clear();
  22099. this.onCollideObservable.clear();
  22100. this.onCollisionPositionChangeObservable.clear();
  22101. this.onRebuildObservable.clear();
  22102. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22103. };
  22104. /**
  22105. * Adds the passed mesh as a child to the current mesh
  22106. * @param mesh defines the child mesh
  22107. * @returns the current mesh
  22108. */
  22109. AbstractMesh.prototype.addChild = function (mesh) {
  22110. mesh.setParent(this);
  22111. return this;
  22112. };
  22113. /**
  22114. * Removes the passed mesh from the current mesh children list
  22115. * @param mesh defines the child mesh
  22116. * @returns the current mesh
  22117. */
  22118. AbstractMesh.prototype.removeChild = function (mesh) {
  22119. mesh.setParent(null);
  22120. return this;
  22121. };
  22122. // Facet data
  22123. /** @hidden */
  22124. AbstractMesh.prototype._initFacetData = function () {
  22125. var data = this._facetData;
  22126. if (!data.facetNormals) {
  22127. data.facetNormals = new Array();
  22128. }
  22129. if (!data.facetPositions) {
  22130. data.facetPositions = new Array();
  22131. }
  22132. if (!data.facetPartitioning) {
  22133. data.facetPartitioning = new Array();
  22134. }
  22135. data.facetNb = (this.getIndices().length / 3) | 0;
  22136. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22137. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22138. for (var f = 0; f < data.facetNb; f++) {
  22139. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22140. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22141. }
  22142. data.facetDataEnabled = true;
  22143. return this;
  22144. };
  22145. /**
  22146. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22147. * This method can be called within the render loop.
  22148. * 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
  22149. * @returns the current mesh
  22150. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22151. */
  22152. AbstractMesh.prototype.updateFacetData = function () {
  22153. var data = this._facetData;
  22154. if (!data.facetDataEnabled) {
  22155. this._initFacetData();
  22156. }
  22157. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22158. var indices = this.getIndices();
  22159. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22160. var bInfo = this.getBoundingInfo();
  22161. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22162. // init arrays, matrix and sort function on first call
  22163. data.facetDepthSortEnabled = true;
  22164. if (indices instanceof Uint16Array) {
  22165. data.depthSortedIndices = new Uint16Array(indices);
  22166. }
  22167. else if (indices instanceof Uint32Array) {
  22168. data.depthSortedIndices = new Uint32Array(indices);
  22169. }
  22170. else {
  22171. var needs32bits = false;
  22172. for (var i = 0; i < indices.length; i++) {
  22173. if (indices[i] > 65535) {
  22174. needs32bits = true;
  22175. break;
  22176. }
  22177. }
  22178. if (needs32bits) {
  22179. data.depthSortedIndices = new Uint32Array(indices);
  22180. }
  22181. else {
  22182. data.depthSortedIndices = new Uint16Array(indices);
  22183. }
  22184. }
  22185. data.facetDepthSortFunction = function (f1, f2) {
  22186. return (f2.sqDistance - f1.sqDistance);
  22187. };
  22188. if (!data.facetDepthSortFrom) {
  22189. var camera = this.getScene().activeCamera;
  22190. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22191. }
  22192. data.depthSortedFacets = [];
  22193. for (var f = 0; f < data.facetNb; f++) {
  22194. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22195. data.depthSortedFacets.push(depthSortedFacet);
  22196. }
  22197. data.invertedMatrix = BABYLON.Matrix.Identity();
  22198. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22199. }
  22200. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22201. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22202. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22203. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22204. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22205. data.subDiv.max = data.partitioningSubdivisions;
  22206. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22207. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22208. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22209. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22210. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22211. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22212. // set the parameters for ComputeNormals()
  22213. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22214. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22215. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22216. data.facetParameters.bInfo = bInfo;
  22217. data.facetParameters.bbSize = data.bbSize;
  22218. data.facetParameters.subDiv = data.subDiv;
  22219. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22220. data.facetParameters.depthSort = data.facetDepthSort;
  22221. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22222. this.computeWorldMatrix(true);
  22223. this._worldMatrix.invertToRef(data.invertedMatrix);
  22224. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22225. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22226. }
  22227. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22228. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22229. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22230. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22231. var l = (data.depthSortedIndices.length / 3) | 0;
  22232. for (var f = 0; f < l; f++) {
  22233. var sind = data.depthSortedFacets[f].ind;
  22234. data.depthSortedIndices[f * 3] = indices[sind];
  22235. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22236. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22237. }
  22238. this.updateIndices(data.depthSortedIndices);
  22239. }
  22240. return this;
  22241. };
  22242. /**
  22243. * Returns the facetLocalNormals array.
  22244. * The normals are expressed in the mesh local spac
  22245. * @returns an array of Vector3
  22246. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22247. */
  22248. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22249. if (!this._facetData.facetNormals) {
  22250. this.updateFacetData();
  22251. }
  22252. return this._facetData.facetNormals;
  22253. };
  22254. /**
  22255. * Returns the facetLocalPositions array.
  22256. * The facet positions are expressed in the mesh local space
  22257. * @returns an array of Vector3
  22258. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22259. */
  22260. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22261. if (!this._facetData.facetPositions) {
  22262. this.updateFacetData();
  22263. }
  22264. return this._facetData.facetPositions;
  22265. };
  22266. /**
  22267. * Returns the facetLocalPartioning array
  22268. * @returns an array of array of numbers
  22269. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22270. */
  22271. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22272. if (!this._facetData.facetPartitioning) {
  22273. this.updateFacetData();
  22274. }
  22275. return this._facetData.facetPartitioning;
  22276. };
  22277. /**
  22278. * Returns the i-th facet position in the world system.
  22279. * This method allocates a new Vector3 per call
  22280. * @param i defines the facet index
  22281. * @returns a new Vector3
  22282. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22283. */
  22284. AbstractMesh.prototype.getFacetPosition = function (i) {
  22285. var pos = BABYLON.Vector3.Zero();
  22286. this.getFacetPositionToRef(i, pos);
  22287. return pos;
  22288. };
  22289. /**
  22290. * Sets the reference Vector3 with the i-th facet position in the world system
  22291. * @param i defines the facet index
  22292. * @param ref defines the target vector
  22293. * @returns the current mesh
  22294. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22295. */
  22296. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22297. var localPos = (this.getFacetLocalPositions())[i];
  22298. var world = this.getWorldMatrix();
  22299. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22300. return this;
  22301. };
  22302. /**
  22303. * Returns the i-th facet normal in the world system.
  22304. * This method allocates a new Vector3 per call
  22305. * @param i defines the facet index
  22306. * @returns a new Vector3
  22307. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22308. */
  22309. AbstractMesh.prototype.getFacetNormal = function (i) {
  22310. var norm = BABYLON.Vector3.Zero();
  22311. this.getFacetNormalToRef(i, norm);
  22312. return norm;
  22313. };
  22314. /**
  22315. * Sets the reference Vector3 with the i-th facet normal in the world system
  22316. * @param i defines the facet index
  22317. * @param ref defines the target vector
  22318. * @returns the current mesh
  22319. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22320. */
  22321. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22322. var localNorm = (this.getFacetLocalNormals())[i];
  22323. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22324. return this;
  22325. };
  22326. /**
  22327. * 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)
  22328. * @param x defines x coordinate
  22329. * @param y defines y coordinate
  22330. * @param z defines z coordinate
  22331. * @returns the array of facet indexes
  22332. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22333. */
  22334. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22335. var bInfo = this.getBoundingInfo();
  22336. var data = this._facetData;
  22337. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22338. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22339. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22340. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22341. return null;
  22342. }
  22343. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22344. };
  22345. /**
  22346. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22347. * @param projected sets as the (x,y,z) world projection on the facet
  22348. * @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
  22349. * @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
  22350. * @param x defines x coordinate
  22351. * @param y defines y coordinate
  22352. * @param z defines z coordinate
  22353. * @returns the face index if found (or null instead)
  22354. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22355. */
  22356. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22357. if (checkFace === void 0) { checkFace = false; }
  22358. if (facing === void 0) { facing = true; }
  22359. var world = this.getWorldMatrix();
  22360. var invMat = BABYLON.Tmp.Matrix[5];
  22361. world.invertToRef(invMat);
  22362. var invVect = BABYLON.Tmp.Vector3[8];
  22363. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22364. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22365. if (projected) {
  22366. // tranform the local computed projected vector to world coordinates
  22367. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22368. }
  22369. return closest;
  22370. };
  22371. /**
  22372. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22373. * @param projected sets as the (x,y,z) local projection on the facet
  22374. * @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
  22375. * @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
  22376. * @param x defines x coordinate
  22377. * @param y defines y coordinate
  22378. * @param z defines z coordinate
  22379. * @returns the face index if found (or null instead)
  22380. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22381. */
  22382. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22383. if (checkFace === void 0) { checkFace = false; }
  22384. if (facing === void 0) { facing = true; }
  22385. var closest = null;
  22386. var tmpx = 0.0;
  22387. var tmpy = 0.0;
  22388. var tmpz = 0.0;
  22389. var d = 0.0; // tmp dot facet normal * facet position
  22390. var t0 = 0.0;
  22391. var projx = 0.0;
  22392. var projy = 0.0;
  22393. var projz = 0.0;
  22394. // Get all the facets in the same partitioning block than (x, y, z)
  22395. var facetPositions = this.getFacetLocalPositions();
  22396. var facetNormals = this.getFacetLocalNormals();
  22397. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22398. if (!facetsInBlock) {
  22399. return null;
  22400. }
  22401. // Get the closest facet to (x, y, z)
  22402. var shortest = Number.MAX_VALUE; // init distance vars
  22403. var tmpDistance = shortest;
  22404. var fib; // current facet in the block
  22405. var norm; // current facet normal
  22406. var p0; // current facet barycenter position
  22407. // loop on all the facets in the current partitioning block
  22408. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22409. fib = facetsInBlock[idx];
  22410. norm = facetNormals[fib];
  22411. p0 = facetPositions[fib];
  22412. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22413. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22414. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22415. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22416. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22417. projx = x + norm.x * t0;
  22418. projy = y + norm.y * t0;
  22419. projz = z + norm.z * t0;
  22420. tmpx = projx - x;
  22421. tmpy = projy - y;
  22422. tmpz = projz - z;
  22423. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22424. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22425. shortest = tmpDistance;
  22426. closest = fib;
  22427. if (projected) {
  22428. projected.x = projx;
  22429. projected.y = projy;
  22430. projected.z = projz;
  22431. }
  22432. }
  22433. }
  22434. }
  22435. return closest;
  22436. };
  22437. /**
  22438. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22439. * @returns the parameters
  22440. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22441. */
  22442. AbstractMesh.prototype.getFacetDataParameters = function () {
  22443. return this._facetData.facetParameters;
  22444. };
  22445. /**
  22446. * Disables the feature FacetData and frees the related memory
  22447. * @returns the current mesh
  22448. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22449. */
  22450. AbstractMesh.prototype.disableFacetData = function () {
  22451. if (this._facetData.facetDataEnabled) {
  22452. this._facetData.facetDataEnabled = false;
  22453. this._facetData.facetPositions = new Array();
  22454. this._facetData.facetNormals = new Array();
  22455. this._facetData.facetPartitioning = new Array();
  22456. this._facetData.facetParameters = null;
  22457. this._facetData.depthSortedIndices = new Uint32Array(0);
  22458. }
  22459. return this;
  22460. };
  22461. /**
  22462. * Updates the AbstractMesh indices array
  22463. * @param indices defines the data source
  22464. * @returns the current mesh
  22465. */
  22466. AbstractMesh.prototype.updateIndices = function (indices) {
  22467. return this;
  22468. };
  22469. /**
  22470. * Creates new normals data for the mesh
  22471. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22472. * @returns the current mesh
  22473. */
  22474. AbstractMesh.prototype.createNormals = function (updatable) {
  22475. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22476. var indices = this.getIndices();
  22477. var normals;
  22478. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22479. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22480. }
  22481. else {
  22482. normals = [];
  22483. }
  22484. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22485. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22486. return this;
  22487. };
  22488. /**
  22489. * Align the mesh with a normal
  22490. * @param normal defines the normal to use
  22491. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22492. * @returns the current mesh
  22493. */
  22494. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22495. if (!upDirection) {
  22496. upDirection = BABYLON.Axis.Y;
  22497. }
  22498. var axisX = BABYLON.Tmp.Vector3[0];
  22499. var axisZ = BABYLON.Tmp.Vector3[1];
  22500. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22501. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22502. if (this.rotationQuaternion) {
  22503. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22504. }
  22505. else {
  22506. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22507. }
  22508. return this;
  22509. };
  22510. /** @hidden */
  22511. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22512. return false;
  22513. };
  22514. /** No occlusion */
  22515. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22516. /** Occlusion set to optimisitic */
  22517. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22518. /** Occlusion set to strict */
  22519. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22520. /** Use an accurante occlusion algorithm */
  22521. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22522. /** Use a conservative occlusion algorithm */
  22523. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22524. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22525. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22526. /** Culling strategy with bounding sphere only and then frustum culling */
  22527. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22528. return AbstractMesh;
  22529. }(BABYLON.TransformNode));
  22530. BABYLON.AbstractMesh = AbstractMesh;
  22531. })(BABYLON || (BABYLON = {}));
  22532. //# sourceMappingURL=babylon.abstractMesh.js.map
  22533. var BABYLON;
  22534. (function (BABYLON) {
  22535. /**
  22536. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22537. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22538. * 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.
  22539. */
  22540. var Light = /** @class */ (function (_super) {
  22541. __extends(Light, _super);
  22542. /**
  22543. * Creates a Light object in the scene.
  22544. * Documentation : http://doc.babylonjs.com/tutorials/lights
  22545. * @param name The firendly name of the light
  22546. * @param scene The scene the light belongs too
  22547. */
  22548. function Light(name, scene) {
  22549. var _this = _super.call(this, name, scene) || this;
  22550. /**
  22551. * Diffuse gives the basic color to an object.
  22552. */
  22553. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22554. /**
  22555. * Specular produces a highlight color on an object.
  22556. * Note: This is note affecting PBR materials.
  22557. */
  22558. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22559. /**
  22560. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22561. * falling off base on range or angle.
  22562. * This can be set to any values in Light.FALLOFF_x.
  22563. *
  22564. * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
  22565. * other types of materials.
  22566. */
  22567. _this.falloffType = Light.FALLOFF_DEFAULT;
  22568. /**
  22569. * Strength of the light.
  22570. * Note: By default it is define in the framework own unit.
  22571. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22572. */
  22573. _this.intensity = 1.0;
  22574. _this._range = Number.MAX_VALUE;
  22575. _this._inverseSquaredRange = 0;
  22576. /**
  22577. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  22578. * of light.
  22579. */
  22580. _this._photometricScale = 1.0;
  22581. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  22582. _this._radius = 0.00001;
  22583. /**
  22584. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  22585. * exceeding the number allowed of the materials.
  22586. */
  22587. _this.renderPriority = 0;
  22588. _this._shadowEnabled = true;
  22589. _this._excludeWithLayerMask = 0;
  22590. _this._includeOnlyWithLayerMask = 0;
  22591. _this._lightmapMode = 0;
  22592. /**
  22593. * @hidden Internal use only.
  22594. */
  22595. _this._excludedMeshesIds = new Array();
  22596. /**
  22597. * @hidden Internal use only.
  22598. */
  22599. _this._includedOnlyMeshesIds = new Array();
  22600. _this.getScene().addLight(_this);
  22601. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  22602. _this._buildUniformLayout();
  22603. _this.includedOnlyMeshes = new Array();
  22604. _this.excludedMeshes = new Array();
  22605. _this._resyncMeshes();
  22606. return _this;
  22607. }
  22608. Object.defineProperty(Light.prototype, "range", {
  22609. /**
  22610. * Defines how far from the source the light is impacting in scene units.
  22611. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22612. */
  22613. get: function () {
  22614. return this._range;
  22615. },
  22616. /**
  22617. * Defines how far from the source the light is impacting in scene units.
  22618. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22619. */
  22620. set: function (value) {
  22621. this._range = value;
  22622. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  22623. },
  22624. enumerable: true,
  22625. configurable: true
  22626. });
  22627. Object.defineProperty(Light.prototype, "intensityMode", {
  22628. /**
  22629. * Gets the photometric scale used to interpret the intensity.
  22630. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22631. */
  22632. get: function () {
  22633. return this._intensityMode;
  22634. },
  22635. /**
  22636. * Sets the photometric scale used to interpret the intensity.
  22637. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22638. */
  22639. set: function (value) {
  22640. this._intensityMode = value;
  22641. this._computePhotometricScale();
  22642. },
  22643. enumerable: true,
  22644. configurable: true
  22645. });
  22646. Object.defineProperty(Light.prototype, "radius", {
  22647. /**
  22648. * Gets the light radius used by PBR Materials to simulate soft area lights.
  22649. */
  22650. get: function () {
  22651. return this._radius;
  22652. },
  22653. /**
  22654. * sets the light radius used by PBR Materials to simulate soft area lights.
  22655. */
  22656. set: function (value) {
  22657. this._radius = value;
  22658. this._computePhotometricScale();
  22659. },
  22660. enumerable: true,
  22661. configurable: true
  22662. });
  22663. Object.defineProperty(Light.prototype, "shadowEnabled", {
  22664. /**
  22665. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22666. * the current shadow generator.
  22667. */
  22668. get: function () {
  22669. return this._shadowEnabled;
  22670. },
  22671. /**
  22672. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22673. * the current shadow generator.
  22674. */
  22675. set: function (value) {
  22676. if (this._shadowEnabled === value) {
  22677. return;
  22678. }
  22679. this._shadowEnabled = value;
  22680. this._markMeshesAsLightDirty();
  22681. },
  22682. enumerable: true,
  22683. configurable: true
  22684. });
  22685. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  22686. /**
  22687. * Gets the only meshes impacted by this light.
  22688. */
  22689. get: function () {
  22690. return this._includedOnlyMeshes;
  22691. },
  22692. /**
  22693. * Sets the only meshes impacted by this light.
  22694. */
  22695. set: function (value) {
  22696. this._includedOnlyMeshes = value;
  22697. this._hookArrayForIncludedOnly(value);
  22698. },
  22699. enumerable: true,
  22700. configurable: true
  22701. });
  22702. Object.defineProperty(Light.prototype, "excludedMeshes", {
  22703. /**
  22704. * Gets the meshes not impacted by this light.
  22705. */
  22706. get: function () {
  22707. return this._excludedMeshes;
  22708. },
  22709. /**
  22710. * Sets the meshes not impacted by this light.
  22711. */
  22712. set: function (value) {
  22713. this._excludedMeshes = value;
  22714. this._hookArrayForExcluded(value);
  22715. },
  22716. enumerable: true,
  22717. configurable: true
  22718. });
  22719. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  22720. /**
  22721. * Gets the layer id use to find what meshes are not impacted by the light.
  22722. * Inactive if 0
  22723. */
  22724. get: function () {
  22725. return this._excludeWithLayerMask;
  22726. },
  22727. /**
  22728. * Sets the layer id use to find what meshes are not impacted by the light.
  22729. * Inactive if 0
  22730. */
  22731. set: function (value) {
  22732. this._excludeWithLayerMask = value;
  22733. this._resyncMeshes();
  22734. },
  22735. enumerable: true,
  22736. configurable: true
  22737. });
  22738. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  22739. /**
  22740. * Gets the layer id use to find what meshes are impacted by the light.
  22741. * Inactive if 0
  22742. */
  22743. get: function () {
  22744. return this._includeOnlyWithLayerMask;
  22745. },
  22746. /**
  22747. * Sets the layer id use to find what meshes are impacted by the light.
  22748. * Inactive if 0
  22749. */
  22750. set: function (value) {
  22751. this._includeOnlyWithLayerMask = value;
  22752. this._resyncMeshes();
  22753. },
  22754. enumerable: true,
  22755. configurable: true
  22756. });
  22757. Object.defineProperty(Light.prototype, "lightmapMode", {
  22758. /**
  22759. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  22760. */
  22761. get: function () {
  22762. return this._lightmapMode;
  22763. },
  22764. /**
  22765. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  22766. */
  22767. set: function (value) {
  22768. if (this._lightmapMode === value) {
  22769. return;
  22770. }
  22771. this._lightmapMode = value;
  22772. this._markMeshesAsLightDirty();
  22773. },
  22774. enumerable: true,
  22775. configurable: true
  22776. });
  22777. /**
  22778. * Returns the string "Light".
  22779. * @returns the class name
  22780. */
  22781. Light.prototype.getClassName = function () {
  22782. return "Light";
  22783. };
  22784. /**
  22785. * Converts the light information to a readable string for debug purpose.
  22786. * @param fullDetails Supports for multiple levels of logging within scene loading
  22787. * @returns the human readable light info
  22788. */
  22789. Light.prototype.toString = function (fullDetails) {
  22790. var ret = "Name: " + this.name;
  22791. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  22792. if (this.animations) {
  22793. for (var i = 0; i < this.animations.length; i++) {
  22794. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  22795. }
  22796. }
  22797. if (fullDetails) {
  22798. }
  22799. return ret;
  22800. };
  22801. /** @hidden */
  22802. Light.prototype._syncParentEnabledState = function () {
  22803. _super.prototype._syncParentEnabledState.call(this);
  22804. this._resyncMeshes();
  22805. };
  22806. /**
  22807. * Set the enabled state of this node.
  22808. * @param value - the new enabled state
  22809. */
  22810. Light.prototype.setEnabled = function (value) {
  22811. _super.prototype.setEnabled.call(this, value);
  22812. this._resyncMeshes();
  22813. };
  22814. /**
  22815. * Returns the Light associated shadow generator if any.
  22816. * @return the associated shadow generator.
  22817. */
  22818. Light.prototype.getShadowGenerator = function () {
  22819. return this._shadowGenerator;
  22820. };
  22821. /**
  22822. * Returns a Vector3, the absolute light position in the World.
  22823. * @returns the world space position of the light
  22824. */
  22825. Light.prototype.getAbsolutePosition = function () {
  22826. return BABYLON.Vector3.Zero();
  22827. };
  22828. /**
  22829. * Specifies if the light will affect the passed mesh.
  22830. * @param mesh The mesh to test against the light
  22831. * @return true the mesh is affected otherwise, false.
  22832. */
  22833. Light.prototype.canAffectMesh = function (mesh) {
  22834. if (!mesh) {
  22835. return true;
  22836. }
  22837. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  22838. return false;
  22839. }
  22840. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  22841. return false;
  22842. }
  22843. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  22844. return false;
  22845. }
  22846. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  22847. return false;
  22848. }
  22849. return true;
  22850. };
  22851. /**
  22852. * Sort function to order lights for rendering.
  22853. * @param a First Light object to compare to second.
  22854. * @param b Second Light object to compare first.
  22855. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  22856. */
  22857. Light.CompareLightsPriority = function (a, b) {
  22858. //shadow-casting lights have priority over non-shadow-casting lights
  22859. //the renderPrioirty is a secondary sort criterion
  22860. if (a.shadowEnabled !== b.shadowEnabled) {
  22861. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  22862. }
  22863. return b.renderPriority - a.renderPriority;
  22864. };
  22865. /**
  22866. * Releases resources associated with this node.
  22867. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22868. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22869. */
  22870. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22871. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22872. if (this._shadowGenerator) {
  22873. this._shadowGenerator.dispose();
  22874. this._shadowGenerator = null;
  22875. }
  22876. // Animations
  22877. this.getScene().stopAnimation(this);
  22878. // Remove from meshes
  22879. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  22880. var mesh = _a[_i];
  22881. mesh._removeLightSource(this);
  22882. }
  22883. this._uniformBuffer.dispose();
  22884. // Remove from scene
  22885. this.getScene().removeLight(this);
  22886. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22887. };
  22888. /**
  22889. * Returns the light type ID (integer).
  22890. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  22891. */
  22892. Light.prototype.getTypeID = function () {
  22893. return 0;
  22894. };
  22895. /**
  22896. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  22897. * @returns the scaled intensity in intensity mode unit
  22898. */
  22899. Light.prototype.getScaledIntensity = function () {
  22900. return this._photometricScale * this.intensity;
  22901. };
  22902. /**
  22903. * Returns a new Light object, named "name", from the current one.
  22904. * @param name The name of the cloned light
  22905. * @returns the new created light
  22906. */
  22907. Light.prototype.clone = function (name) {
  22908. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  22909. if (!constructor) {
  22910. return null;
  22911. }
  22912. return BABYLON.SerializationHelper.Clone(constructor, this);
  22913. };
  22914. /**
  22915. * Serializes the current light into a Serialization object.
  22916. * @returns the serialized object.
  22917. */
  22918. Light.prototype.serialize = function () {
  22919. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  22920. // Type
  22921. serializationObject.type = this.getTypeID();
  22922. // Parent
  22923. if (this.parent) {
  22924. serializationObject.parentId = this.parent.id;
  22925. }
  22926. // Inclusion / exclusions
  22927. if (this.excludedMeshes.length > 0) {
  22928. serializationObject.excludedMeshesIds = [];
  22929. this.excludedMeshes.forEach(function (mesh) {
  22930. serializationObject.excludedMeshesIds.push(mesh.id);
  22931. });
  22932. }
  22933. if (this.includedOnlyMeshes.length > 0) {
  22934. serializationObject.includedOnlyMeshesIds = [];
  22935. this.includedOnlyMeshes.forEach(function (mesh) {
  22936. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  22937. });
  22938. }
  22939. // Animations
  22940. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  22941. serializationObject.ranges = this.serializeAnimationRanges();
  22942. return serializationObject;
  22943. };
  22944. /**
  22945. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  22946. * This new light is named "name" and added to the passed scene.
  22947. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  22948. * @param name The friendly name of the light
  22949. * @param scene The scene the new light will belong to
  22950. * @returns the constructor function
  22951. */
  22952. Light.GetConstructorFromName = function (type, name, scene) {
  22953. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  22954. if (constructorFunc) {
  22955. return constructorFunc;
  22956. }
  22957. // Default to no light for none present once.
  22958. return null;
  22959. };
  22960. /**
  22961. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  22962. * @param parsedLight The JSON representation of the light
  22963. * @param scene The scene to create the parsed light in
  22964. * @returns the created light after parsing
  22965. */
  22966. Light.Parse = function (parsedLight, scene) {
  22967. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  22968. if (!constructor) {
  22969. return null;
  22970. }
  22971. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  22972. // Inclusion / exclusions
  22973. if (parsedLight.excludedMeshesIds) {
  22974. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  22975. }
  22976. if (parsedLight.includedOnlyMeshesIds) {
  22977. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  22978. }
  22979. // Parent
  22980. if (parsedLight.parentId) {
  22981. light._waitingParentId = parsedLight.parentId;
  22982. }
  22983. // Animations
  22984. if (parsedLight.animations) {
  22985. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  22986. var parsedAnimation = parsedLight.animations[animationIndex];
  22987. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  22988. }
  22989. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  22990. }
  22991. if (parsedLight.autoAnimate) {
  22992. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  22993. }
  22994. return light;
  22995. };
  22996. Light.prototype._hookArrayForExcluded = function (array) {
  22997. var _this = this;
  22998. var oldPush = array.push;
  22999. array.push = function () {
  23000. var items = [];
  23001. for (var _i = 0; _i < arguments.length; _i++) {
  23002. items[_i] = arguments[_i];
  23003. }
  23004. var result = oldPush.apply(array, items);
  23005. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23006. var item = items_1[_a];
  23007. item._resyncLighSource(_this);
  23008. }
  23009. return result;
  23010. };
  23011. var oldSplice = array.splice;
  23012. array.splice = function (index, deleteCount) {
  23013. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23014. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23015. var item = deleted_1[_i];
  23016. item._resyncLighSource(_this);
  23017. }
  23018. return deleted;
  23019. };
  23020. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23021. var item = array_1[_i];
  23022. item._resyncLighSource(this);
  23023. }
  23024. };
  23025. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23026. var _this = this;
  23027. var oldPush = array.push;
  23028. array.push = function () {
  23029. var items = [];
  23030. for (var _i = 0; _i < arguments.length; _i++) {
  23031. items[_i] = arguments[_i];
  23032. }
  23033. var result = oldPush.apply(array, items);
  23034. _this._resyncMeshes();
  23035. return result;
  23036. };
  23037. var oldSplice = array.splice;
  23038. array.splice = function (index, deleteCount) {
  23039. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23040. _this._resyncMeshes();
  23041. return deleted;
  23042. };
  23043. this._resyncMeshes();
  23044. };
  23045. Light.prototype._resyncMeshes = function () {
  23046. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23047. var mesh = _a[_i];
  23048. mesh._resyncLighSource(this);
  23049. }
  23050. };
  23051. /**
  23052. * Forces the meshes to update their light related information in their rendering used effects
  23053. * @hidden Internal Use Only
  23054. */
  23055. Light.prototype._markMeshesAsLightDirty = function () {
  23056. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23057. var mesh = _a[_i];
  23058. if (mesh._lightSources.indexOf(this) !== -1) {
  23059. mesh._markSubMeshesAsLightDirty();
  23060. }
  23061. }
  23062. };
  23063. /**
  23064. * Recomputes the cached photometric scale if needed.
  23065. */
  23066. Light.prototype._computePhotometricScale = function () {
  23067. this._photometricScale = this._getPhotometricScale();
  23068. this.getScene().resetCachedMaterial();
  23069. };
  23070. /**
  23071. * Returns the Photometric Scale according to the light type and intensity mode.
  23072. */
  23073. Light.prototype._getPhotometricScale = function () {
  23074. var photometricScale = 0.0;
  23075. var lightTypeID = this.getTypeID();
  23076. //get photometric mode
  23077. var photometricMode = this.intensityMode;
  23078. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23079. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23080. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23081. }
  23082. else {
  23083. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23084. }
  23085. }
  23086. //compute photometric scale
  23087. switch (lightTypeID) {
  23088. case Light.LIGHTTYPEID_POINTLIGHT:
  23089. case Light.LIGHTTYPEID_SPOTLIGHT:
  23090. switch (photometricMode) {
  23091. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23092. photometricScale = 1.0 / (4.0 * Math.PI);
  23093. break;
  23094. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23095. photometricScale = 1.0;
  23096. break;
  23097. case Light.INTENSITYMODE_LUMINANCE:
  23098. photometricScale = this.radius * this.radius;
  23099. break;
  23100. }
  23101. break;
  23102. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23103. switch (photometricMode) {
  23104. case Light.INTENSITYMODE_ILLUMINANCE:
  23105. photometricScale = 1.0;
  23106. break;
  23107. case Light.INTENSITYMODE_LUMINANCE:
  23108. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23109. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23110. var apexAngleRadians = this.radius;
  23111. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23112. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23113. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23114. photometricScale = solidAngle;
  23115. break;
  23116. }
  23117. break;
  23118. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23119. // No fall off in hemisperic light.
  23120. photometricScale = 1.0;
  23121. break;
  23122. }
  23123. return photometricScale;
  23124. };
  23125. /**
  23126. * Reorder the light in the scene according to their defined priority.
  23127. * @hidden Internal Use Only
  23128. */
  23129. Light.prototype._reorderLightsInScene = function () {
  23130. var scene = this.getScene();
  23131. if (this._renderPriority != 0) {
  23132. scene.requireLightSorting = true;
  23133. }
  23134. this.getScene().sortLightsByPriority();
  23135. };
  23136. /**
  23137. * Falloff Default: light is falling off following the material specification:
  23138. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23139. */
  23140. Light.FALLOFF_DEFAULT = 0;
  23141. /**
  23142. * Falloff Physical: light is falling off following the inverse squared distance law.
  23143. */
  23144. Light.FALLOFF_PHYSICAL = 1;
  23145. /**
  23146. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23147. * to enhance interoperability with other engines.
  23148. */
  23149. Light.FALLOFF_GLTF = 2;
  23150. /**
  23151. * Falloff Standard: light is falling off like in the standard material
  23152. * to enhance interoperability with other materials.
  23153. */
  23154. Light.FALLOFF_STANDARD = 3;
  23155. //lightmapMode Consts
  23156. /**
  23157. * If every light affecting the material is in this lightmapMode,
  23158. * material.lightmapTexture adds or multiplies
  23159. * (depends on material.useLightmapAsShadowmap)
  23160. * after every other light calculations.
  23161. */
  23162. Light.LIGHTMAP_DEFAULT = 0;
  23163. /**
  23164. * material.lightmapTexture as only diffuse lighting from this light
  23165. * adds only specular lighting from this light
  23166. * adds dynamic shadows
  23167. */
  23168. Light.LIGHTMAP_SPECULAR = 1;
  23169. /**
  23170. * material.lightmapTexture as only lighting
  23171. * no light calculation from this light
  23172. * only adds dynamic shadows from this light
  23173. */
  23174. Light.LIGHTMAP_SHADOWSONLY = 2;
  23175. // Intensity Mode Consts
  23176. /**
  23177. * Each light type uses the default quantity according to its type:
  23178. * point/spot lights use luminous intensity
  23179. * directional lights use illuminance
  23180. */
  23181. Light.INTENSITYMODE_AUTOMATIC = 0;
  23182. /**
  23183. * lumen (lm)
  23184. */
  23185. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23186. /**
  23187. * candela (lm/sr)
  23188. */
  23189. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23190. /**
  23191. * lux (lm/m^2)
  23192. */
  23193. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23194. /**
  23195. * nit (cd/m^2)
  23196. */
  23197. Light.INTENSITYMODE_LUMINANCE = 4;
  23198. // Light types ids const.
  23199. /**
  23200. * Light type const id of the point light.
  23201. */
  23202. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23203. /**
  23204. * Light type const id of the directional light.
  23205. */
  23206. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23207. /**
  23208. * Light type const id of the spot light.
  23209. */
  23210. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23211. /**
  23212. * Light type const id of the hemispheric light.
  23213. */
  23214. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23215. __decorate([
  23216. BABYLON.serializeAsColor3()
  23217. ], Light.prototype, "diffuse", void 0);
  23218. __decorate([
  23219. BABYLON.serializeAsColor3()
  23220. ], Light.prototype, "specular", void 0);
  23221. __decorate([
  23222. BABYLON.serialize()
  23223. ], Light.prototype, "falloffType", void 0);
  23224. __decorate([
  23225. BABYLON.serialize()
  23226. ], Light.prototype, "intensity", void 0);
  23227. __decorate([
  23228. BABYLON.serialize()
  23229. ], Light.prototype, "range", null);
  23230. __decorate([
  23231. BABYLON.serialize()
  23232. ], Light.prototype, "intensityMode", null);
  23233. __decorate([
  23234. BABYLON.serialize()
  23235. ], Light.prototype, "radius", null);
  23236. __decorate([
  23237. BABYLON.serialize()
  23238. ], Light.prototype, "_renderPriority", void 0);
  23239. __decorate([
  23240. BABYLON.expandToProperty("_reorderLightsInScene")
  23241. ], Light.prototype, "renderPriority", void 0);
  23242. __decorate([
  23243. BABYLON.serialize("shadowEnabled")
  23244. ], Light.prototype, "_shadowEnabled", void 0);
  23245. __decorate([
  23246. BABYLON.serialize("excludeWithLayerMask")
  23247. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23248. __decorate([
  23249. BABYLON.serialize("includeOnlyWithLayerMask")
  23250. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23251. __decorate([
  23252. BABYLON.serialize("lightmapMode")
  23253. ], Light.prototype, "_lightmapMode", void 0);
  23254. return Light;
  23255. }(BABYLON.Node));
  23256. BABYLON.Light = Light;
  23257. })(BABYLON || (BABYLON = {}));
  23258. //# sourceMappingURL=babylon.light.js.map
  23259. var BABYLON;
  23260. (function (BABYLON) {
  23261. /**
  23262. * This is the base class of all the camera used in the application.
  23263. * @see http://doc.babylonjs.com/features/cameras
  23264. */
  23265. var Camera = /** @class */ (function (_super) {
  23266. __extends(Camera, _super);
  23267. /**
  23268. * Instantiates a new camera object.
  23269. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23270. * @see http://doc.babylonjs.com/features/cameras
  23271. * @param name Defines the name of the camera in the scene
  23272. * @param position Defines the position of the camera
  23273. * @param scene Defines the scene the camera belongs too
  23274. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23275. */
  23276. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23277. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23278. var _this = _super.call(this, name, scene) || this;
  23279. /**
  23280. * The vector the camera should consider as up.
  23281. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23282. */
  23283. _this.upVector = BABYLON.Vector3.Up();
  23284. /**
  23285. * Define the current limit on the left side for an orthographic camera
  23286. * In scene unit
  23287. */
  23288. _this.orthoLeft = null;
  23289. /**
  23290. * Define the current limit on the right side for an orthographic camera
  23291. * In scene unit
  23292. */
  23293. _this.orthoRight = null;
  23294. /**
  23295. * Define the current limit on the bottom side for an orthographic camera
  23296. * In scene unit
  23297. */
  23298. _this.orthoBottom = null;
  23299. /**
  23300. * Define the current limit on the top side for an orthographic camera
  23301. * In scene unit
  23302. */
  23303. _this.orthoTop = null;
  23304. /**
  23305. * Field Of View is set in Radians. (default is 0.8)
  23306. */
  23307. _this.fov = 0.8;
  23308. /**
  23309. * Define the minimum distance the camera can see from.
  23310. * This is important to note that the depth buffer are not infinite and the closer it starts
  23311. * the more your scene might encounter depth fighting issue.
  23312. */
  23313. _this.minZ = 1;
  23314. /**
  23315. * Define the maximum distance the camera can see to.
  23316. * This is important to note that the depth buffer are not infinite and the further it end
  23317. * the more your scene might encounter depth fighting issue.
  23318. */
  23319. _this.maxZ = 10000.0;
  23320. /**
  23321. * Define the default inertia of the camera.
  23322. * This helps giving a smooth feeling to the camera movement.
  23323. */
  23324. _this.inertia = 0.9;
  23325. /**
  23326. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23327. */
  23328. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23329. /**
  23330. * Define wether the camera is intermediate.
  23331. * This is usefull to not present the output directly to the screen in case of rig without post process for instance
  23332. */
  23333. _this.isIntermediate = false;
  23334. /**
  23335. * Define the viewport of the camera.
  23336. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23337. */
  23338. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23339. /**
  23340. * Restricts the camera to viewing objects with the same layerMask.
  23341. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23342. */
  23343. _this.layerMask = 0x0FFFFFFF;
  23344. /**
  23345. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23346. */
  23347. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23348. /**
  23349. * Rig mode of the camera.
  23350. * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23351. * This is normally controlled byt the camera themselves as internal use.
  23352. */
  23353. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23354. /**
  23355. * Defines the list of custom render target the camera should render to.
  23356. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23357. * else in the scene.
  23358. */
  23359. _this.customRenderTargets = new Array();
  23360. /**
  23361. * Observable triggered when the camera view matrix has changed.
  23362. */
  23363. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23364. /**
  23365. * Observable triggered when the camera Projection matrix has changed.
  23366. */
  23367. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23368. /**
  23369. * Observable triggered when the inputs have been processed.
  23370. */
  23371. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23372. /**
  23373. * Observable triggered when reset has been called and applied to the camera.
  23374. */
  23375. _this.onRestoreStateObservable = new BABYLON.Observable();
  23376. /** @hidden */
  23377. _this._rigCameras = new Array();
  23378. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23379. /** @hidden */
  23380. _this._skipRendering = false;
  23381. /** @hidden */
  23382. _this._projectionMatrix = new BABYLON.Matrix();
  23383. /** @hidden */
  23384. _this._postProcesses = new Array();
  23385. /** @hidden */
  23386. _this._activeMeshes = new BABYLON.SmartArray(256);
  23387. _this._globalPosition = BABYLON.Vector3.Zero();
  23388. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23389. _this._doNotComputeProjectionMatrix = false;
  23390. _this._transformMatrix = BABYLON.Matrix.Zero();
  23391. _this._refreshFrustumPlanes = true;
  23392. _this.getScene().addCamera(_this);
  23393. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23394. _this.getScene().activeCamera = _this;
  23395. }
  23396. _this.position = position;
  23397. return _this;
  23398. }
  23399. /**
  23400. * Store current camera state (fov, position, etc..)
  23401. * @returns the camera
  23402. */
  23403. Camera.prototype.storeState = function () {
  23404. this._stateStored = true;
  23405. this._storedFov = this.fov;
  23406. return this;
  23407. };
  23408. /**
  23409. * Restores the camera state values if it has been stored. You must call storeState() first
  23410. */
  23411. Camera.prototype._restoreStateValues = function () {
  23412. if (!this._stateStored) {
  23413. return false;
  23414. }
  23415. this.fov = this._storedFov;
  23416. return true;
  23417. };
  23418. /**
  23419. * Restored camera state. You must call storeState() first.
  23420. * @returns true if restored and false otherwise
  23421. */
  23422. Camera.prototype.restoreState = function () {
  23423. if (this._restoreStateValues()) {
  23424. this.onRestoreStateObservable.notifyObservers(this);
  23425. return true;
  23426. }
  23427. return false;
  23428. };
  23429. /**
  23430. * Gets the class name of the camera.
  23431. * @returns the class name
  23432. */
  23433. Camera.prototype.getClassName = function () {
  23434. return "Camera";
  23435. };
  23436. /**
  23437. * Gets a string representation of the camera usefull for debug purpose.
  23438. * @param fullDetails Defines that a more verboe level of logging is required
  23439. * @returns the string representation
  23440. */
  23441. Camera.prototype.toString = function (fullDetails) {
  23442. var ret = "Name: " + this.name;
  23443. ret += ", type: " + this.getClassName();
  23444. if (this.animations) {
  23445. for (var i = 0; i < this.animations.length; i++) {
  23446. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23447. }
  23448. }
  23449. if (fullDetails) {
  23450. }
  23451. return ret;
  23452. };
  23453. Object.defineProperty(Camera.prototype, "globalPosition", {
  23454. /**
  23455. * Gets the current world space position of the camera.
  23456. */
  23457. get: function () {
  23458. return this._globalPosition;
  23459. },
  23460. enumerable: true,
  23461. configurable: true
  23462. });
  23463. /**
  23464. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23465. * @returns the active meshe list
  23466. */
  23467. Camera.prototype.getActiveMeshes = function () {
  23468. return this._activeMeshes;
  23469. };
  23470. /**
  23471. * Check wether a mesh is part of the current active mesh list of the camera
  23472. * @param mesh Defines the mesh to check
  23473. * @returns true if active, false otherwise
  23474. */
  23475. Camera.prototype.isActiveMesh = function (mesh) {
  23476. return (this._activeMeshes.indexOf(mesh) !== -1);
  23477. };
  23478. /**
  23479. * Is this camera ready to be used/rendered
  23480. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23481. * @return true if the camera is ready
  23482. */
  23483. Camera.prototype.isReady = function (completeCheck) {
  23484. if (completeCheck === void 0) { completeCheck = false; }
  23485. if (completeCheck) {
  23486. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23487. var pp = _a[_i];
  23488. if (pp && !pp.isReady()) {
  23489. return false;
  23490. }
  23491. }
  23492. }
  23493. return _super.prototype.isReady.call(this, completeCheck);
  23494. };
  23495. /** @hidden */
  23496. Camera.prototype._initCache = function () {
  23497. _super.prototype._initCache.call(this);
  23498. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23499. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23500. this._cache.mode = undefined;
  23501. this._cache.minZ = undefined;
  23502. this._cache.maxZ = undefined;
  23503. this._cache.fov = undefined;
  23504. this._cache.fovMode = undefined;
  23505. this._cache.aspectRatio = undefined;
  23506. this._cache.orthoLeft = undefined;
  23507. this._cache.orthoRight = undefined;
  23508. this._cache.orthoBottom = undefined;
  23509. this._cache.orthoTop = undefined;
  23510. this._cache.renderWidth = undefined;
  23511. this._cache.renderHeight = undefined;
  23512. };
  23513. /** @hidden */
  23514. Camera.prototype._updateCache = function (ignoreParentClass) {
  23515. if (!ignoreParentClass) {
  23516. _super.prototype._updateCache.call(this);
  23517. }
  23518. this._cache.position.copyFrom(this.position);
  23519. this._cache.upVector.copyFrom(this.upVector);
  23520. };
  23521. /** @hidden */
  23522. Camera.prototype._isSynchronized = function () {
  23523. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23524. };
  23525. /** @hidden */
  23526. Camera.prototype._isSynchronizedViewMatrix = function () {
  23527. if (!_super.prototype._isSynchronized.call(this)) {
  23528. return false;
  23529. }
  23530. return this._cache.position.equals(this.position)
  23531. && this._cache.upVector.equals(this.upVector)
  23532. && this.isSynchronizedWithParent();
  23533. };
  23534. /** @hidden */
  23535. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23536. var check = this._cache.mode === this.mode
  23537. && this._cache.minZ === this.minZ
  23538. && this._cache.maxZ === this.maxZ;
  23539. if (!check) {
  23540. return false;
  23541. }
  23542. var engine = this.getEngine();
  23543. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23544. check = this._cache.fov === this.fov
  23545. && this._cache.fovMode === this.fovMode
  23546. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23547. }
  23548. else {
  23549. check = this._cache.orthoLeft === this.orthoLeft
  23550. && this._cache.orthoRight === this.orthoRight
  23551. && this._cache.orthoBottom === this.orthoBottom
  23552. && this._cache.orthoTop === this.orthoTop
  23553. && this._cache.renderWidth === engine.getRenderWidth()
  23554. && this._cache.renderHeight === engine.getRenderHeight();
  23555. }
  23556. return check;
  23557. };
  23558. /**
  23559. * Attach the input controls to a specific dom element to get the input from.
  23560. * @param element Defines the element the controls should be listened from
  23561. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23562. */
  23563. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23564. };
  23565. /**
  23566. * Detach the current controls from the specified dom element.
  23567. * @param element Defines the element to stop listening the inputs from
  23568. */
  23569. Camera.prototype.detachControl = function (element) {
  23570. };
  23571. /**
  23572. * Update the camera state according to the different inputs gathered during the frame.
  23573. */
  23574. Camera.prototype.update = function () {
  23575. this._checkInputs();
  23576. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23577. this._updateRigCameras();
  23578. }
  23579. };
  23580. /** @hidden */
  23581. Camera.prototype._checkInputs = function () {
  23582. this.onAfterCheckInputsObservable.notifyObservers(this);
  23583. };
  23584. Object.defineProperty(Camera.prototype, "rigCameras", {
  23585. /** @hidden */
  23586. get: function () {
  23587. return this._rigCameras;
  23588. },
  23589. enumerable: true,
  23590. configurable: true
  23591. });
  23592. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  23593. /**
  23594. * Gets the post process used by the rig cameras
  23595. */
  23596. get: function () {
  23597. return this._rigPostProcess;
  23598. },
  23599. enumerable: true,
  23600. configurable: true
  23601. });
  23602. /**
  23603. * Internal, gets the first post proces.
  23604. * @returns the first post process to be run on this camera.
  23605. */
  23606. Camera.prototype._getFirstPostProcess = function () {
  23607. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  23608. if (this._postProcesses[ppIndex] !== null) {
  23609. return this._postProcesses[ppIndex];
  23610. }
  23611. }
  23612. return null;
  23613. };
  23614. Camera.prototype._cascadePostProcessesToRigCams = function () {
  23615. // invalidate framebuffer
  23616. var firstPostProcess = this._getFirstPostProcess();
  23617. if (firstPostProcess) {
  23618. firstPostProcess.markTextureDirty();
  23619. }
  23620. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  23621. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  23622. var cam = this._rigCameras[i];
  23623. var rigPostProcess = cam._rigPostProcess;
  23624. // for VR rig, there does not have to be a post process
  23625. if (rigPostProcess) {
  23626. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  23627. if (isPass) {
  23628. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  23629. cam.isIntermediate = this._postProcesses.length === 0;
  23630. }
  23631. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  23632. rigPostProcess.markTextureDirty();
  23633. }
  23634. else {
  23635. cam._postProcesses = this._postProcesses.slice(0);
  23636. }
  23637. }
  23638. };
  23639. /**
  23640. * Attach a post process to the camera.
  23641. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23642. * @param postProcess The post process to attach to the camera
  23643. * @param insertAt The position of the post process in case several of them are in use in the scene
  23644. * @returns the position the post process has been inserted at
  23645. */
  23646. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  23647. if (insertAt === void 0) { insertAt = null; }
  23648. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  23649. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  23650. return 0;
  23651. }
  23652. if (insertAt == null || insertAt < 0) {
  23653. this._postProcesses.push(postProcess);
  23654. }
  23655. else if (this._postProcesses[insertAt] === null) {
  23656. this._postProcesses[insertAt] = postProcess;
  23657. }
  23658. else {
  23659. this._postProcesses.splice(insertAt, 0, postProcess);
  23660. }
  23661. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23662. return this._postProcesses.indexOf(postProcess);
  23663. };
  23664. /**
  23665. * Detach a post process to the camera.
  23666. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23667. * @param postProcess The post process to detach from the camera
  23668. */
  23669. Camera.prototype.detachPostProcess = function (postProcess) {
  23670. var idx = this._postProcesses.indexOf(postProcess);
  23671. if (idx !== -1) {
  23672. this._postProcesses[idx] = null;
  23673. }
  23674. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23675. };
  23676. /**
  23677. * Gets the current world matrix of the camera
  23678. */
  23679. Camera.prototype.getWorldMatrix = function () {
  23680. if (this._isSynchronizedViewMatrix()) {
  23681. return this._worldMatrix;
  23682. }
  23683. // Getting the the view matrix will also compute the world matrix.
  23684. this.getViewMatrix();
  23685. return this._worldMatrix;
  23686. };
  23687. /** @hidden */
  23688. Camera.prototype._getViewMatrix = function () {
  23689. return BABYLON.Matrix.Identity();
  23690. };
  23691. /**
  23692. * Gets the current view matrix of the camera.
  23693. * @param force forces the camera to recompute the matrix without looking at the cached state
  23694. * @returns the view matrix
  23695. */
  23696. Camera.prototype.getViewMatrix = function (force) {
  23697. if (!force && this._isSynchronizedViewMatrix()) {
  23698. return this._computedViewMatrix;
  23699. }
  23700. this.updateCache();
  23701. this._computedViewMatrix = this._getViewMatrix();
  23702. this._currentRenderId = this.getScene().getRenderId();
  23703. this._childRenderId = this._currentRenderId;
  23704. this._refreshFrustumPlanes = true;
  23705. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  23706. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  23707. }
  23708. this.onViewMatrixChangedObservable.notifyObservers(this);
  23709. this._computedViewMatrix.invertToRef(this._worldMatrix);
  23710. return this._computedViewMatrix;
  23711. };
  23712. /**
  23713. * Freeze the projection matrix.
  23714. * It will prevent the cache check of the camera projection compute and can speed up perf
  23715. * if no parameter of the camera are meant to change
  23716. * @param projection Defines manually a projection if necessary
  23717. */
  23718. Camera.prototype.freezeProjectionMatrix = function (projection) {
  23719. this._doNotComputeProjectionMatrix = true;
  23720. if (projection !== undefined) {
  23721. this._projectionMatrix = projection;
  23722. }
  23723. };
  23724. /**
  23725. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  23726. */
  23727. Camera.prototype.unfreezeProjectionMatrix = function () {
  23728. this._doNotComputeProjectionMatrix = false;
  23729. };
  23730. /**
  23731. * Gets the current projection matrix of the camera.
  23732. * @param force forces the camera to recompute the matrix without looking at the cached state
  23733. * @returns the projection matrix
  23734. */
  23735. Camera.prototype.getProjectionMatrix = function (force) {
  23736. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  23737. return this._projectionMatrix;
  23738. }
  23739. // Cache
  23740. this._cache.mode = this.mode;
  23741. this._cache.minZ = this.minZ;
  23742. this._cache.maxZ = this.maxZ;
  23743. // Matrix
  23744. this._refreshFrustumPlanes = true;
  23745. var engine = this.getEngine();
  23746. var scene = this.getScene();
  23747. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23748. this._cache.fov = this.fov;
  23749. this._cache.fovMode = this.fovMode;
  23750. this._cache.aspectRatio = engine.getAspectRatio(this);
  23751. if (this.minZ <= 0) {
  23752. this.minZ = 0.1;
  23753. }
  23754. if (scene.useRightHandedSystem) {
  23755. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  23756. }
  23757. else {
  23758. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  23759. }
  23760. }
  23761. else {
  23762. var halfWidth = engine.getRenderWidth() / 2.0;
  23763. var halfHeight = engine.getRenderHeight() / 2.0;
  23764. if (scene.useRightHandedSystem) {
  23765. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  23766. }
  23767. else {
  23768. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  23769. }
  23770. this._cache.orthoLeft = this.orthoLeft;
  23771. this._cache.orthoRight = this.orthoRight;
  23772. this._cache.orthoBottom = this.orthoBottom;
  23773. this._cache.orthoTop = this.orthoTop;
  23774. this._cache.renderWidth = engine.getRenderWidth();
  23775. this._cache.renderHeight = engine.getRenderHeight();
  23776. }
  23777. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  23778. return this._projectionMatrix;
  23779. };
  23780. /**
  23781. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  23782. * @returns a Matrix
  23783. */
  23784. Camera.prototype.getTransformationMatrix = function () {
  23785. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  23786. return this._transformMatrix;
  23787. };
  23788. Camera.prototype._updateFrustumPlanes = function () {
  23789. if (!this._refreshFrustumPlanes) {
  23790. return;
  23791. }
  23792. this.getTransformationMatrix();
  23793. if (!this._frustumPlanes) {
  23794. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  23795. }
  23796. else {
  23797. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  23798. }
  23799. this._refreshFrustumPlanes = false;
  23800. };
  23801. /**
  23802. * Checks if a cullable object (mesh...) is in the camera frustum
  23803. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  23804. * @param target The object to check
  23805. * @returns true if the object is in frustum otherwise false
  23806. */
  23807. Camera.prototype.isInFrustum = function (target) {
  23808. this._updateFrustumPlanes();
  23809. return target.isInFrustum(this._frustumPlanes);
  23810. };
  23811. /**
  23812. * Checks if a cullable object (mesh...) is in the camera frustum
  23813. * Unlike isInFrustum this cheks the full bounding box
  23814. * @param target The object to check
  23815. * @returns true if the object is in frustum otherwise false
  23816. */
  23817. Camera.prototype.isCompletelyInFrustum = function (target) {
  23818. this._updateFrustumPlanes();
  23819. return target.isCompletelyInFrustum(this._frustumPlanes);
  23820. };
  23821. /**
  23822. * Gets a ray in the forward direction from the camera.
  23823. * @param length Defines the length of the ray to create
  23824. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  23825. * @param origin Defines the start point of the ray which defaults to the camera position
  23826. * @returns the forward ray
  23827. */
  23828. Camera.prototype.getForwardRay = function (length, transform, origin) {
  23829. if (length === void 0) { length = 100; }
  23830. if (!transform) {
  23831. transform = this.getWorldMatrix();
  23832. }
  23833. if (!origin) {
  23834. origin = this.position;
  23835. }
  23836. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  23837. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  23838. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  23839. return new BABYLON.Ray(origin, direction, length);
  23840. };
  23841. /**
  23842. * Releases resources associated with this node.
  23843. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23844. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23845. */
  23846. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23847. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23848. // Observables
  23849. this.onViewMatrixChangedObservable.clear();
  23850. this.onProjectionMatrixChangedObservable.clear();
  23851. this.onAfterCheckInputsObservable.clear();
  23852. this.onRestoreStateObservable.clear();
  23853. // Inputs
  23854. if (this.inputs) {
  23855. this.inputs.clear();
  23856. }
  23857. // Animations
  23858. this.getScene().stopAnimation(this);
  23859. // Remove from scene
  23860. this.getScene().removeCamera(this);
  23861. while (this._rigCameras.length > 0) {
  23862. var camera = this._rigCameras.pop();
  23863. if (camera) {
  23864. camera.dispose();
  23865. }
  23866. }
  23867. // Postprocesses
  23868. if (this._rigPostProcess) {
  23869. this._rigPostProcess.dispose(this);
  23870. this._rigPostProcess = null;
  23871. this._postProcesses = [];
  23872. }
  23873. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23874. this._rigPostProcess = null;
  23875. this._postProcesses = [];
  23876. }
  23877. else {
  23878. var i = this._postProcesses.length;
  23879. while (--i >= 0) {
  23880. var postProcess = this._postProcesses[i];
  23881. if (postProcess) {
  23882. postProcess.dispose(this);
  23883. }
  23884. }
  23885. }
  23886. // Render targets
  23887. var i = this.customRenderTargets.length;
  23888. while (--i >= 0) {
  23889. this.customRenderTargets[i].dispose();
  23890. }
  23891. this.customRenderTargets = [];
  23892. // Active Meshes
  23893. this._activeMeshes.dispose();
  23894. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23895. };
  23896. Object.defineProperty(Camera.prototype, "leftCamera", {
  23897. /**
  23898. * Gets the left camera of a rig setup in case of Rigged Camera
  23899. */
  23900. get: function () {
  23901. if (this._rigCameras.length < 1) {
  23902. return null;
  23903. }
  23904. return this._rigCameras[0];
  23905. },
  23906. enumerable: true,
  23907. configurable: true
  23908. });
  23909. Object.defineProperty(Camera.prototype, "rightCamera", {
  23910. /**
  23911. * Gets the right camera of a rig setup in case of Rigged Camera
  23912. */
  23913. get: function () {
  23914. if (this._rigCameras.length < 2) {
  23915. return null;
  23916. }
  23917. return this._rigCameras[1];
  23918. },
  23919. enumerable: true,
  23920. configurable: true
  23921. });
  23922. /**
  23923. * Gets the left camera target of a rig setup in case of Rigged Camera
  23924. * @returns the target position
  23925. */
  23926. Camera.prototype.getLeftTarget = function () {
  23927. if (this._rigCameras.length < 1) {
  23928. return null;
  23929. }
  23930. return this._rigCameras[0].getTarget();
  23931. };
  23932. /**
  23933. * Gets the right camera target of a rig setup in case of Rigged Camera
  23934. * @returns the target position
  23935. */
  23936. Camera.prototype.getRightTarget = function () {
  23937. if (this._rigCameras.length < 2) {
  23938. return null;
  23939. }
  23940. return this._rigCameras[1].getTarget();
  23941. };
  23942. /**
  23943. * @hidden
  23944. */
  23945. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  23946. if (this.cameraRigMode === mode) {
  23947. return;
  23948. }
  23949. while (this._rigCameras.length > 0) {
  23950. var camera = this._rigCameras.pop();
  23951. if (camera) {
  23952. camera.dispose();
  23953. }
  23954. }
  23955. this.cameraRigMode = mode;
  23956. this._cameraRigParams = {};
  23957. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  23958. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  23959. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  23960. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  23961. // create the rig cameras, unless none
  23962. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23963. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  23964. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  23965. if (leftCamera && rightCamera) {
  23966. this._rigCameras.push(leftCamera);
  23967. this._rigCameras.push(rightCamera);
  23968. }
  23969. }
  23970. switch (this.cameraRigMode) {
  23971. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  23972. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  23973. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  23974. break;
  23975. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  23976. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  23977. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  23978. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  23979. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  23980. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  23981. break;
  23982. case Camera.RIG_MODE_VR:
  23983. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  23984. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  23985. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  23986. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  23987. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  23988. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  23989. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  23990. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  23991. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  23992. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  23993. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  23994. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  23995. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  23996. if (metrics.compensateDistortion) {
  23997. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  23998. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  23999. }
  24000. break;
  24001. case Camera.RIG_MODE_WEBVR:
  24002. if (rigParams.vrDisplay) {
  24003. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24004. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24005. //Left eye
  24006. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24007. this._rigCameras[0].setCameraRigParameter("left", true);
  24008. //leaving this for future reference
  24009. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24010. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24011. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24012. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24013. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24014. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24015. this._rigCameras[0].parent = this;
  24016. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24017. //Right eye
  24018. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24019. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24020. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24021. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24022. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24023. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24024. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24025. this._rigCameras[1].parent = this;
  24026. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24027. if (Camera.UseAlternateWebVRRendering) {
  24028. this._rigCameras[1]._skipRendering = true;
  24029. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24030. }
  24031. }
  24032. break;
  24033. }
  24034. this._cascadePostProcessesToRigCams();
  24035. this.update();
  24036. };
  24037. Camera.prototype._getVRProjectionMatrix = function () {
  24038. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24039. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24040. return this._projectionMatrix;
  24041. };
  24042. Camera.prototype._updateCameraRotationMatrix = function () {
  24043. //Here for WebVR
  24044. };
  24045. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24046. //Here for WebVR
  24047. };
  24048. /**
  24049. * This function MUST be overwritten by the different WebVR cameras available.
  24050. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24051. */
  24052. Camera.prototype._getWebVRProjectionMatrix = function () {
  24053. return BABYLON.Matrix.Identity();
  24054. };
  24055. /**
  24056. * This function MUST be overwritten by the different WebVR cameras available.
  24057. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24058. */
  24059. Camera.prototype._getWebVRViewMatrix = function () {
  24060. return BABYLON.Matrix.Identity();
  24061. };
  24062. /** @hidden */
  24063. Camera.prototype.setCameraRigParameter = function (name, value) {
  24064. if (!this._cameraRigParams) {
  24065. this._cameraRigParams = {};
  24066. }
  24067. this._cameraRigParams[name] = value;
  24068. //provisionnally:
  24069. if (name === "interaxialDistance") {
  24070. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24071. }
  24072. };
  24073. /**
  24074. * needs to be overridden by children so sub has required properties to be copied
  24075. * @hidden
  24076. */
  24077. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24078. return null;
  24079. };
  24080. /**
  24081. * May need to be overridden by children
  24082. * @hidden
  24083. */
  24084. Camera.prototype._updateRigCameras = function () {
  24085. for (var i = 0; i < this._rigCameras.length; i++) {
  24086. this._rigCameras[i].minZ = this.minZ;
  24087. this._rigCameras[i].maxZ = this.maxZ;
  24088. this._rigCameras[i].fov = this.fov;
  24089. }
  24090. // only update viewport when ANAGLYPH
  24091. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24092. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24093. }
  24094. };
  24095. /** @hidden */
  24096. Camera.prototype._setupInputs = function () {
  24097. };
  24098. /**
  24099. * Serialiaze the camera setup to a json represention
  24100. * @returns the JSON representation
  24101. */
  24102. Camera.prototype.serialize = function () {
  24103. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24104. // Type
  24105. serializationObject.type = this.getClassName();
  24106. // Parent
  24107. if (this.parent) {
  24108. serializationObject.parentId = this.parent.id;
  24109. }
  24110. if (this.inputs) {
  24111. this.inputs.serialize(serializationObject);
  24112. }
  24113. // Animations
  24114. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24115. serializationObject.ranges = this.serializeAnimationRanges();
  24116. return serializationObject;
  24117. };
  24118. /**
  24119. * Clones the current camera.
  24120. * @param name The cloned camera name
  24121. * @returns the cloned camera
  24122. */
  24123. Camera.prototype.clone = function (name) {
  24124. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24125. };
  24126. /**
  24127. * Gets the direction of the camera relative to a given local axis.
  24128. * @param localAxis Defines the reference axis to provide a relative direction.
  24129. * @return the direction
  24130. */
  24131. Camera.prototype.getDirection = function (localAxis) {
  24132. var result = BABYLON.Vector3.Zero();
  24133. this.getDirectionToRef(localAxis, result);
  24134. return result;
  24135. };
  24136. /**
  24137. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24138. * @param localAxis Defines the reference axis to provide a relative direction.
  24139. * @param result Defines the vector to store the result in
  24140. */
  24141. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24142. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24143. };
  24144. /**
  24145. * Gets a camera constructor for a given camera type
  24146. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24147. * @param name The name of the camera the result will be able to instantiate
  24148. * @param scene The scene the result will construct the camera in
  24149. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24150. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24151. * @returns a factory method to construc the camera
  24152. */
  24153. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24154. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24155. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24156. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24157. interaxial_distance: interaxial_distance,
  24158. isStereoscopicSideBySide: isStereoscopicSideBySide
  24159. });
  24160. if (constructorFunc) {
  24161. return constructorFunc;
  24162. }
  24163. // Default to universal camera
  24164. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24165. };
  24166. /**
  24167. * Compute the world matrix of the camera.
  24168. * @returns the camera workd matrix
  24169. */
  24170. Camera.prototype.computeWorldMatrix = function () {
  24171. return this.getWorldMatrix();
  24172. };
  24173. /**
  24174. * Parse a JSON and creates the camera from the parsed information
  24175. * @param parsedCamera The JSON to parse
  24176. * @param scene The scene to instantiate the camera in
  24177. * @returns the newly constructed camera
  24178. */
  24179. Camera.Parse = function (parsedCamera, scene) {
  24180. var type = parsedCamera.type;
  24181. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24182. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24183. // Parent
  24184. if (parsedCamera.parentId) {
  24185. camera._waitingParentId = parsedCamera.parentId;
  24186. }
  24187. //If camera has an input manager, let it parse inputs settings
  24188. if (camera.inputs) {
  24189. camera.inputs.parse(parsedCamera);
  24190. camera._setupInputs();
  24191. }
  24192. if (camera.setPosition) { // need to force position
  24193. camera.position.copyFromFloats(0, 0, 0);
  24194. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24195. }
  24196. // Target
  24197. if (parsedCamera.target) {
  24198. if (camera.setTarget) {
  24199. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24200. }
  24201. }
  24202. // Apply 3d rig, when found
  24203. if (parsedCamera.cameraRigMode) {
  24204. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24205. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24206. }
  24207. // Animations
  24208. if (parsedCamera.animations) {
  24209. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24210. var parsedAnimation = parsedCamera.animations[animationIndex];
  24211. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24212. }
  24213. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24214. }
  24215. if (parsedCamera.autoAnimate) {
  24216. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24217. }
  24218. return camera;
  24219. };
  24220. /**
  24221. * This is the default projection mode used by the cameras.
  24222. * It helps recreating a feeling of perspective and better appreciate depth.
  24223. * This is the best way to simulate real life cameras.
  24224. */
  24225. Camera.PERSPECTIVE_CAMERA = 0;
  24226. /**
  24227. * This helps creating camera with an orthographic mode.
  24228. * 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.
  24229. */
  24230. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24231. /**
  24232. * This is the default FOV mode for perspective cameras.
  24233. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24234. */
  24235. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24236. /**
  24237. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24238. */
  24239. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24240. /**
  24241. * This specifies ther is no need for a camera rig.
  24242. * Basically only one eye is rendered corresponding to the camera.
  24243. */
  24244. Camera.RIG_MODE_NONE = 0;
  24245. /**
  24246. * Simulates a camera Rig with one blue eye and one red eye.
  24247. * This can be use with 3d blue and red glasses.
  24248. */
  24249. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24250. /**
  24251. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24252. */
  24253. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24254. /**
  24255. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24256. */
  24257. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24258. /**
  24259. * Defines that both eyes of the camera will be rendered over under each other.
  24260. */
  24261. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24262. /**
  24263. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24264. */
  24265. Camera.RIG_MODE_VR = 20;
  24266. /**
  24267. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24268. */
  24269. Camera.RIG_MODE_WEBVR = 21;
  24270. /**
  24271. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24272. */
  24273. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24274. /**
  24275. * @hidden
  24276. * Might be removed once multiview will be a thing
  24277. */
  24278. Camera.UseAlternateWebVRRendering = false;
  24279. __decorate([
  24280. BABYLON.serializeAsVector3()
  24281. ], Camera.prototype, "position", void 0);
  24282. __decorate([
  24283. BABYLON.serializeAsVector3()
  24284. ], Camera.prototype, "upVector", void 0);
  24285. __decorate([
  24286. BABYLON.serialize()
  24287. ], Camera.prototype, "orthoLeft", void 0);
  24288. __decorate([
  24289. BABYLON.serialize()
  24290. ], Camera.prototype, "orthoRight", void 0);
  24291. __decorate([
  24292. BABYLON.serialize()
  24293. ], Camera.prototype, "orthoBottom", void 0);
  24294. __decorate([
  24295. BABYLON.serialize()
  24296. ], Camera.prototype, "orthoTop", void 0);
  24297. __decorate([
  24298. BABYLON.serialize()
  24299. ], Camera.prototype, "fov", void 0);
  24300. __decorate([
  24301. BABYLON.serialize()
  24302. ], Camera.prototype, "minZ", void 0);
  24303. __decorate([
  24304. BABYLON.serialize()
  24305. ], Camera.prototype, "maxZ", void 0);
  24306. __decorate([
  24307. BABYLON.serialize()
  24308. ], Camera.prototype, "inertia", void 0);
  24309. __decorate([
  24310. BABYLON.serialize()
  24311. ], Camera.prototype, "mode", void 0);
  24312. __decorate([
  24313. BABYLON.serialize()
  24314. ], Camera.prototype, "layerMask", void 0);
  24315. __decorate([
  24316. BABYLON.serialize()
  24317. ], Camera.prototype, "fovMode", void 0);
  24318. __decorate([
  24319. BABYLON.serialize()
  24320. ], Camera.prototype, "cameraRigMode", void 0);
  24321. __decorate([
  24322. BABYLON.serialize()
  24323. ], Camera.prototype, "interaxialDistance", void 0);
  24324. __decorate([
  24325. BABYLON.serialize()
  24326. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24327. return Camera;
  24328. }(BABYLON.Node));
  24329. BABYLON.Camera = Camera;
  24330. })(BABYLON || (BABYLON = {}));
  24331. //# sourceMappingURL=babylon.camera.js.map
  24332. var BABYLON;
  24333. (function (BABYLON) {
  24334. /**
  24335. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24336. * It is enable to manage the different groups as well as the different necessary sort functions.
  24337. * This should not be used directly aside of the few static configurations
  24338. */
  24339. var RenderingManager = /** @class */ (function () {
  24340. /**
  24341. * Instantiates a new rendering group for a particular scene
  24342. * @param scene Defines the scene the groups belongs to
  24343. */
  24344. function RenderingManager(scene) {
  24345. /**
  24346. * @hidden
  24347. */
  24348. this._useSceneAutoClearSetup = false;
  24349. this._renderingGroups = new Array();
  24350. this._autoClearDepthStencil = {};
  24351. this._customOpaqueSortCompareFn = {};
  24352. this._customAlphaTestSortCompareFn = {};
  24353. this._customTransparentSortCompareFn = {};
  24354. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24355. this._scene = scene;
  24356. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24357. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24358. }
  24359. }
  24360. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24361. if (depth === void 0) { depth = true; }
  24362. if (stencil === void 0) { stencil = true; }
  24363. if (this._depthStencilBufferAlreadyCleaned) {
  24364. return;
  24365. }
  24366. this._scene.getEngine().clear(null, false, depth, stencil);
  24367. this._depthStencilBufferAlreadyCleaned = true;
  24368. };
  24369. /**
  24370. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24371. * @hidden
  24372. */
  24373. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24374. // Update the observable context (not null as it only goes away on dispose)
  24375. var info = this._renderingGroupInfo;
  24376. info.scene = this._scene;
  24377. info.camera = this._scene.activeCamera;
  24378. // Dispatch sprites
  24379. if (this._scene.spriteManagers && renderSprites) {
  24380. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24381. var manager = this._scene.spriteManagers[index];
  24382. this.dispatchSprites(manager);
  24383. }
  24384. }
  24385. // Render
  24386. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24387. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24388. var renderingGroup = this._renderingGroups[index];
  24389. if (!renderingGroup) {
  24390. continue;
  24391. }
  24392. var renderingGroupMask = Math.pow(2, index);
  24393. info.renderingGroupId = index;
  24394. // Before Observable
  24395. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24396. // Clear depth/stencil if needed
  24397. if (RenderingManager.AUTOCLEAR) {
  24398. var autoClear = this._useSceneAutoClearSetup ?
  24399. this._scene.getAutoClearDepthStencilSetup(index) :
  24400. this._autoClearDepthStencil[index];
  24401. if (autoClear && autoClear.autoClear) {
  24402. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24403. }
  24404. }
  24405. // Render
  24406. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24407. var step = _a[_i];
  24408. step.action(index);
  24409. }
  24410. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24411. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24412. var step = _c[_b];
  24413. step.action(index);
  24414. }
  24415. // After Observable
  24416. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24417. }
  24418. };
  24419. /**
  24420. * Resets the different information of the group to prepare a new frame
  24421. * @hidden
  24422. */
  24423. RenderingManager.prototype.reset = function () {
  24424. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24425. var renderingGroup = this._renderingGroups[index];
  24426. if (renderingGroup) {
  24427. renderingGroup.prepare();
  24428. }
  24429. }
  24430. };
  24431. /**
  24432. * Dispose and release the group and its associated resources.
  24433. * @hidden
  24434. */
  24435. RenderingManager.prototype.dispose = function () {
  24436. this.freeRenderingGroups();
  24437. this._renderingGroups.length = 0;
  24438. this._renderingGroupInfo = null;
  24439. };
  24440. /**
  24441. * Clear the info related to rendering groups preventing retention points during dispose.
  24442. */
  24443. RenderingManager.prototype.freeRenderingGroups = function () {
  24444. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24445. var renderingGroup = this._renderingGroups[index];
  24446. if (renderingGroup) {
  24447. renderingGroup.dispose();
  24448. }
  24449. }
  24450. };
  24451. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24452. if (this._renderingGroups[renderingGroupId] === undefined) {
  24453. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24454. }
  24455. };
  24456. /**
  24457. * Add a sprite manager to the rendering manager in order to render it this frame.
  24458. * @param spriteManager Define the sprite manager to render
  24459. */
  24460. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24461. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24462. this._prepareRenderingGroup(renderingGroupId);
  24463. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24464. };
  24465. /**
  24466. * Add a particle system to the rendering manager in order to render it this frame.
  24467. * @param particleSystem Define the particle system to render
  24468. */
  24469. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24470. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24471. this._prepareRenderingGroup(renderingGroupId);
  24472. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24473. };
  24474. /**
  24475. * Add a submesh to the manager in order to render it this frame
  24476. * @param subMesh The submesh to dispatch
  24477. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24478. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24479. */
  24480. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24481. if (mesh === undefined) {
  24482. mesh = subMesh.getMesh();
  24483. }
  24484. var renderingGroupId = mesh.renderingGroupId || 0;
  24485. this._prepareRenderingGroup(renderingGroupId);
  24486. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24487. };
  24488. /**
  24489. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24490. * This allowed control for front to back rendering or reversly depending of the special needs.
  24491. *
  24492. * @param renderingGroupId The rendering group id corresponding to its index
  24493. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24494. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24495. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24496. */
  24497. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24498. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24499. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24500. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24501. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24502. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24503. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24504. if (this._renderingGroups[renderingGroupId]) {
  24505. var group = this._renderingGroups[renderingGroupId];
  24506. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24507. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24508. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24509. }
  24510. };
  24511. /**
  24512. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24513. *
  24514. * @param renderingGroupId The rendering group id corresponding to its index
  24515. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24516. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24517. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24518. */
  24519. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24520. if (depth === void 0) { depth = true; }
  24521. if (stencil === void 0) { stencil = true; }
  24522. this._autoClearDepthStencil[renderingGroupId] = {
  24523. autoClear: autoClearDepthStencil,
  24524. depth: depth,
  24525. stencil: stencil
  24526. };
  24527. };
  24528. /**
  24529. * Gets the current auto clear configuration for one rendering group of the rendering
  24530. * manager.
  24531. * @param index the rendering group index to get the information for
  24532. * @returns The auto clear setup for the requested rendering group
  24533. */
  24534. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24535. return this._autoClearDepthStencil[index];
  24536. };
  24537. /**
  24538. * The max id used for rendering groups (not included)
  24539. */
  24540. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24541. /**
  24542. * The min id used for rendering groups (included)
  24543. */
  24544. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24545. /**
  24546. * Used to globally prevent autoclearing scenes.
  24547. */
  24548. RenderingManager.AUTOCLEAR = true;
  24549. return RenderingManager;
  24550. }());
  24551. BABYLON.RenderingManager = RenderingManager;
  24552. })(BABYLON || (BABYLON = {}));
  24553. //# sourceMappingURL=babylon.renderingManager.js.map
  24554. var BABYLON;
  24555. (function (BABYLON) {
  24556. /**
  24557. * This represents the object necessary to create a rendering group.
  24558. * This is exclusively used and created by the rendering manager.
  24559. * To modify the behavior, you use the available helpers in your scene or meshes.
  24560. * @hidden
  24561. */
  24562. var RenderingGroup = /** @class */ (function () {
  24563. /**
  24564. * Creates a new rendering group.
  24565. * @param index The rendering group index
  24566. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  24567. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  24568. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  24569. */
  24570. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24571. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24572. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24573. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24574. this.index = index;
  24575. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  24576. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  24577. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  24578. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  24579. this._particleSystems = new BABYLON.SmartArray(256);
  24580. this._spriteManagers = new BABYLON.SmartArray(256);
  24581. this._edgesRenderers = new BABYLON.SmartArray(16);
  24582. this._scene = scene;
  24583. this.opaqueSortCompareFn = opaqueSortCompareFn;
  24584. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  24585. this.transparentSortCompareFn = transparentSortCompareFn;
  24586. }
  24587. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  24588. /**
  24589. * Set the opaque sort comparison function.
  24590. * If null the sub meshes will be render in the order they were created
  24591. */
  24592. set: function (value) {
  24593. this._opaqueSortCompareFn = value;
  24594. if (value) {
  24595. this._renderOpaque = this.renderOpaqueSorted;
  24596. }
  24597. else {
  24598. this._renderOpaque = RenderingGroup.renderUnsorted;
  24599. }
  24600. },
  24601. enumerable: true,
  24602. configurable: true
  24603. });
  24604. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  24605. /**
  24606. * Set the alpha test sort comparison function.
  24607. * If null the sub meshes will be render in the order they were created
  24608. */
  24609. set: function (value) {
  24610. this._alphaTestSortCompareFn = value;
  24611. if (value) {
  24612. this._renderAlphaTest = this.renderAlphaTestSorted;
  24613. }
  24614. else {
  24615. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  24616. }
  24617. },
  24618. enumerable: true,
  24619. configurable: true
  24620. });
  24621. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  24622. /**
  24623. * Set the transparent sort comparison function.
  24624. * If null the sub meshes will be render in the order they were created
  24625. */
  24626. set: function (value) {
  24627. if (value) {
  24628. this._transparentSortCompareFn = value;
  24629. }
  24630. else {
  24631. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  24632. }
  24633. this._renderTransparent = this.renderTransparentSorted;
  24634. },
  24635. enumerable: true,
  24636. configurable: true
  24637. });
  24638. /**
  24639. * Render all the sub meshes contained in the group.
  24640. * @param customRenderFunction Used to override the default render behaviour of the group.
  24641. * @returns true if rendered some submeshes.
  24642. */
  24643. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  24644. if (customRenderFunction) {
  24645. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  24646. return;
  24647. }
  24648. var engine = this._scene.getEngine();
  24649. // Depth only
  24650. if (this._depthOnlySubMeshes.length !== 0) {
  24651. engine.setColorWrite(false);
  24652. this._renderAlphaTest(this._depthOnlySubMeshes);
  24653. engine.setColorWrite(true);
  24654. }
  24655. // Opaque
  24656. if (this._opaqueSubMeshes.length !== 0) {
  24657. this._renderOpaque(this._opaqueSubMeshes);
  24658. }
  24659. // Alpha test
  24660. if (this._alphaTestSubMeshes.length !== 0) {
  24661. this._renderAlphaTest(this._alphaTestSubMeshes);
  24662. }
  24663. var stencilState = engine.getStencilBuffer();
  24664. engine.setStencilBuffer(false);
  24665. // Sprites
  24666. if (renderSprites) {
  24667. this._renderSprites();
  24668. }
  24669. // Particles
  24670. if (renderParticles) {
  24671. this._renderParticles(activeMeshes);
  24672. }
  24673. if (this.onBeforeTransparentRendering) {
  24674. this.onBeforeTransparentRendering();
  24675. }
  24676. // Transparent
  24677. if (this._transparentSubMeshes.length !== 0) {
  24678. this._renderTransparent(this._transparentSubMeshes);
  24679. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24680. }
  24681. // Set back stencil to false in case it changes before the edge renderer.
  24682. engine.setStencilBuffer(false);
  24683. // Edges
  24684. if (this._edgesRenderers.length) {
  24685. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  24686. this._edgesRenderers.data[edgesRendererIndex].render();
  24687. }
  24688. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24689. }
  24690. // Restore Stencil state.
  24691. engine.setStencilBuffer(stencilState);
  24692. };
  24693. /**
  24694. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  24695. * @param subMeshes The submeshes to render
  24696. */
  24697. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  24698. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  24699. };
  24700. /**
  24701. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  24702. * @param subMeshes The submeshes to render
  24703. */
  24704. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  24705. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  24706. };
  24707. /**
  24708. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  24709. * @param subMeshes The submeshes to render
  24710. */
  24711. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  24712. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  24713. };
  24714. /**
  24715. * Renders the submeshes in a specified order.
  24716. * @param subMeshes The submeshes to sort before render
  24717. * @param sortCompareFn The comparison function use to sort
  24718. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  24719. * @param transparent Specifies to activate blending if true
  24720. */
  24721. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  24722. var subIndex = 0;
  24723. var subMesh;
  24724. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  24725. for (; subIndex < subMeshes.length; subIndex++) {
  24726. subMesh = subMeshes.data[subIndex];
  24727. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  24728. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  24729. }
  24730. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  24731. if (sortCompareFn) {
  24732. sortedArray.sort(sortCompareFn);
  24733. }
  24734. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  24735. subMesh = sortedArray[subIndex];
  24736. if (transparent) {
  24737. var material = subMesh.getMaterial();
  24738. if (material && material.needDepthPrePass) {
  24739. var engine = material.getScene().getEngine();
  24740. engine.setColorWrite(false);
  24741. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24742. subMesh.render(false);
  24743. engine.setColorWrite(true);
  24744. }
  24745. }
  24746. subMesh.render(transparent);
  24747. }
  24748. };
  24749. /**
  24750. * Renders the submeshes in the order they were dispatched (no sort applied).
  24751. * @param subMeshes The submeshes to render
  24752. */
  24753. RenderingGroup.renderUnsorted = function (subMeshes) {
  24754. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  24755. var submesh = subMeshes.data[subIndex];
  24756. submesh.render(false);
  24757. }
  24758. };
  24759. /**
  24760. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24761. * are rendered back to front if in the same alpha index.
  24762. *
  24763. * @param a The first submesh
  24764. * @param b The second submesh
  24765. * @returns The result of the comparison
  24766. */
  24767. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  24768. // Alpha index first
  24769. if (a._alphaIndex > b._alphaIndex) {
  24770. return 1;
  24771. }
  24772. if (a._alphaIndex < b._alphaIndex) {
  24773. return -1;
  24774. }
  24775. // Then distance to camera
  24776. return RenderingGroup.backToFrontSortCompare(a, b);
  24777. };
  24778. /**
  24779. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24780. * are rendered back to front.
  24781. *
  24782. * @param a The first submesh
  24783. * @param b The second submesh
  24784. * @returns The result of the comparison
  24785. */
  24786. RenderingGroup.backToFrontSortCompare = function (a, b) {
  24787. // Then distance to camera
  24788. if (a._distanceToCamera < b._distanceToCamera) {
  24789. return 1;
  24790. }
  24791. if (a._distanceToCamera > b._distanceToCamera) {
  24792. return -1;
  24793. }
  24794. return 0;
  24795. };
  24796. /**
  24797. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24798. * are rendered front to back (prevent overdraw).
  24799. *
  24800. * @param a The first submesh
  24801. * @param b The second submesh
  24802. * @returns The result of the comparison
  24803. */
  24804. RenderingGroup.frontToBackSortCompare = function (a, b) {
  24805. // Then distance to camera
  24806. if (a._distanceToCamera < b._distanceToCamera) {
  24807. return -1;
  24808. }
  24809. if (a._distanceToCamera > b._distanceToCamera) {
  24810. return 1;
  24811. }
  24812. return 0;
  24813. };
  24814. /**
  24815. * Resets the different lists of submeshes to prepare a new frame.
  24816. */
  24817. RenderingGroup.prototype.prepare = function () {
  24818. this._opaqueSubMeshes.reset();
  24819. this._transparentSubMeshes.reset();
  24820. this._alphaTestSubMeshes.reset();
  24821. this._depthOnlySubMeshes.reset();
  24822. this._particleSystems.reset();
  24823. this._spriteManagers.reset();
  24824. this._edgesRenderers.reset();
  24825. };
  24826. RenderingGroup.prototype.dispose = function () {
  24827. this._opaqueSubMeshes.dispose();
  24828. this._transparentSubMeshes.dispose();
  24829. this._alphaTestSubMeshes.dispose();
  24830. this._depthOnlySubMeshes.dispose();
  24831. this._particleSystems.dispose();
  24832. this._spriteManagers.dispose();
  24833. this._edgesRenderers.dispose();
  24834. };
  24835. /**
  24836. * Inserts the submesh in its correct queue depending on its material.
  24837. * @param subMesh The submesh to dispatch
  24838. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24839. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24840. */
  24841. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  24842. // Get mesh and materials if not provided
  24843. if (mesh === undefined) {
  24844. mesh = subMesh.getMesh();
  24845. }
  24846. if (material === undefined) {
  24847. material = subMesh.getMaterial();
  24848. }
  24849. if (material === null || material === undefined) {
  24850. return;
  24851. }
  24852. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  24853. this._transparentSubMeshes.push(subMesh);
  24854. }
  24855. else if (material.needAlphaTesting()) { // Alpha test
  24856. if (material.needDepthPrePass) {
  24857. this._depthOnlySubMeshes.push(subMesh);
  24858. }
  24859. this._alphaTestSubMeshes.push(subMesh);
  24860. }
  24861. else {
  24862. if (material.needDepthPrePass) {
  24863. this._depthOnlySubMeshes.push(subMesh);
  24864. }
  24865. this._opaqueSubMeshes.push(subMesh); // Opaque
  24866. }
  24867. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  24868. this._edgesRenderers.push(mesh._edgesRenderer);
  24869. }
  24870. };
  24871. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  24872. this._spriteManagers.push(spriteManager);
  24873. };
  24874. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  24875. this._particleSystems.push(particleSystem);
  24876. };
  24877. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  24878. if (this._particleSystems.length === 0) {
  24879. return;
  24880. }
  24881. // Particles
  24882. var activeCamera = this._scene.activeCamera;
  24883. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  24884. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  24885. var particleSystem = this._particleSystems.data[particleIndex];
  24886. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  24887. continue;
  24888. }
  24889. var emitter = particleSystem.emitter;
  24890. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  24891. this._scene._activeParticles.addCount(particleSystem.render(), false);
  24892. }
  24893. }
  24894. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  24895. };
  24896. RenderingGroup.prototype._renderSprites = function () {
  24897. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  24898. return;
  24899. }
  24900. // Sprites
  24901. var activeCamera = this._scene.activeCamera;
  24902. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  24903. for (var id = 0; id < this._spriteManagers.length; id++) {
  24904. var spriteManager = this._spriteManagers.data[id];
  24905. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  24906. spriteManager.render();
  24907. }
  24908. }
  24909. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  24910. };
  24911. return RenderingGroup;
  24912. }());
  24913. BABYLON.RenderingGroup = RenderingGroup;
  24914. })(BABYLON || (BABYLON = {}));
  24915. //# sourceMappingURL=babylon.renderingGroup.js.map
  24916. var BABYLON;
  24917. (function (BABYLON) {
  24918. /**
  24919. * Groups all the scene component constants in one place to ease maintenance.
  24920. * @hidden
  24921. */
  24922. var SceneComponentConstants = /** @class */ (function () {
  24923. function SceneComponentConstants() {
  24924. }
  24925. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  24926. SceneComponentConstants.NAME_LAYER = "Layer";
  24927. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  24928. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  24929. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  24930. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  24931. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  24932. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  24933. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  24934. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  24935. SceneComponentConstants.NAME_SPRITE = "Sprite";
  24936. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  24937. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  24938. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  24939. SceneComponentConstants.NAME_OCTREE = "Octree";
  24940. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  24941. SceneComponentConstants.NAME_AUDIO = "Audio";
  24942. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  24943. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  24944. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  24945. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  24946. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  24947. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  24948. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  24949. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  24950. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  24951. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  24952. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  24953. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  24954. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  24955. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  24956. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  24957. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  24958. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  24959. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  24960. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  24961. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  24962. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  24963. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  24964. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  24965. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  24966. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  24967. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  24968. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  24969. return SceneComponentConstants;
  24970. }());
  24971. BABYLON.SceneComponentConstants = SceneComponentConstants;
  24972. /**
  24973. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  24974. * @hidden
  24975. */
  24976. var Stage = /** @class */ (function (_super) {
  24977. __extends(Stage, _super);
  24978. /**
  24979. * Hide ctor from the rest of the world.
  24980. * @param items The items to add.
  24981. */
  24982. function Stage(items) {
  24983. return _super.apply(this, items) || this;
  24984. }
  24985. /**
  24986. * Creates a new Stage.
  24987. * @returns A new instance of a Stage
  24988. */
  24989. Stage.Create = function () {
  24990. return Object.create(Stage.prototype);
  24991. };
  24992. /**
  24993. * Registers a step in an ordered way in the targeted stage.
  24994. * @param index Defines the position to register the step in
  24995. * @param component Defines the component attached to the step
  24996. * @param action Defines the action to launch during the step
  24997. */
  24998. Stage.prototype.registerStep = function (index, component, action) {
  24999. var i = 0;
  25000. var maxIndex = Number.MAX_VALUE;
  25001. for (; i < this.length; i++) {
  25002. var step = this[i];
  25003. maxIndex = step.index;
  25004. if (index < maxIndex) {
  25005. break;
  25006. }
  25007. }
  25008. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25009. };
  25010. /**
  25011. * Clears all the steps from the stage.
  25012. */
  25013. Stage.prototype.clear = function () {
  25014. this.length = 0;
  25015. };
  25016. return Stage;
  25017. }(Array));
  25018. BABYLON.Stage = Stage;
  25019. })(BABYLON || (BABYLON = {}));
  25020. //# sourceMappingURL=babylon.sceneComponent.js.map
  25021. var BABYLON;
  25022. (function (BABYLON) {
  25023. /**
  25024. * Base class of the scene acting as a container for the different elements composing a scene.
  25025. * This class is dynamically extended by the different components of the scene increasing
  25026. * flexibility and reducing coupling
  25027. */
  25028. var AbstractScene = /** @class */ (function () {
  25029. function AbstractScene() {
  25030. /**
  25031. * Gets the list of root nodes (ie. nodes with no parent)
  25032. */
  25033. this.rootNodes = new Array();
  25034. /** All of the cameras added to this scene
  25035. * @see http://doc.babylonjs.com/babylon101/cameras
  25036. */
  25037. this.cameras = new Array();
  25038. /**
  25039. * All of the lights added to this scene
  25040. * @see http://doc.babylonjs.com/babylon101/lights
  25041. */
  25042. this.lights = new Array();
  25043. /**
  25044. * All of the (abstract) meshes added to this scene
  25045. */
  25046. this.meshes = new Array();
  25047. /**
  25048. * The list of skeletons added to the scene
  25049. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25050. */
  25051. this.skeletons = new Array();
  25052. /**
  25053. * All of the particle systems added to this scene
  25054. * @see http://doc.babylonjs.com/babylon101/particles
  25055. */
  25056. this.particleSystems = new Array();
  25057. /**
  25058. * Gets a list of Animations associated with the scene
  25059. */
  25060. this.animations = [];
  25061. /**
  25062. * All of the animation groups added to this scene
  25063. * @see http://doc.babylonjs.com/how_to/group
  25064. */
  25065. this.animationGroups = new Array();
  25066. /**
  25067. * All of the multi-materials added to this scene
  25068. * @see http://doc.babylonjs.com/how_to/multi_materials
  25069. */
  25070. this.multiMaterials = new Array();
  25071. /**
  25072. * All of the materials added to this scene
  25073. * @see http://doc.babylonjs.com/babylon101/materials
  25074. */
  25075. this.materials = new Array();
  25076. /**
  25077. * The list of morph target managers added to the scene
  25078. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25079. */
  25080. this.morphTargetManagers = new Array();
  25081. /**
  25082. * The list of geometries used in the scene.
  25083. */
  25084. this.geometries = new Array();
  25085. /**
  25086. * All of the tranform nodes added to this scene
  25087. * In the context a the Scene, it is not supposed to be modified manually.
  25088. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25089. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25090. * @see http://doc.babylonjs.com/how_to/transformnode
  25091. */
  25092. this.transformNodes = new Array();
  25093. /**
  25094. * ActionManagers available on the scene.
  25095. */
  25096. this.actionManagers = new Array();
  25097. /**
  25098. * Textures to keep.
  25099. */
  25100. this.textures = new Array();
  25101. }
  25102. /**
  25103. * Adds a parser in the list of available ones
  25104. * @param name Defines the name of the parser
  25105. * @param parser Defines the parser to add
  25106. */
  25107. AbstractScene.AddParser = function (name, parser) {
  25108. this._BabylonFileParsers[name] = parser;
  25109. };
  25110. /**
  25111. * Gets a general parser from the list of avaialble ones
  25112. * @param name Defines the name of the parser
  25113. * @returns the requested parser or null
  25114. */
  25115. AbstractScene.GetParser = function (name) {
  25116. if (this._BabylonFileParsers[name]) {
  25117. return this._BabylonFileParsers[name];
  25118. }
  25119. return null;
  25120. };
  25121. /**
  25122. * Adds n individual parser in the list of available ones
  25123. * @param name Defines the name of the parser
  25124. * @param parser Defines the parser to add
  25125. */
  25126. AbstractScene.AddIndividualParser = function (name, parser) {
  25127. this._IndividualBabylonFileParsers[name] = parser;
  25128. };
  25129. /**
  25130. * Gets an individual parser from the list of avaialble ones
  25131. * @param name Defines the name of the parser
  25132. * @returns the requested parser or null
  25133. */
  25134. AbstractScene.GetIndividualParser = function (name) {
  25135. if (this._IndividualBabylonFileParsers[name]) {
  25136. return this._IndividualBabylonFileParsers[name];
  25137. }
  25138. return null;
  25139. };
  25140. /**
  25141. * Parser json data and populate both a scene and its associated container object
  25142. * @param jsonData Defines the data to parse
  25143. * @param scene Defines the scene to parse the data for
  25144. * @param container Defines the container attached to the parsing sequence
  25145. * @param rootUrl Defines the root url of the data
  25146. */
  25147. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25148. for (var parserName in this._BabylonFileParsers) {
  25149. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25150. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25151. }
  25152. }
  25153. };
  25154. /**
  25155. * Stores the list of available parsers in the application.
  25156. */
  25157. AbstractScene._BabylonFileParsers = {};
  25158. /**
  25159. * Stores the list of available individual parsers in the application.
  25160. */
  25161. AbstractScene._IndividualBabylonFileParsers = {};
  25162. return AbstractScene;
  25163. }());
  25164. BABYLON.AbstractScene = AbstractScene;
  25165. })(BABYLON || (BABYLON = {}));
  25166. //# sourceMappingURL=babylon.abstractScene.js.map
  25167. var BABYLON;
  25168. (function (BABYLON) {
  25169. /** @hidden */
  25170. var ClickInfo = /** @class */ (function () {
  25171. function ClickInfo() {
  25172. this._singleClick = false;
  25173. this._doubleClick = false;
  25174. this._hasSwiped = false;
  25175. this._ignore = false;
  25176. }
  25177. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25178. get: function () {
  25179. return this._singleClick;
  25180. },
  25181. set: function (b) {
  25182. this._singleClick = b;
  25183. },
  25184. enumerable: true,
  25185. configurable: true
  25186. });
  25187. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25188. get: function () {
  25189. return this._doubleClick;
  25190. },
  25191. set: function (b) {
  25192. this._doubleClick = b;
  25193. },
  25194. enumerable: true,
  25195. configurable: true
  25196. });
  25197. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25198. get: function () {
  25199. return this._hasSwiped;
  25200. },
  25201. set: function (b) {
  25202. this._hasSwiped = b;
  25203. },
  25204. enumerable: true,
  25205. configurable: true
  25206. });
  25207. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25208. get: function () {
  25209. return this._ignore;
  25210. },
  25211. set: function (b) {
  25212. this._ignore = b;
  25213. },
  25214. enumerable: true,
  25215. configurable: true
  25216. });
  25217. return ClickInfo;
  25218. }());
  25219. /**
  25220. * This class is used by the onRenderingGroupObservable
  25221. */
  25222. var RenderingGroupInfo = /** @class */ (function () {
  25223. function RenderingGroupInfo() {
  25224. }
  25225. return RenderingGroupInfo;
  25226. }());
  25227. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25228. /**
  25229. * Represents a scene to be rendered by the engine.
  25230. * @see http://doc.babylonjs.com/features/scene
  25231. */
  25232. var Scene = /** @class */ (function (_super) {
  25233. __extends(Scene, _super);
  25234. /**
  25235. * Creates a new Scene
  25236. * @param engine defines the engine to use to render this scene
  25237. */
  25238. function Scene(engine, options) {
  25239. var _this = _super.call(this) || this;
  25240. // Members
  25241. /**
  25242. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25243. */
  25244. _this.autoClear = true;
  25245. /**
  25246. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25247. */
  25248. _this.autoClearDepthAndStencil = true;
  25249. /**
  25250. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25251. */
  25252. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25253. /**
  25254. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25255. */
  25256. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25257. _this._forceWireframe = false;
  25258. _this._forcePointsCloud = false;
  25259. /**
  25260. * Gets or sets a boolean indicating if animations are enabled
  25261. */
  25262. _this.animationsEnabled = true;
  25263. _this._animationPropertiesOverride = null;
  25264. /**
  25265. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25266. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25267. */
  25268. _this.useConstantAnimationDeltaTime = false;
  25269. /**
  25270. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25271. * Please note that it requires to run a ray cast through the scene on every frame
  25272. */
  25273. _this.constantlyUpdateMeshUnderPointer = false;
  25274. /**
  25275. * Defines the HTML cursor to use when hovering over interactive elements
  25276. */
  25277. _this.hoverCursor = "pointer";
  25278. /**
  25279. * Defines the HTML default cursor to use (empty by default)
  25280. */
  25281. _this.defaultCursor = "";
  25282. /**
  25283. * This is used to call preventDefault() on pointer down
  25284. * in order to block unwanted artifacts like system double clicks
  25285. */
  25286. _this.preventDefaultOnPointerDown = true;
  25287. // Metadata
  25288. /**
  25289. * Gets or sets user defined metadata
  25290. */
  25291. _this.metadata = null;
  25292. /**
  25293. * Use this array to add regular expressions used to disable offline support for specific urls
  25294. */
  25295. _this.disableOfflineSupportExceptionRules = new Array();
  25296. /**
  25297. * An event triggered when the scene is disposed.
  25298. */
  25299. _this.onDisposeObservable = new BABYLON.Observable();
  25300. _this._onDisposeObserver = null;
  25301. /**
  25302. * An event triggered before rendering the scene (right after animations and physics)
  25303. */
  25304. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25305. _this._onBeforeRenderObserver = null;
  25306. /**
  25307. * An event triggered after rendering the scene
  25308. */
  25309. _this.onAfterRenderObservable = new BABYLON.Observable();
  25310. _this._onAfterRenderObserver = null;
  25311. /**
  25312. * An event triggered before animating the scene
  25313. */
  25314. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25315. /**
  25316. * An event triggered after animations processing
  25317. */
  25318. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25319. /**
  25320. * An event triggered before draw calls are ready to be sent
  25321. */
  25322. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25323. /**
  25324. * An event triggered after draw calls have been sent
  25325. */
  25326. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25327. /**
  25328. * An event triggered when the scene is ready
  25329. */
  25330. _this.onReadyObservable = new BABYLON.Observable();
  25331. /**
  25332. * An event triggered before rendering a camera
  25333. */
  25334. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25335. _this._onBeforeCameraRenderObserver = null;
  25336. /**
  25337. * An event triggered after rendering a camera
  25338. */
  25339. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25340. _this._onAfterCameraRenderObserver = null;
  25341. /**
  25342. * An event triggered when active meshes evaluation is about to start
  25343. */
  25344. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25345. /**
  25346. * An event triggered when active meshes evaluation is done
  25347. */
  25348. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25349. /**
  25350. * An event triggered when particles rendering is about to start
  25351. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25352. */
  25353. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25354. /**
  25355. * An event triggered when particles rendering is done
  25356. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25357. */
  25358. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25359. /**
  25360. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25361. */
  25362. _this.onDataLoadedObservable = new BABYLON.Observable();
  25363. /**
  25364. * An event triggered when a camera is created
  25365. */
  25366. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25367. /**
  25368. * An event triggered when a camera is removed
  25369. */
  25370. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25371. /**
  25372. * An event triggered when a light is created
  25373. */
  25374. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25375. /**
  25376. * An event triggered when a light is removed
  25377. */
  25378. _this.onLightRemovedObservable = new BABYLON.Observable();
  25379. /**
  25380. * An event triggered when a geometry is created
  25381. */
  25382. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25383. /**
  25384. * An event triggered when a geometry is removed
  25385. */
  25386. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25387. /**
  25388. * An event triggered when a transform node is created
  25389. */
  25390. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25391. /**
  25392. * An event triggered when a transform node is removed
  25393. */
  25394. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25395. /**
  25396. * An event triggered when a mesh is created
  25397. */
  25398. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25399. /**
  25400. * An event triggered when a mesh is removed
  25401. */
  25402. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25403. /**
  25404. * An event triggered when a material is created
  25405. */
  25406. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25407. /**
  25408. * An event triggered when a material is removed
  25409. */
  25410. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25411. /**
  25412. * An event triggered when a texture is created
  25413. */
  25414. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25415. /**
  25416. * An event triggered when a texture is removed
  25417. */
  25418. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25419. /**
  25420. * An event triggered when render targets are about to be rendered
  25421. * Can happen multiple times per frame.
  25422. */
  25423. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25424. /**
  25425. * An event triggered when render targets were rendered.
  25426. * Can happen multiple times per frame.
  25427. */
  25428. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25429. /**
  25430. * An event triggered before calculating deterministic simulation step
  25431. */
  25432. _this.onBeforeStepObservable = new BABYLON.Observable();
  25433. /**
  25434. * An event triggered after calculating deterministic simulation step
  25435. */
  25436. _this.onAfterStepObservable = new BABYLON.Observable();
  25437. /**
  25438. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25439. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25440. * 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)
  25441. */
  25442. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25443. /**
  25444. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25445. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25446. * 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)
  25447. */
  25448. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25449. /**
  25450. * This Observable will when a mesh has been imported into the scene.
  25451. */
  25452. _this.onMeshImportedObservable = new BABYLON.Observable();
  25453. // Animations
  25454. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25455. /**
  25456. * 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).
  25457. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25458. */
  25459. _this.onPrePointerObservable = new BABYLON.Observable();
  25460. /**
  25461. * Observable event triggered each time an input event is received from the rendering canvas
  25462. */
  25463. _this.onPointerObservable = new BABYLON.Observable();
  25464. _this._meshPickProceed = false;
  25465. _this._currentPickResult = null;
  25466. _this._previousPickResult = null;
  25467. _this._totalPointersPressed = 0;
  25468. _this._doubleClickOccured = false;
  25469. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25470. _this.cameraToUseForPointers = null;
  25471. _this._pointerX = 0;
  25472. _this._pointerY = 0;
  25473. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25474. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25475. _this._startingPointerTime = 0;
  25476. _this._previousStartingPointerTime = 0;
  25477. _this._pointerCaptures = {};
  25478. // Deterministic lockstep
  25479. _this._timeAccumulator = 0;
  25480. _this._currentStepId = 0;
  25481. _this._currentInternalStep = 0;
  25482. // Keyboard
  25483. /**
  25484. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25485. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25486. */
  25487. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25488. /**
  25489. * Observable event triggered each time an keyboard event is received from the hosting window
  25490. */
  25491. _this.onKeyboardObservable = new BABYLON.Observable();
  25492. // Coordinates system
  25493. _this._useRightHandedSystem = false;
  25494. // Fog
  25495. _this._fogEnabled = true;
  25496. _this._fogMode = Scene.FOGMODE_NONE;
  25497. /**
  25498. * Gets or sets the fog color to use
  25499. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25500. * (Default is Color3(0.2, 0.2, 0.3))
  25501. */
  25502. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25503. /**
  25504. * Gets or sets the fog density to use
  25505. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25506. * (Default is 0.1)
  25507. */
  25508. _this.fogDensity = 0.1;
  25509. /**
  25510. * Gets or sets the fog start distance to use
  25511. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25512. * (Default is 0)
  25513. */
  25514. _this.fogStart = 0;
  25515. /**
  25516. * Gets or sets the fog end distance to use
  25517. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25518. * (Default is 1000)
  25519. */
  25520. _this.fogEnd = 1000.0;
  25521. // Lights
  25522. _this._shadowsEnabled = true;
  25523. _this._lightsEnabled = true;
  25524. /** All of the active cameras added to this scene. */
  25525. _this.activeCameras = new Array();
  25526. // Textures
  25527. _this._texturesEnabled = true;
  25528. // Particles
  25529. /**
  25530. * Gets or sets a boolean indicating if particles are enabled on this scene
  25531. */
  25532. _this.particlesEnabled = true;
  25533. // Sprites
  25534. /**
  25535. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25536. */
  25537. _this.spritesEnabled = true;
  25538. // Skeletons
  25539. _this._skeletonsEnabled = true;
  25540. // Lens flares
  25541. /**
  25542. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25543. */
  25544. _this.lensFlaresEnabled = true;
  25545. // Collisions
  25546. /**
  25547. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25548. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25549. */
  25550. _this.collisionsEnabled = true;
  25551. /**
  25552. * Defines the gravity applied to this scene (used only for collisions)
  25553. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25554. */
  25555. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  25556. // Postprocesses
  25557. /**
  25558. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  25559. */
  25560. _this.postProcessesEnabled = true;
  25561. /**
  25562. * The list of postprocesses added to the scene
  25563. */
  25564. _this.postProcesses = new Array();
  25565. // Customs render targets
  25566. /**
  25567. * Gets or sets a boolean indicating if render targets are enabled on this scene
  25568. */
  25569. _this.renderTargetsEnabled = true;
  25570. /**
  25571. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  25572. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  25573. */
  25574. _this.dumpNextRenderTargets = false;
  25575. /**
  25576. * The list of user defined render targets added to the scene
  25577. */
  25578. _this.customRenderTargets = new Array();
  25579. /**
  25580. * Gets the list of meshes imported to the scene through SceneLoader
  25581. */
  25582. _this.importedMeshesFiles = new Array();
  25583. // Probes
  25584. /**
  25585. * Gets or sets a boolean indicating if probes are enabled on this scene
  25586. */
  25587. _this.probesEnabled = true;
  25588. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  25589. // Procedural textures
  25590. /**
  25591. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  25592. */
  25593. _this.proceduralTexturesEnabled = true;
  25594. // Performance counters
  25595. _this._totalVertices = new BABYLON.PerfCounter();
  25596. /** @hidden */
  25597. _this._activeIndices = new BABYLON.PerfCounter();
  25598. /** @hidden */
  25599. _this._activeParticles = new BABYLON.PerfCounter();
  25600. /** @hidden */
  25601. _this._activeBones = new BABYLON.PerfCounter();
  25602. _this._animationTime = 0;
  25603. /**
  25604. * Gets or sets a general scale for animation speed
  25605. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  25606. */
  25607. _this.animationTimeScale = 1;
  25608. _this._renderId = 0;
  25609. _this._frameId = 0;
  25610. _this._executeWhenReadyTimeoutId = -1;
  25611. _this._intermediateRendering = false;
  25612. _this._viewUpdateFlag = -1;
  25613. _this._projectionUpdateFlag = -1;
  25614. _this._alternateViewUpdateFlag = -1;
  25615. _this._alternateProjectionUpdateFlag = -1;
  25616. /** @hidden */
  25617. _this._toBeDisposed = new Array(256);
  25618. _this._activeRequests = new Array();
  25619. _this._pendingData = new Array();
  25620. _this._isDisposed = false;
  25621. /**
  25622. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  25623. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  25624. */
  25625. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  25626. _this._activeMeshes = new BABYLON.SmartArray(256);
  25627. _this._processedMaterials = new BABYLON.SmartArray(256);
  25628. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  25629. /** @hidden */
  25630. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  25631. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  25632. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  25633. /** @hidden */
  25634. _this._activeAnimatables = new Array();
  25635. _this._transformMatrix = BABYLON.Matrix.Zero();
  25636. _this._useAlternateCameraConfiguration = false;
  25637. _this._alternateRendering = false;
  25638. /**
  25639. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  25640. * This is useful if there are more lights that the maximum simulteanous authorized
  25641. */
  25642. _this.requireLightSorting = false;
  25643. /**
  25644. * @hidden
  25645. * Backing store of defined scene components.
  25646. */
  25647. _this._components = [];
  25648. /**
  25649. * @hidden
  25650. * Backing store of defined scene components.
  25651. */
  25652. _this._serializableComponents = [];
  25653. /**
  25654. * List of components to register on the next registration step.
  25655. */
  25656. _this._transientComponents = [];
  25657. /**
  25658. * @hidden
  25659. * Defines the actions happening before camera updates.
  25660. */
  25661. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  25662. /**
  25663. * @hidden
  25664. * Defines the actions happening before clear the canvas.
  25665. */
  25666. _this._beforeClearStage = BABYLON.Stage.Create();
  25667. /**
  25668. * @hidden
  25669. * Defines the actions when collecting render targets for the frame.
  25670. */
  25671. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  25672. /**
  25673. * @hidden
  25674. * Defines the actions happening for one camera in the frame.
  25675. */
  25676. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  25677. /**
  25678. * @hidden
  25679. * Defines the actions happening during the per mesh ready checks.
  25680. */
  25681. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  25682. /**
  25683. * @hidden
  25684. * Defines the actions happening before evaluate active mesh checks.
  25685. */
  25686. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  25687. /**
  25688. * @hidden
  25689. * Defines the actions happening during the evaluate sub mesh checks.
  25690. */
  25691. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  25692. /**
  25693. * @hidden
  25694. * Defines the actions happening during the active mesh stage.
  25695. */
  25696. _this._activeMeshStage = BABYLON.Stage.Create();
  25697. /**
  25698. * @hidden
  25699. * Defines the actions happening during the per camera render target step.
  25700. */
  25701. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  25702. /**
  25703. * @hidden
  25704. * Defines the actions happening just before the active camera is drawing.
  25705. */
  25706. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  25707. /**
  25708. * @hidden
  25709. * Defines the actions happening just before a rendering group is drawing.
  25710. */
  25711. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  25712. /**
  25713. * @hidden
  25714. * Defines the actions happening just before a mesh is drawing.
  25715. */
  25716. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  25717. /**
  25718. * @hidden
  25719. * Defines the actions happening just after a mesh has been drawn.
  25720. */
  25721. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  25722. /**
  25723. * @hidden
  25724. * Defines the actions happening just after a rendering group has been drawn.
  25725. */
  25726. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  25727. /**
  25728. * @hidden
  25729. * Defines the actions happening just after the active camera has been drawn.
  25730. */
  25731. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  25732. /**
  25733. * @hidden
  25734. * Defines the actions happening just after rendering all cameras and computing intersections.
  25735. */
  25736. _this._afterRenderStage = BABYLON.Stage.Create();
  25737. /**
  25738. * @hidden
  25739. * Defines the actions happening when a pointer move event happens.
  25740. */
  25741. _this._pointerMoveStage = BABYLON.Stage.Create();
  25742. /**
  25743. * @hidden
  25744. * Defines the actions happening when a pointer down event happens.
  25745. */
  25746. _this._pointerDownStage = BABYLON.Stage.Create();
  25747. /**
  25748. * @hidden
  25749. * Defines the actions happening when a pointer up event happens.
  25750. */
  25751. _this._pointerUpStage = BABYLON.Stage.Create();
  25752. /**
  25753. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  25754. */
  25755. _this.geometriesById = null;
  25756. _this._defaultMeshCandidates = {
  25757. data: [],
  25758. length: 0
  25759. };
  25760. _this._defaultSubMeshCandidates = {
  25761. data: [],
  25762. length: 0
  25763. };
  25764. _this._activeMeshesFrozen = false;
  25765. /** @hidden */
  25766. _this._allowPostProcessClearColor = true;
  25767. /**
  25768. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  25769. */
  25770. _this.getDeterministicFrameTime = function () {
  25771. return 1000.0 / 60.0; // frame time in ms
  25772. };
  25773. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  25774. _this._blockMaterialDirtyMechanism = false;
  25775. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  25776. _this._engine.scenes.push(_this);
  25777. _this._uid = null;
  25778. _this._renderingManager = new BABYLON.RenderingManager(_this);
  25779. if (BABYLON.PostProcessManager) {
  25780. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  25781. }
  25782. if (BABYLON.Tools.IsWindowObjectExist()) {
  25783. _this.attachControl();
  25784. }
  25785. //collision coordinator initialization. For now legacy per default.
  25786. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  25787. // Uniform Buffer
  25788. _this._createUbo();
  25789. // Default Image processing definition
  25790. if (BABYLON.ImageProcessingConfiguration) {
  25791. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  25792. }
  25793. _this.setDefaultCandidateProviders();
  25794. if (options && options.useGeometryIdsMap === true) {
  25795. _this.geometriesById = {};
  25796. }
  25797. return _this;
  25798. }
  25799. Object.defineProperty(Scene.prototype, "environmentTexture", {
  25800. /**
  25801. * Texture used in all pbr material as the reflection texture.
  25802. * As in the majority of the scene they are the same (exception for multi room and so on),
  25803. * this is easier to reference from here than from all the materials.
  25804. */
  25805. get: function () {
  25806. return this._environmentTexture;
  25807. },
  25808. /**
  25809. * Texture used in all pbr material as the reflection texture.
  25810. * As in the majority of the scene they are the same (exception for multi room and so on),
  25811. * this is easier to set here than in all the materials.
  25812. */
  25813. set: function (value) {
  25814. if (this._environmentTexture === value) {
  25815. return;
  25816. }
  25817. this._environmentTexture = value;
  25818. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  25819. },
  25820. enumerable: true,
  25821. configurable: true
  25822. });
  25823. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  25824. /**
  25825. * Default image processing configuration used either in the rendering
  25826. * Forward main pass or through the imageProcessingPostProcess if present.
  25827. * As in the majority of the scene they are the same (exception for multi camera),
  25828. * this is easier to reference from here than from all the materials and post process.
  25829. *
  25830. * No setter as we it is a shared configuration, you can set the values instead.
  25831. */
  25832. get: function () {
  25833. return this._imageProcessingConfiguration;
  25834. },
  25835. enumerable: true,
  25836. configurable: true
  25837. });
  25838. Object.defineProperty(Scene.prototype, "forceWireframe", {
  25839. get: function () {
  25840. return this._forceWireframe;
  25841. },
  25842. /**
  25843. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  25844. */
  25845. set: function (value) {
  25846. if (this._forceWireframe === value) {
  25847. return;
  25848. }
  25849. this._forceWireframe = value;
  25850. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25851. },
  25852. enumerable: true,
  25853. configurable: true
  25854. });
  25855. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  25856. get: function () {
  25857. return this._forcePointsCloud;
  25858. },
  25859. /**
  25860. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  25861. */
  25862. set: function (value) {
  25863. if (this._forcePointsCloud === value) {
  25864. return;
  25865. }
  25866. this._forcePointsCloud = value;
  25867. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25868. },
  25869. enumerable: true,
  25870. configurable: true
  25871. });
  25872. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  25873. /**
  25874. * Gets or sets the animation properties override
  25875. */
  25876. get: function () {
  25877. return this._animationPropertiesOverride;
  25878. },
  25879. set: function (value) {
  25880. this._animationPropertiesOverride = value;
  25881. },
  25882. enumerable: true,
  25883. configurable: true
  25884. });
  25885. Object.defineProperty(Scene.prototype, "onDispose", {
  25886. /** Sets a function to be executed when this scene is disposed. */
  25887. set: function (callback) {
  25888. if (this._onDisposeObserver) {
  25889. this.onDisposeObservable.remove(this._onDisposeObserver);
  25890. }
  25891. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  25892. },
  25893. enumerable: true,
  25894. configurable: true
  25895. });
  25896. Object.defineProperty(Scene.prototype, "beforeRender", {
  25897. /** Sets a function to be executed before rendering this scene */
  25898. set: function (callback) {
  25899. if (this._onBeforeRenderObserver) {
  25900. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  25901. }
  25902. if (callback) {
  25903. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  25904. }
  25905. },
  25906. enumerable: true,
  25907. configurable: true
  25908. });
  25909. Object.defineProperty(Scene.prototype, "afterRender", {
  25910. /** Sets a function to be executed after rendering this scene */
  25911. set: function (callback) {
  25912. if (this._onAfterRenderObserver) {
  25913. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  25914. }
  25915. if (callback) {
  25916. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  25917. }
  25918. },
  25919. enumerable: true,
  25920. configurable: true
  25921. });
  25922. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  25923. /** Sets a function to be executed before rendering a camera*/
  25924. set: function (callback) {
  25925. if (this._onBeforeCameraRenderObserver) {
  25926. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  25927. }
  25928. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  25929. },
  25930. enumerable: true,
  25931. configurable: true
  25932. });
  25933. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  25934. /** Sets a function to be executed after rendering a camera*/
  25935. set: function (callback) {
  25936. if (this._onAfterCameraRenderObserver) {
  25937. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  25938. }
  25939. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  25940. },
  25941. enumerable: true,
  25942. configurable: true
  25943. });
  25944. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  25945. /**
  25946. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  25947. */
  25948. get: function () {
  25949. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  25950. },
  25951. enumerable: true,
  25952. configurable: true
  25953. });
  25954. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  25955. get: function () {
  25956. return this._useRightHandedSystem;
  25957. },
  25958. /**
  25959. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  25960. */
  25961. set: function (value) {
  25962. if (this._useRightHandedSystem === value) {
  25963. return;
  25964. }
  25965. this._useRightHandedSystem = value;
  25966. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25967. },
  25968. enumerable: true,
  25969. configurable: true
  25970. });
  25971. /**
  25972. * Sets the step Id used by deterministic lock step
  25973. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  25974. * @param newStepId defines the step Id
  25975. */
  25976. Scene.prototype.setStepId = function (newStepId) {
  25977. this._currentStepId = newStepId;
  25978. };
  25979. /**
  25980. * Gets the step Id used by deterministic lock step
  25981. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  25982. * @returns the step Id
  25983. */
  25984. Scene.prototype.getStepId = function () {
  25985. return this._currentStepId;
  25986. };
  25987. /**
  25988. * Gets the internal step used by deterministic lock step
  25989. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  25990. * @returns the internal step
  25991. */
  25992. Scene.prototype.getInternalStep = function () {
  25993. return this._currentInternalStep;
  25994. };
  25995. Object.defineProperty(Scene.prototype, "fogEnabled", {
  25996. get: function () {
  25997. return this._fogEnabled;
  25998. },
  25999. /**
  26000. * Gets or sets a boolean indicating if fog is enabled on this scene
  26001. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26002. * (Default is true)
  26003. */
  26004. set: function (value) {
  26005. if (this._fogEnabled === value) {
  26006. return;
  26007. }
  26008. this._fogEnabled = value;
  26009. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26010. },
  26011. enumerable: true,
  26012. configurable: true
  26013. });
  26014. Object.defineProperty(Scene.prototype, "fogMode", {
  26015. get: function () {
  26016. return this._fogMode;
  26017. },
  26018. /**
  26019. * Gets or sets the fog mode to use
  26020. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26021. * | mode | value |
  26022. * | --- | --- |
  26023. * | FOGMODE_NONE | 0 |
  26024. * | FOGMODE_EXP | 1 |
  26025. * | FOGMODE_EXP2 | 2 |
  26026. * | FOGMODE_LINEAR | 3 |
  26027. */
  26028. set: function (value) {
  26029. if (this._fogMode === value) {
  26030. return;
  26031. }
  26032. this._fogMode = value;
  26033. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26034. },
  26035. enumerable: true,
  26036. configurable: true
  26037. });
  26038. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26039. get: function () {
  26040. return this._shadowsEnabled;
  26041. },
  26042. /**
  26043. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26044. */
  26045. set: function (value) {
  26046. if (this._shadowsEnabled === value) {
  26047. return;
  26048. }
  26049. this._shadowsEnabled = value;
  26050. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26051. },
  26052. enumerable: true,
  26053. configurable: true
  26054. });
  26055. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26056. get: function () {
  26057. return this._lightsEnabled;
  26058. },
  26059. /**
  26060. * Gets or sets a boolean indicating if lights are enabled on this scene
  26061. */
  26062. set: function (value) {
  26063. if (this._lightsEnabled === value) {
  26064. return;
  26065. }
  26066. this._lightsEnabled = value;
  26067. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26068. },
  26069. enumerable: true,
  26070. configurable: true
  26071. });
  26072. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26073. /** The default material used on meshes when no material is affected */
  26074. get: function () {
  26075. if (!this._defaultMaterial) {
  26076. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26077. }
  26078. return this._defaultMaterial;
  26079. },
  26080. /** The default material used on meshes when no material is affected */
  26081. set: function (value) {
  26082. this._defaultMaterial = value;
  26083. },
  26084. enumerable: true,
  26085. configurable: true
  26086. });
  26087. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26088. get: function () {
  26089. return this._texturesEnabled;
  26090. },
  26091. /**
  26092. * Gets or sets a boolean indicating if textures are enabled on this scene
  26093. */
  26094. set: function (value) {
  26095. if (this._texturesEnabled === value) {
  26096. return;
  26097. }
  26098. this._texturesEnabled = value;
  26099. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26100. },
  26101. enumerable: true,
  26102. configurable: true
  26103. });
  26104. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26105. get: function () {
  26106. return this._skeletonsEnabled;
  26107. },
  26108. /**
  26109. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26110. */
  26111. set: function (value) {
  26112. if (this._skeletonsEnabled === value) {
  26113. return;
  26114. }
  26115. this._skeletonsEnabled = value;
  26116. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26117. },
  26118. enumerable: true,
  26119. configurable: true
  26120. });
  26121. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26122. /** @hidden */
  26123. get: function () {
  26124. return this._alternateRendering;
  26125. },
  26126. enumerable: true,
  26127. configurable: true
  26128. });
  26129. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26130. /**
  26131. * Gets the list of frustum planes (built from the active camera)
  26132. */
  26133. get: function () {
  26134. return this._frustumPlanes;
  26135. },
  26136. enumerable: true,
  26137. configurable: true
  26138. });
  26139. /**
  26140. * Registers the transient components if needed.
  26141. */
  26142. Scene.prototype._registerTransientComponents = function () {
  26143. // Register components that have been associated lately to the scene.
  26144. if (this._transientComponents.length > 0) {
  26145. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26146. var component = _a[_i];
  26147. component.register();
  26148. }
  26149. this._transientComponents = [];
  26150. }
  26151. };
  26152. /**
  26153. * @hidden
  26154. * Add a component to the scene.
  26155. * Note that the ccomponent could be registered on th next frame if this is called after
  26156. * the register component stage.
  26157. * @param component Defines the component to add to the scene
  26158. */
  26159. Scene.prototype._addComponent = function (component) {
  26160. this._components.push(component);
  26161. this._transientComponents.push(component);
  26162. var serializableComponent = component;
  26163. if (serializableComponent.addFromContainer) {
  26164. this._serializableComponents.push(serializableComponent);
  26165. }
  26166. };
  26167. /**
  26168. * @hidden
  26169. * Gets a component from the scene.
  26170. * @param name defines the name of the component to retrieve
  26171. * @returns the component or null if not present
  26172. */
  26173. Scene.prototype._getComponent = function (name) {
  26174. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26175. var component = _a[_i];
  26176. if (component.name === name) {
  26177. return component;
  26178. }
  26179. }
  26180. return null;
  26181. };
  26182. /**
  26183. * @hidden
  26184. */
  26185. Scene.prototype._getDefaultMeshCandidates = function () {
  26186. this._defaultMeshCandidates.data = this.meshes;
  26187. this._defaultMeshCandidates.length = this.meshes.length;
  26188. return this._defaultMeshCandidates;
  26189. };
  26190. /**
  26191. * @hidden
  26192. */
  26193. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26194. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26195. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26196. return this._defaultSubMeshCandidates;
  26197. };
  26198. /**
  26199. * Sets the default candidate providers for the scene.
  26200. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26201. * and getCollidingSubMeshCandidates to their default function
  26202. */
  26203. Scene.prototype.setDefaultCandidateProviders = function () {
  26204. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26205. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26206. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26207. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26208. };
  26209. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26210. /**
  26211. * Gets a boolean indicating if collisions are processed on a web worker
  26212. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26213. */
  26214. get: function () {
  26215. return this._workerCollisions;
  26216. },
  26217. set: function (enabled) {
  26218. if (!BABYLON.CollisionCoordinatorLegacy) {
  26219. return;
  26220. }
  26221. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26222. this._workerCollisions = enabled;
  26223. if (this.collisionCoordinator) {
  26224. this.collisionCoordinator.destroy();
  26225. }
  26226. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26227. this.collisionCoordinator.init(this);
  26228. },
  26229. enumerable: true,
  26230. configurable: true
  26231. });
  26232. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26233. /**
  26234. * Gets the mesh that is currently under the pointer
  26235. */
  26236. get: function () {
  26237. return this._pointerOverMesh;
  26238. },
  26239. enumerable: true,
  26240. configurable: true
  26241. });
  26242. Object.defineProperty(Scene.prototype, "pointerX", {
  26243. /**
  26244. * Gets the current on-screen X position of the pointer
  26245. */
  26246. get: function () {
  26247. return this._pointerX;
  26248. },
  26249. enumerable: true,
  26250. configurable: true
  26251. });
  26252. Object.defineProperty(Scene.prototype, "pointerY", {
  26253. /**
  26254. * Gets the current on-screen Y position of the pointer
  26255. */
  26256. get: function () {
  26257. return this._pointerY;
  26258. },
  26259. enumerable: true,
  26260. configurable: true
  26261. });
  26262. /**
  26263. * Gets the cached material (ie. the latest rendered one)
  26264. * @returns the cached material
  26265. */
  26266. Scene.prototype.getCachedMaterial = function () {
  26267. return this._cachedMaterial;
  26268. };
  26269. /**
  26270. * Gets the cached effect (ie. the latest rendered one)
  26271. * @returns the cached effect
  26272. */
  26273. Scene.prototype.getCachedEffect = function () {
  26274. return this._cachedEffect;
  26275. };
  26276. /**
  26277. * Gets the cached visibility state (ie. the latest rendered one)
  26278. * @returns the cached visibility state
  26279. */
  26280. Scene.prototype.getCachedVisibility = function () {
  26281. return this._cachedVisibility;
  26282. };
  26283. /**
  26284. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26285. * @param material defines the current material
  26286. * @param effect defines the current effect
  26287. * @param visibility defines the current visibility state
  26288. * @returns true if one parameter is not cached
  26289. */
  26290. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26291. if (visibility === void 0) { visibility = 1; }
  26292. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26293. };
  26294. /**
  26295. * Gets the engine associated with the scene
  26296. * @returns an Engine
  26297. */
  26298. Scene.prototype.getEngine = function () {
  26299. return this._engine;
  26300. };
  26301. /**
  26302. * Gets the total number of vertices rendered per frame
  26303. * @returns the total number of vertices rendered per frame
  26304. */
  26305. Scene.prototype.getTotalVertices = function () {
  26306. return this._totalVertices.current;
  26307. };
  26308. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26309. /**
  26310. * Gets the performance counter for total vertices
  26311. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26312. */
  26313. get: function () {
  26314. return this._totalVertices;
  26315. },
  26316. enumerable: true,
  26317. configurable: true
  26318. });
  26319. /**
  26320. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26321. * @returns the total number of active indices rendered per frame
  26322. */
  26323. Scene.prototype.getActiveIndices = function () {
  26324. return this._activeIndices.current;
  26325. };
  26326. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26327. /**
  26328. * Gets the performance counter for active indices
  26329. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26330. */
  26331. get: function () {
  26332. return this._activeIndices;
  26333. },
  26334. enumerable: true,
  26335. configurable: true
  26336. });
  26337. /**
  26338. * Gets the total number of active particles rendered per frame
  26339. * @returns the total number of active particles rendered per frame
  26340. */
  26341. Scene.prototype.getActiveParticles = function () {
  26342. return this._activeParticles.current;
  26343. };
  26344. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26345. /**
  26346. * Gets the performance counter for active particles
  26347. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26348. */
  26349. get: function () {
  26350. return this._activeParticles;
  26351. },
  26352. enumerable: true,
  26353. configurable: true
  26354. });
  26355. /**
  26356. * Gets the total number of active bones rendered per frame
  26357. * @returns the total number of active bones rendered per frame
  26358. */
  26359. Scene.prototype.getActiveBones = function () {
  26360. return this._activeBones.current;
  26361. };
  26362. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26363. /**
  26364. * Gets the performance counter for active bones
  26365. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26366. */
  26367. get: function () {
  26368. return this._activeBones;
  26369. },
  26370. enumerable: true,
  26371. configurable: true
  26372. });
  26373. /** @hidden */
  26374. Scene.prototype.getInterFramePerfCounter = function () {
  26375. BABYLON.Tools.Warn("getInterFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26376. return 0;
  26377. };
  26378. Object.defineProperty(Scene.prototype, "interFramePerfCounter", {
  26379. /** @hidden */
  26380. get: function () {
  26381. BABYLON.Tools.Warn("interFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26382. return null;
  26383. },
  26384. enumerable: true,
  26385. configurable: true
  26386. });
  26387. /** @hidden */
  26388. Scene.prototype.getLastFrameDuration = function () {
  26389. BABYLON.Tools.Warn("getLastFrameDuration is deprecated. Please use SceneInstrumentation class");
  26390. return 0;
  26391. };
  26392. Object.defineProperty(Scene.prototype, "lastFramePerfCounter", {
  26393. /** @hidden */
  26394. get: function () {
  26395. BABYLON.Tools.Warn("lastFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26396. return null;
  26397. },
  26398. enumerable: true,
  26399. configurable: true
  26400. });
  26401. /** @hidden */
  26402. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  26403. BABYLON.Tools.Warn("getEvaluateActiveMeshesDuration is deprecated. Please use SceneInstrumentation class");
  26404. return 0;
  26405. };
  26406. Object.defineProperty(Scene.prototype, "evaluateActiveMeshesDurationPerfCounter", {
  26407. /** @hidden */
  26408. get: function () {
  26409. BABYLON.Tools.Warn("evaluateActiveMeshesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26410. return null;
  26411. },
  26412. enumerable: true,
  26413. configurable: true
  26414. });
  26415. /**
  26416. * Gets the array of active meshes
  26417. * @returns an array of AbstractMesh
  26418. */
  26419. Scene.prototype.getActiveMeshes = function () {
  26420. return this._activeMeshes;
  26421. };
  26422. /** @hidden */
  26423. Scene.prototype.getRenderTargetsDuration = function () {
  26424. BABYLON.Tools.Warn("getRenderTargetsDuration is deprecated. Please use SceneInstrumentation class");
  26425. return 0;
  26426. };
  26427. /** @hidden */
  26428. Scene.prototype.getRenderDuration = function () {
  26429. BABYLON.Tools.Warn("getRenderDuration is deprecated. Please use SceneInstrumentation class");
  26430. return 0;
  26431. };
  26432. Object.defineProperty(Scene.prototype, "renderDurationPerfCounter", {
  26433. /** @hidden */
  26434. get: function () {
  26435. BABYLON.Tools.Warn("renderDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26436. return null;
  26437. },
  26438. enumerable: true,
  26439. configurable: true
  26440. });
  26441. /** @hidden */
  26442. Scene.prototype.getParticlesDuration = function () {
  26443. BABYLON.Tools.Warn("getParticlesDuration is deprecated. Please use SceneInstrumentation class");
  26444. return 0;
  26445. };
  26446. Object.defineProperty(Scene.prototype, "particlesDurationPerfCounter", {
  26447. /** @hidden */
  26448. get: function () {
  26449. BABYLON.Tools.Warn("particlesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26450. return null;
  26451. },
  26452. enumerable: true,
  26453. configurable: true
  26454. });
  26455. /** @hidden */
  26456. Scene.prototype.getSpritesDuration = function () {
  26457. BABYLON.Tools.Warn("getSpritesDuration is deprecated. Please use SceneInstrumentation class");
  26458. return 0;
  26459. };
  26460. Object.defineProperty(Scene.prototype, "spriteDuractionPerfCounter", {
  26461. /** @hidden */
  26462. get: function () {
  26463. BABYLON.Tools.Warn("spriteDuractionPerfCounter is deprecated. Please use SceneInstrumentation class");
  26464. return null;
  26465. },
  26466. enumerable: true,
  26467. configurable: true
  26468. });
  26469. /**
  26470. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26471. * @returns a number
  26472. */
  26473. Scene.prototype.getAnimationRatio = function () {
  26474. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26475. };
  26476. /**
  26477. * Gets an unique Id for the current render phase
  26478. * @returns a number
  26479. */
  26480. Scene.prototype.getRenderId = function () {
  26481. return this._renderId;
  26482. };
  26483. /**
  26484. * Gets an unique Id for the current frame
  26485. * @returns a number
  26486. */
  26487. Scene.prototype.getFrameId = function () {
  26488. return this._frameId;
  26489. };
  26490. /** Call this function if you want to manually increment the render Id*/
  26491. Scene.prototype.incrementRenderId = function () {
  26492. this._renderId++;
  26493. };
  26494. Scene.prototype._updatePointerPosition = function (evt) {
  26495. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26496. if (!canvasRect) {
  26497. return;
  26498. }
  26499. this._pointerX = evt.clientX - canvasRect.left;
  26500. this._pointerY = evt.clientY - canvasRect.top;
  26501. this._unTranslatedPointerX = this._pointerX;
  26502. this._unTranslatedPointerY = this._pointerY;
  26503. };
  26504. Scene.prototype._createUbo = function () {
  26505. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26506. this._sceneUbo.addUniform("viewProjection", 16);
  26507. this._sceneUbo.addUniform("view", 16);
  26508. };
  26509. Scene.prototype._createAlternateUbo = function () {
  26510. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26511. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26512. this._alternateSceneUbo.addUniform("view", 16);
  26513. };
  26514. // Pointers handling
  26515. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26516. if (pointerInfo.pickInfo) {
  26517. if (!pointerInfo.pickInfo.ray) {
  26518. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26519. }
  26520. }
  26521. };
  26522. /**
  26523. * Use this method to simulate a pointer move on a mesh
  26524. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26525. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26526. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26527. * @returns the current scene
  26528. */
  26529. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26530. var evt = new PointerEvent("pointermove", pointerEventInit);
  26531. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26532. return this;
  26533. }
  26534. return this._processPointerMove(pickResult, evt);
  26535. };
  26536. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26537. var canvas = this._engine.getRenderingCanvas();
  26538. if (!canvas) {
  26539. return this;
  26540. }
  26541. // Restore pointer
  26542. canvas.style.cursor = this.defaultCursor;
  26543. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26544. if (isMeshPicked) {
  26545. this.setPointerOverMesh(pickResult.pickedMesh);
  26546. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26547. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26548. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26549. }
  26550. else {
  26551. canvas.style.cursor = this.hoverCursor;
  26552. }
  26553. }
  26554. }
  26555. else {
  26556. this.setPointerOverMesh(null);
  26557. }
  26558. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26559. var step = _a[_i];
  26560. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26561. }
  26562. if (pickResult) {
  26563. var type = evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26564. if (this.onPointerMove) {
  26565. this.onPointerMove(evt, pickResult, type);
  26566. }
  26567. if (this.onPointerObservable.hasObservers()) {
  26568. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26569. this._setRayOnPointerInfo(pi);
  26570. this.onPointerObservable.notifyObservers(pi, type);
  26571. }
  26572. }
  26573. return this;
  26574. };
  26575. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26576. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26577. if (pickResult) {
  26578. pi.ray = pickResult.ray;
  26579. }
  26580. this.onPrePointerObservable.notifyObservers(pi, type);
  26581. if (pi.skipOnPointerObservable) {
  26582. return true;
  26583. }
  26584. else {
  26585. return false;
  26586. }
  26587. };
  26588. /**
  26589. * Use this method to simulate a pointer down on a mesh
  26590. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26591. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26592. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26593. * @returns the current scene
  26594. */
  26595. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26596. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26597. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26598. return this;
  26599. }
  26600. return this._processPointerDown(pickResult, evt);
  26601. };
  26602. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26603. var _this = this;
  26604. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26605. this._pickedDownMesh = pickResult.pickedMesh;
  26606. var actionManager = pickResult.pickedMesh.actionManager;
  26607. if (actionManager) {
  26608. if (actionManager.hasPickTriggers) {
  26609. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26610. switch (evt.button) {
  26611. case 0:
  26612. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26613. break;
  26614. case 1:
  26615. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26616. break;
  26617. case 2:
  26618. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26619. break;
  26620. }
  26621. }
  26622. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  26623. window.setTimeout(function () {
  26624. 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);
  26625. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  26626. if (_this._totalPointersPressed !== 0 &&
  26627. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  26628. !_this._isPointerSwiping()) {
  26629. _this._startingPointerTime = 0;
  26630. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26631. }
  26632. }
  26633. }, Scene.LongPressDelay);
  26634. }
  26635. }
  26636. }
  26637. else {
  26638. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  26639. var step = _a[_i];
  26640. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26641. }
  26642. }
  26643. if (pickResult) {
  26644. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  26645. if (this.onPointerDown) {
  26646. this.onPointerDown(evt, pickResult, type);
  26647. }
  26648. if (this.onPointerObservable.hasObservers()) {
  26649. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26650. this._setRayOnPointerInfo(pi);
  26651. this.onPointerObservable.notifyObservers(pi, type);
  26652. }
  26653. }
  26654. return this;
  26655. };
  26656. /**
  26657. * Use this method to simulate a pointer up on a mesh
  26658. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26659. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26660. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26661. * @returns the current scene
  26662. */
  26663. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit) {
  26664. var evt = new PointerEvent("pointerup", pointerEventInit);
  26665. var clickInfo = new ClickInfo();
  26666. clickInfo.singleClick = true;
  26667. clickInfo.ignore = true;
  26668. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26669. return this;
  26670. }
  26671. return this._processPointerUp(pickResult, evt, clickInfo);
  26672. };
  26673. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  26674. if (pickResult && pickResult && pickResult.pickedMesh) {
  26675. this._pickedUpMesh = pickResult.pickedMesh;
  26676. if (this._pickedDownMesh === this._pickedUpMesh) {
  26677. if (this.onPointerPick) {
  26678. this.onPointerPick(evt, pickResult);
  26679. }
  26680. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  26681. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  26682. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  26683. this._setRayOnPointerInfo(pi);
  26684. this.onPointerObservable.notifyObservers(pi, type_1);
  26685. }
  26686. }
  26687. if (pickResult.pickedMesh.actionManager) {
  26688. if (clickInfo.ignore) {
  26689. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26690. }
  26691. if (!clickInfo.hasSwiped && !clickInfo.ignore && clickInfo.singleClick) {
  26692. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26693. }
  26694. if (clickInfo.doubleClick && !clickInfo.ignore && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26695. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26696. }
  26697. }
  26698. }
  26699. else {
  26700. if (!clickInfo.ignore) {
  26701. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  26702. var step = _a[_i];
  26703. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26704. }
  26705. }
  26706. }
  26707. if (this._pickedDownMesh &&
  26708. this._pickedDownMesh.actionManager &&
  26709. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  26710. this._pickedDownMesh !== this._pickedUpMesh) {
  26711. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  26712. }
  26713. var type = BABYLON.PointerEventTypes.POINTERUP;
  26714. if (this.onPointerObservable.hasObservers()) {
  26715. if (!clickInfo.ignore) {
  26716. if (!clickInfo.hasSwiped) {
  26717. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26718. var type_2 = BABYLON.PointerEventTypes.POINTERTAP;
  26719. var pi = new BABYLON.PointerInfo(type_2, evt, pickResult);
  26720. this._setRayOnPointerInfo(pi);
  26721. this.onPointerObservable.notifyObservers(pi, type_2);
  26722. }
  26723. if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26724. var type_3 = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  26725. var pi = new BABYLON.PointerInfo(type_3, evt, pickResult);
  26726. this._setRayOnPointerInfo(pi);
  26727. this.onPointerObservable.notifyObservers(pi, type_3);
  26728. }
  26729. }
  26730. }
  26731. else {
  26732. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26733. this._setRayOnPointerInfo(pi);
  26734. this.onPointerObservable.notifyObservers(pi, type);
  26735. }
  26736. }
  26737. if (this.onPointerUp) {
  26738. this.onPointerUp(evt, pickResult, type);
  26739. }
  26740. return this;
  26741. };
  26742. /**
  26743. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  26744. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  26745. * @returns true if the pointer was captured
  26746. */
  26747. Scene.prototype.isPointerCaptured = function (pointerId) {
  26748. if (pointerId === void 0) { pointerId = 0; }
  26749. return this._pointerCaptures[pointerId];
  26750. };
  26751. /** @hidden */
  26752. Scene.prototype._isPointerSwiping = function () {
  26753. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  26754. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  26755. };
  26756. /**
  26757. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  26758. * @param attachUp defines if you want to attach events to pointerup
  26759. * @param attachDown defines if you want to attach events to pointerdown
  26760. * @param attachMove defines if you want to attach events to pointermove
  26761. */
  26762. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  26763. var _this = this;
  26764. if (attachUp === void 0) { attachUp = true; }
  26765. if (attachDown === void 0) { attachDown = true; }
  26766. if (attachMove === void 0) { attachMove = true; }
  26767. this._initActionManager = function (act, clickInfo) {
  26768. if (!_this._meshPickProceed) {
  26769. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26770. _this._currentPickResult = pickResult;
  26771. if (pickResult) {
  26772. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  26773. }
  26774. _this._meshPickProceed = true;
  26775. }
  26776. return act;
  26777. };
  26778. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  26779. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  26780. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  26781. btn !== _this._previousButtonPressed) {
  26782. _this._doubleClickOccured = false;
  26783. clickInfo.singleClick = true;
  26784. clickInfo.ignore = false;
  26785. cb(clickInfo, _this._currentPickResult);
  26786. }
  26787. };
  26788. this._initClickEvent = function (obs1, obs2, evt, cb) {
  26789. var clickInfo = new ClickInfo();
  26790. _this._currentPickResult = null;
  26791. var act = null;
  26792. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  26793. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  26794. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26795. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  26796. act = _this._initActionManager(act, clickInfo);
  26797. if (act) {
  26798. checkPicking = act.hasPickTriggers;
  26799. }
  26800. }
  26801. if (checkPicking) {
  26802. var btn = evt.button;
  26803. clickInfo.hasSwiped = _this._isPointerSwiping();
  26804. if (!clickInfo.hasSwiped) {
  26805. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  26806. if (!checkSingleClickImmediately) {
  26807. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  26808. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26809. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26810. act = _this._initActionManager(act, clickInfo);
  26811. if (act) {
  26812. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  26813. }
  26814. }
  26815. }
  26816. if (checkSingleClickImmediately) {
  26817. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  26818. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  26819. btn !== _this._previousButtonPressed) {
  26820. clickInfo.singleClick = true;
  26821. cb(clickInfo, _this._currentPickResult);
  26822. }
  26823. }
  26824. // at least one double click is required to be check and exclusive double click is enabled
  26825. else {
  26826. // wait that no double click has been raised during the double click delay
  26827. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26828. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  26829. }
  26830. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  26831. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26832. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26833. act = _this._initActionManager(act, clickInfo);
  26834. if (act) {
  26835. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  26836. }
  26837. }
  26838. if (checkDoubleClick) {
  26839. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  26840. if (btn === _this._previousButtonPressed &&
  26841. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  26842. !_this._doubleClickOccured) {
  26843. // pointer has not moved for 2 clicks, it's a double click
  26844. if (!clickInfo.hasSwiped &&
  26845. !_this._isPointerSwiping()) {
  26846. _this._previousStartingPointerTime = 0;
  26847. _this._doubleClickOccured = true;
  26848. clickInfo.doubleClick = true;
  26849. clickInfo.ignore = false;
  26850. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  26851. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  26852. }
  26853. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26854. cb(clickInfo, _this._currentPickResult);
  26855. }
  26856. // if the two successive clicks are too far, it's just two simple clicks
  26857. else {
  26858. _this._doubleClickOccured = false;
  26859. _this._previousStartingPointerTime = _this._startingPointerTime;
  26860. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  26861. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  26862. _this._previousButtonPressed = btn;
  26863. if (Scene.ExclusiveDoubleClickMode) {
  26864. if (_this._previousDelayedSimpleClickTimeout) {
  26865. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  26866. }
  26867. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26868. cb(clickInfo, _this._previousPickResult);
  26869. }
  26870. else {
  26871. cb(clickInfo, _this._currentPickResult);
  26872. }
  26873. }
  26874. }
  26875. // just the first click of the double has been raised
  26876. else {
  26877. _this._doubleClickOccured = false;
  26878. _this._previousStartingPointerTime = _this._startingPointerTime;
  26879. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  26880. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  26881. _this._previousButtonPressed = btn;
  26882. }
  26883. }
  26884. }
  26885. }
  26886. clickInfo.ignore = true;
  26887. cb(clickInfo, _this._currentPickResult);
  26888. };
  26889. this._onPointerMove = function (evt) {
  26890. _this._updatePointerPosition(evt);
  26891. // PreObservable support
  26892. if (_this._checkPrePointerObservable(null, evt, evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  26893. return;
  26894. }
  26895. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26896. return;
  26897. }
  26898. if (!_this.pointerMovePredicate) {
  26899. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  26900. }
  26901. // Meshes
  26902. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  26903. _this._processPointerMove(pickResult, evt);
  26904. };
  26905. this._onPointerDown = function (evt) {
  26906. _this._totalPointersPressed++;
  26907. _this._pickedDownMesh = null;
  26908. _this._meshPickProceed = false;
  26909. _this._updatePointerPosition(evt);
  26910. if (_this.preventDefaultOnPointerDown && canvas) {
  26911. evt.preventDefault();
  26912. canvas.focus();
  26913. }
  26914. // PreObservable support
  26915. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26916. return;
  26917. }
  26918. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26919. return;
  26920. }
  26921. _this._pointerCaptures[evt.pointerId] = true;
  26922. _this._startingPointerPosition.x = _this._pointerX;
  26923. _this._startingPointerPosition.y = _this._pointerY;
  26924. _this._startingPointerTime = Date.now();
  26925. if (!_this.pointerDownPredicate) {
  26926. _this.pointerDownPredicate = function (mesh) {
  26927. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  26928. };
  26929. }
  26930. // Meshes
  26931. _this._pickedDownMesh = null;
  26932. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26933. _this._processPointerDown(pickResult, evt);
  26934. };
  26935. this._onPointerUp = function (evt) {
  26936. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  26937. return; // So we need to test it the pointer down was pressed before.
  26938. }
  26939. _this._totalPointersPressed--;
  26940. _this._pickedUpMesh = null;
  26941. _this._meshPickProceed = false;
  26942. _this._updatePointerPosition(evt);
  26943. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  26944. // PreObservable support
  26945. if (_this.onPrePointerObservable.hasObservers()) {
  26946. if (!clickInfo.ignore) {
  26947. if (!clickInfo.hasSwiped) {
  26948. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26949. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  26950. return;
  26951. }
  26952. }
  26953. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26954. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26955. return;
  26956. }
  26957. }
  26958. }
  26959. }
  26960. else {
  26961. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26962. return;
  26963. }
  26964. }
  26965. }
  26966. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26967. return;
  26968. }
  26969. _this._pointerCaptures[evt.pointerId] = false;
  26970. if (!_this.pointerUpPredicate) {
  26971. _this.pointerUpPredicate = function (mesh) {
  26972. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  26973. };
  26974. }
  26975. // Meshes
  26976. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  26977. _this._initActionManager(null, clickInfo);
  26978. }
  26979. if (!pickResult) {
  26980. pickResult = _this._currentPickResult;
  26981. }
  26982. _this._processPointerUp(pickResult, evt, clickInfo);
  26983. _this._previousPickResult = _this._currentPickResult;
  26984. });
  26985. };
  26986. this._onKeyDown = function (evt) {
  26987. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  26988. if (_this.onPreKeyboardObservable.hasObservers()) {
  26989. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  26990. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  26991. if (pi.skipOnPointerObservable) {
  26992. return;
  26993. }
  26994. }
  26995. if (_this.onKeyboardObservable.hasObservers()) {
  26996. var pi = new BABYLON.KeyboardInfo(type, evt);
  26997. _this.onKeyboardObservable.notifyObservers(pi, type);
  26998. }
  26999. if (_this.actionManager) {
  27000. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27001. }
  27002. };
  27003. this._onKeyUp = function (evt) {
  27004. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27005. if (_this.onPreKeyboardObservable.hasObservers()) {
  27006. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27007. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27008. if (pi.skipOnPointerObservable) {
  27009. return;
  27010. }
  27011. }
  27012. if (_this.onKeyboardObservable.hasObservers()) {
  27013. var pi = new BABYLON.KeyboardInfo(type, evt);
  27014. _this.onKeyboardObservable.notifyObservers(pi, type);
  27015. }
  27016. if (_this.actionManager) {
  27017. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27018. }
  27019. };
  27020. var engine = this.getEngine();
  27021. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27022. if (!canvas) {
  27023. return;
  27024. }
  27025. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27026. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27027. });
  27028. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27029. if (!canvas) {
  27030. return;
  27031. }
  27032. canvas.removeEventListener("keydown", _this._onKeyDown);
  27033. canvas.removeEventListener("keyup", _this._onKeyUp);
  27034. });
  27035. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27036. var canvas = this._engine.getRenderingCanvas();
  27037. if (!canvas) {
  27038. return;
  27039. }
  27040. if (attachMove) {
  27041. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27042. // Wheel
  27043. canvas.addEventListener('mousewheel', this._onPointerMove, false);
  27044. canvas.addEventListener('DOMMouseScroll', this._onPointerMove, false);
  27045. }
  27046. if (attachDown) {
  27047. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27048. }
  27049. if (attachUp) {
  27050. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27051. }
  27052. canvas.tabIndex = 1;
  27053. };
  27054. /** Detaches all event handlers*/
  27055. Scene.prototype.detachControl = function () {
  27056. var engine = this.getEngine();
  27057. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27058. var canvas = engine.getRenderingCanvas();
  27059. if (!canvas) {
  27060. return;
  27061. }
  27062. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27063. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27064. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27065. if (this._onCanvasBlurObserver) {
  27066. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27067. }
  27068. if (this._onCanvasFocusObserver) {
  27069. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27070. }
  27071. // Wheel
  27072. canvas.removeEventListener('mousewheel', this._onPointerMove);
  27073. canvas.removeEventListener('DOMMouseScroll', this._onPointerMove);
  27074. // Keyboard
  27075. canvas.removeEventListener("keydown", this._onKeyDown);
  27076. canvas.removeEventListener("keyup", this._onKeyUp);
  27077. // Observables
  27078. this.onKeyboardObservable.clear();
  27079. this.onPreKeyboardObservable.clear();
  27080. this.onPointerObservable.clear();
  27081. this.onPrePointerObservable.clear();
  27082. };
  27083. /**
  27084. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27085. * Delay loaded resources are not taking in account
  27086. * @return true if all required resources are ready
  27087. */
  27088. Scene.prototype.isReady = function () {
  27089. if (this._isDisposed) {
  27090. return false;
  27091. }
  27092. var index;
  27093. var engine = this.getEngine();
  27094. // Effects
  27095. if (!engine.areAllEffectsReady()) {
  27096. return false;
  27097. }
  27098. // Pending data
  27099. if (this._pendingData.length > 0) {
  27100. return false;
  27101. }
  27102. // Meshes
  27103. for (index = 0; index < this.meshes.length; index++) {
  27104. var mesh = this.meshes[index];
  27105. if (!mesh.isEnabled()) {
  27106. continue;
  27107. }
  27108. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27109. continue;
  27110. }
  27111. if (!mesh.isReady(true)) {
  27112. return false;
  27113. }
  27114. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27115. // Is Ready For Mesh
  27116. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27117. var step = _a[_i];
  27118. if (!step.action(mesh, hardwareInstancedRendering)) {
  27119. return false;
  27120. }
  27121. }
  27122. }
  27123. // Geometries
  27124. for (index = 0; index < this.geometries.length; index++) {
  27125. var geometry = this.geometries[index];
  27126. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27127. return false;
  27128. }
  27129. }
  27130. // Post-processes
  27131. if (this.activeCameras && this.activeCameras.length > 0) {
  27132. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27133. var camera = _c[_b];
  27134. if (!camera.isReady(true)) {
  27135. return false;
  27136. }
  27137. }
  27138. }
  27139. else if (this.activeCamera) {
  27140. if (!this.activeCamera.isReady(true)) {
  27141. return false;
  27142. }
  27143. }
  27144. // Particles
  27145. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27146. var particleSystem = _e[_d];
  27147. if (!particleSystem.isReady()) {
  27148. return false;
  27149. }
  27150. }
  27151. return true;
  27152. };
  27153. /** Resets all cached information relative to material (including effect and visibility) */
  27154. Scene.prototype.resetCachedMaterial = function () {
  27155. this._cachedMaterial = null;
  27156. this._cachedEffect = null;
  27157. this._cachedVisibility = null;
  27158. };
  27159. /**
  27160. * Registers a function to be called before every frame render
  27161. * @param func defines the function to register
  27162. */
  27163. Scene.prototype.registerBeforeRender = function (func) {
  27164. this.onBeforeRenderObservable.add(func);
  27165. };
  27166. /**
  27167. * Unregisters a function called before every frame render
  27168. * @param func defines the function to unregister
  27169. */
  27170. Scene.prototype.unregisterBeforeRender = function (func) {
  27171. this.onBeforeRenderObservable.removeCallback(func);
  27172. };
  27173. /**
  27174. * Registers a function to be called after every frame render
  27175. * @param func defines the function to register
  27176. */
  27177. Scene.prototype.registerAfterRender = function (func) {
  27178. this.onAfterRenderObservable.add(func);
  27179. };
  27180. /**
  27181. * Unregisters a function called after every frame render
  27182. * @param func defines the function to unregister
  27183. */
  27184. Scene.prototype.unregisterAfterRender = function (func) {
  27185. this.onAfterRenderObservable.removeCallback(func);
  27186. };
  27187. Scene.prototype._executeOnceBeforeRender = function (func) {
  27188. var _this = this;
  27189. var execFunc = function () {
  27190. func();
  27191. setTimeout(function () {
  27192. _this.unregisterBeforeRender(execFunc);
  27193. });
  27194. };
  27195. this.registerBeforeRender(execFunc);
  27196. };
  27197. /**
  27198. * The provided function will run before render once and will be disposed afterwards.
  27199. * A timeout delay can be provided so that the function will be executed in N ms.
  27200. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27201. * @param func The function to be executed.
  27202. * @param timeout optional delay in ms
  27203. */
  27204. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27205. var _this = this;
  27206. if (timeout !== undefined) {
  27207. setTimeout(function () {
  27208. _this._executeOnceBeforeRender(func);
  27209. }, timeout);
  27210. }
  27211. else {
  27212. this._executeOnceBeforeRender(func);
  27213. }
  27214. };
  27215. /** @hidden */
  27216. Scene.prototype._addPendingData = function (data) {
  27217. this._pendingData.push(data);
  27218. };
  27219. /** @hidden */
  27220. Scene.prototype._removePendingData = function (data) {
  27221. var wasLoading = this.isLoading;
  27222. var index = this._pendingData.indexOf(data);
  27223. if (index !== -1) {
  27224. this._pendingData.splice(index, 1);
  27225. }
  27226. if (wasLoading && !this.isLoading) {
  27227. this.onDataLoadedObservable.notifyObservers(this);
  27228. }
  27229. };
  27230. /**
  27231. * Returns the number of items waiting to be loaded
  27232. * @returns the number of items waiting to be loaded
  27233. */
  27234. Scene.prototype.getWaitingItemsCount = function () {
  27235. return this._pendingData.length;
  27236. };
  27237. Object.defineProperty(Scene.prototype, "isLoading", {
  27238. /**
  27239. * Returns a boolean indicating if the scene is still loading data
  27240. */
  27241. get: function () {
  27242. return this._pendingData.length > 0;
  27243. },
  27244. enumerable: true,
  27245. configurable: true
  27246. });
  27247. /**
  27248. * Registers a function to be executed when the scene is ready
  27249. * @param {Function} func - the function to be executed
  27250. */
  27251. Scene.prototype.executeWhenReady = function (func) {
  27252. var _this = this;
  27253. this.onReadyObservable.add(func);
  27254. if (this._executeWhenReadyTimeoutId !== -1) {
  27255. return;
  27256. }
  27257. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27258. _this._checkIsReady();
  27259. }, 150);
  27260. };
  27261. /**
  27262. * Returns a promise that resolves when the scene is ready
  27263. * @returns A promise that resolves when the scene is ready
  27264. */
  27265. Scene.prototype.whenReadyAsync = function () {
  27266. var _this = this;
  27267. return new Promise(function (resolve) {
  27268. _this.executeWhenReady(function () {
  27269. resolve();
  27270. });
  27271. });
  27272. };
  27273. /** @hidden */
  27274. Scene.prototype._checkIsReady = function () {
  27275. var _this = this;
  27276. this._registerTransientComponents();
  27277. if (this.isReady()) {
  27278. this.onReadyObservable.notifyObservers(this);
  27279. this.onReadyObservable.clear();
  27280. this._executeWhenReadyTimeoutId = -1;
  27281. return;
  27282. }
  27283. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27284. _this._checkIsReady();
  27285. }, 150);
  27286. };
  27287. // Animations
  27288. /**
  27289. * Will start the animation sequence of a given target
  27290. * @param target defines the target
  27291. * @param from defines from which frame should animation start
  27292. * @param to defines until which frame should animation run.
  27293. * @param weight defines the weight to apply to the animation (1.0 by default)
  27294. * @param loop defines if the animation loops
  27295. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27296. * @param onAnimationEnd defines the function to be executed when the animation ends
  27297. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27298. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27299. * @returns the animatable object created for this animation
  27300. */
  27301. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27302. if (weight === void 0) { weight = 1.0; }
  27303. if (speedRatio === void 0) { speedRatio = 1.0; }
  27304. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27305. returnedAnimatable.weight = weight;
  27306. return returnedAnimatable;
  27307. };
  27308. /**
  27309. * Will start the animation sequence of a given target
  27310. * @param target defines the target
  27311. * @param from defines from which frame should animation start
  27312. * @param to defines until which frame should animation run.
  27313. * @param loop defines if the animation loops
  27314. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27315. * @param onAnimationEnd defines the function to be executed when the animation ends
  27316. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27317. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27318. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27319. * @returns the animatable object created for this animation
  27320. */
  27321. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27322. if (speedRatio === void 0) { speedRatio = 1.0; }
  27323. if (stopCurrent === void 0) { stopCurrent = true; }
  27324. if (from > to && speedRatio > 0) {
  27325. speedRatio *= -1;
  27326. }
  27327. if (stopCurrent) {
  27328. this.stopAnimation(target, undefined, targetMask);
  27329. }
  27330. if (!animatable) {
  27331. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27332. }
  27333. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27334. // Local animations
  27335. if (target.animations && shouldRunTargetAnimations) {
  27336. animatable.appendAnimations(target, target.animations);
  27337. }
  27338. // Children animations
  27339. if (target.getAnimatables) {
  27340. var animatables = target.getAnimatables();
  27341. for (var index = 0; index < animatables.length; index++) {
  27342. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27343. }
  27344. }
  27345. animatable.reset();
  27346. return animatable;
  27347. };
  27348. /**
  27349. * Begin a new animation on a given node
  27350. * @param target defines the target where the animation will take place
  27351. * @param animations defines the list of animations to start
  27352. * @param from defines the initial value
  27353. * @param to defines the final value
  27354. * @param loop defines if you want animation to loop (off by default)
  27355. * @param speedRatio defines the speed ratio to apply to all animations
  27356. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27357. * @returns the list of created animatables
  27358. */
  27359. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27360. if (speedRatio === undefined) {
  27361. speedRatio = 1.0;
  27362. }
  27363. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27364. return animatable;
  27365. };
  27366. /**
  27367. * Begin a new animation on a given node and its hierarchy
  27368. * @param target defines the root node where the animation will take place
  27369. * @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.
  27370. * @param animations defines the list of animations to start
  27371. * @param from defines the initial value
  27372. * @param to defines the final value
  27373. * @param loop defines if you want animation to loop (off by default)
  27374. * @param speedRatio defines the speed ratio to apply to all animations
  27375. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27376. * @returns the list of animatables created for all nodes
  27377. */
  27378. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27379. var children = target.getDescendants(directDescendantsOnly);
  27380. var result = [];
  27381. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27382. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27383. var child = children_1[_i];
  27384. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27385. }
  27386. return result;
  27387. };
  27388. /**
  27389. * Gets the animatable associated with a specific target
  27390. * @param target defines the target of the animatable
  27391. * @returns the required animatable if found
  27392. */
  27393. Scene.prototype.getAnimatableByTarget = function (target) {
  27394. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27395. if (this._activeAnimatables[index].target === target) {
  27396. return this._activeAnimatables[index];
  27397. }
  27398. }
  27399. return null;
  27400. };
  27401. /**
  27402. * Gets all animatables associated with a given target
  27403. * @param target defines the target to look animatables for
  27404. * @returns an array of Animatables
  27405. */
  27406. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27407. var result = [];
  27408. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27409. if (this._activeAnimatables[index].target === target) {
  27410. result.push(this._activeAnimatables[index]);
  27411. }
  27412. }
  27413. return result;
  27414. };
  27415. Object.defineProperty(Scene.prototype, "animatables", {
  27416. /**
  27417. * Gets all animatable attached to the scene
  27418. */
  27419. get: function () {
  27420. return this._activeAnimatables;
  27421. },
  27422. enumerable: true,
  27423. configurable: true
  27424. });
  27425. /**
  27426. * Will stop the animation of the given target
  27427. * @param target - the target
  27428. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27429. * @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)
  27430. */
  27431. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27432. var animatables = this.getAllAnimatablesByTarget(target);
  27433. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27434. var animatable = animatables_1[_i];
  27435. animatable.stop(animationName, targetMask);
  27436. }
  27437. };
  27438. /**
  27439. * Stops and removes all animations that have been applied to the scene
  27440. */
  27441. Scene.prototype.stopAllAnimations = function () {
  27442. if (this._activeAnimatables) {
  27443. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27444. this._activeAnimatables[i].stop();
  27445. }
  27446. this._activeAnimatables = [];
  27447. }
  27448. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27449. var group = _a[_i];
  27450. group.stop();
  27451. }
  27452. };
  27453. Scene.prototype._animate = function () {
  27454. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27455. return;
  27456. }
  27457. // Getting time
  27458. var now = BABYLON.Tools.Now;
  27459. if (!this._animationTimeLast) {
  27460. if (this._pendingData.length > 0) {
  27461. return;
  27462. }
  27463. this._animationTimeLast = now;
  27464. }
  27465. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27466. this._animationTime += deltaTime;
  27467. this._animationTimeLast = now;
  27468. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27469. this._activeAnimatables[index]._animate(this._animationTime);
  27470. }
  27471. // Late animation bindings
  27472. this._processLateAnimationBindings();
  27473. };
  27474. /** @hidden */
  27475. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27476. var target = runtimeAnimation.target;
  27477. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27478. if (!target._lateAnimationHolders) {
  27479. target._lateAnimationHolders = {};
  27480. }
  27481. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27482. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27483. totalWeight: 0,
  27484. animations: [],
  27485. originalValue: originalValue
  27486. };
  27487. }
  27488. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27489. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27490. };
  27491. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27492. var normalizer = 1.0;
  27493. var finalPosition = BABYLON.Tmp.Vector3[0];
  27494. var finalScaling = BABYLON.Tmp.Vector3[1];
  27495. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27496. var startIndex = 0;
  27497. var originalAnimation = holder.animations[0];
  27498. var originalValue = holder.originalValue;
  27499. var scale = 1;
  27500. if (holder.totalWeight < 1.0) {
  27501. // We need to mix the original value in
  27502. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27503. scale = 1.0 - holder.totalWeight;
  27504. }
  27505. else {
  27506. startIndex = 1;
  27507. // We need to normalize the weights
  27508. normalizer = holder.totalWeight;
  27509. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27510. scale = originalAnimation.weight / normalizer;
  27511. if (scale == 1) {
  27512. return originalAnimation.currentValue;
  27513. }
  27514. }
  27515. finalScaling.scaleInPlace(scale);
  27516. finalPosition.scaleInPlace(scale);
  27517. finalQuaternion.scaleInPlace(scale);
  27518. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27519. var runtimeAnimation = holder.animations[animIndex];
  27520. var scale = runtimeAnimation.weight / normalizer;
  27521. var currentPosition = BABYLON.Tmp.Vector3[2];
  27522. var currentScaling = BABYLON.Tmp.Vector3[3];
  27523. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27524. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27525. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27526. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27527. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27528. }
  27529. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27530. return originalAnimation._workValue;
  27531. };
  27532. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27533. var originalAnimation = holder.animations[0];
  27534. var originalValue = holder.originalValue;
  27535. if (holder.animations.length === 1) {
  27536. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27537. return refQuaternion;
  27538. }
  27539. var normalizer = 1.0;
  27540. var quaternions;
  27541. var weights;
  27542. if (holder.totalWeight < 1.0) {
  27543. var scale = 1.0 - holder.totalWeight;
  27544. quaternions = [];
  27545. weights = [];
  27546. quaternions.push(originalValue);
  27547. weights.push(scale);
  27548. }
  27549. else {
  27550. if (holder.animations.length === 2) { // Slerp as soon as we can
  27551. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27552. return refQuaternion;
  27553. }
  27554. quaternions = [];
  27555. weights = [];
  27556. normalizer = holder.totalWeight;
  27557. }
  27558. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27559. var runtimeAnimation = holder.animations[animIndex];
  27560. quaternions.push(runtimeAnimation.currentValue);
  27561. weights.push(runtimeAnimation.weight / normalizer);
  27562. }
  27563. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27564. var cumulativeAmount = 0;
  27565. var cumulativeQuaternion = null;
  27566. for (var index = 0; index < quaternions.length;) {
  27567. if (!cumulativeQuaternion) {
  27568. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27569. cumulativeQuaternion = refQuaternion;
  27570. cumulativeAmount = weights[index] + weights[index + 1];
  27571. index += 2;
  27572. continue;
  27573. }
  27574. cumulativeAmount += weights[index];
  27575. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  27576. index++;
  27577. }
  27578. return cumulativeQuaternion;
  27579. };
  27580. Scene.prototype._processLateAnimationBindings = function () {
  27581. if (!this._registeredForLateAnimationBindings.length) {
  27582. return;
  27583. }
  27584. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  27585. var target = this._registeredForLateAnimationBindings.data[index];
  27586. for (var path in target._lateAnimationHolders) {
  27587. var holder = target._lateAnimationHolders[path];
  27588. var originalAnimation = holder.animations[0];
  27589. var originalValue = holder.originalValue;
  27590. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  27591. var finalValue = target[path];
  27592. if (matrixDecomposeMode) {
  27593. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  27594. }
  27595. else {
  27596. var quaternionMode = originalValue.w !== undefined;
  27597. if (quaternionMode) {
  27598. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  27599. }
  27600. else {
  27601. var startIndex = 0;
  27602. var normalizer = 1.0;
  27603. if (holder.totalWeight < 1.0) {
  27604. // We need to mix the original value in
  27605. if (originalValue.scale) {
  27606. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  27607. }
  27608. else {
  27609. finalValue = originalValue * (1.0 - holder.totalWeight);
  27610. }
  27611. }
  27612. else {
  27613. // We need to normalize the weights
  27614. normalizer = holder.totalWeight;
  27615. var scale_1 = originalAnimation.weight / normalizer;
  27616. if (scale_1 !== 1) {
  27617. if (originalAnimation.currentValue.scale) {
  27618. finalValue = originalAnimation.currentValue.scale(scale_1);
  27619. }
  27620. else {
  27621. finalValue = originalAnimation.currentValue * scale_1;
  27622. }
  27623. }
  27624. else {
  27625. finalValue = originalAnimation.currentValue;
  27626. }
  27627. startIndex = 1;
  27628. }
  27629. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27630. var runtimeAnimation = holder.animations[animIndex];
  27631. var scale = runtimeAnimation.weight / normalizer;
  27632. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  27633. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  27634. }
  27635. else {
  27636. finalValue += runtimeAnimation.currentValue * scale;
  27637. }
  27638. }
  27639. }
  27640. }
  27641. target[path] = finalValue;
  27642. }
  27643. target._lateAnimationHolders = {};
  27644. }
  27645. this._registeredForLateAnimationBindings.reset();
  27646. };
  27647. // Matrix
  27648. /** @hidden */
  27649. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  27650. this._useAlternateCameraConfiguration = active;
  27651. };
  27652. /**
  27653. * Gets the current view matrix
  27654. * @returns a Matrix
  27655. */
  27656. Scene.prototype.getViewMatrix = function () {
  27657. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  27658. };
  27659. /**
  27660. * Gets the current projection matrix
  27661. * @returns a Matrix
  27662. */
  27663. Scene.prototype.getProjectionMatrix = function () {
  27664. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  27665. };
  27666. /**
  27667. * Gets the current transform matrix
  27668. * @returns a Matrix made of View * Projection
  27669. */
  27670. Scene.prototype.getTransformMatrix = function () {
  27671. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  27672. };
  27673. /**
  27674. * Sets the current transform matrix
  27675. * @param view defines the View matrix to use
  27676. * @param projection defines the Projection matrix to use
  27677. */
  27678. Scene.prototype.setTransformMatrix = function (view, projection) {
  27679. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  27680. return;
  27681. }
  27682. this._viewUpdateFlag = view.updateFlag;
  27683. this._projectionUpdateFlag = projection.updateFlag;
  27684. this._viewMatrix = view;
  27685. this._projectionMatrix = projection;
  27686. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  27687. // Update frustum
  27688. if (!this._frustumPlanes) {
  27689. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  27690. }
  27691. else {
  27692. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  27693. }
  27694. if (this.activeCamera && this.activeCamera._alternateCamera) {
  27695. var otherCamera = this.activeCamera._alternateCamera;
  27696. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  27697. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  27698. }
  27699. if (this._sceneUbo.useUbo) {
  27700. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  27701. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  27702. this._sceneUbo.update();
  27703. }
  27704. };
  27705. /** @hidden */
  27706. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  27707. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  27708. return;
  27709. }
  27710. this._alternateViewUpdateFlag = view.updateFlag;
  27711. this._alternateProjectionUpdateFlag = projection.updateFlag;
  27712. this._alternateViewMatrix = view;
  27713. this._alternateProjectionMatrix = projection;
  27714. if (!this._alternateTransformMatrix) {
  27715. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  27716. }
  27717. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  27718. if (!this._alternateSceneUbo) {
  27719. this._createAlternateUbo();
  27720. }
  27721. if (this._alternateSceneUbo.useUbo) {
  27722. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  27723. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  27724. this._alternateSceneUbo.update();
  27725. }
  27726. };
  27727. /**
  27728. * Gets the uniform buffer used to store scene data
  27729. * @returns a UniformBuffer
  27730. */
  27731. Scene.prototype.getSceneUniformBuffer = function () {
  27732. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  27733. };
  27734. /**
  27735. * Gets an unique (relatively to the current scene) Id
  27736. * @returns an unique number for the scene
  27737. */
  27738. Scene.prototype.getUniqueId = function () {
  27739. var result = Scene._uniqueIdCounter;
  27740. Scene._uniqueIdCounter++;
  27741. return result;
  27742. };
  27743. /**
  27744. * Add a mesh to the list of scene's meshes
  27745. * @param newMesh defines the mesh to add
  27746. * @param recursive if all child meshes should also be added to the scene
  27747. */
  27748. Scene.prototype.addMesh = function (newMesh, recursive) {
  27749. var _this = this;
  27750. if (recursive === void 0) { recursive = false; }
  27751. this.meshes.push(newMesh);
  27752. //notify the collision coordinator
  27753. if (this.collisionCoordinator) {
  27754. this.collisionCoordinator.onMeshAdded(newMesh);
  27755. }
  27756. newMesh._resyncLightSources();
  27757. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  27758. if (recursive) {
  27759. newMesh.getChildMeshes().forEach(function (m) {
  27760. _this.addMesh(m);
  27761. });
  27762. }
  27763. };
  27764. /**
  27765. * Remove a mesh for the list of scene's meshes
  27766. * @param toRemove defines the mesh to remove
  27767. * @param recursive if all child meshes should also be removed from the scene
  27768. * @returns the index where the mesh was in the mesh list
  27769. */
  27770. Scene.prototype.removeMesh = function (toRemove, recursive) {
  27771. var _this = this;
  27772. if (recursive === void 0) { recursive = false; }
  27773. var index = this.meshes.indexOf(toRemove);
  27774. if (index !== -1) {
  27775. // Remove from the scene if mesh found
  27776. this.meshes.splice(index, 1);
  27777. }
  27778. this.onMeshRemovedObservable.notifyObservers(toRemove);
  27779. if (recursive) {
  27780. toRemove.getChildMeshes().forEach(function (m) {
  27781. _this.removeMesh(m);
  27782. });
  27783. }
  27784. return index;
  27785. };
  27786. /**
  27787. * Add a transform node to the list of scene's transform nodes
  27788. * @param newTransformNode defines the transform node to add
  27789. */
  27790. Scene.prototype.addTransformNode = function (newTransformNode) {
  27791. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  27792. this.transformNodes.push(newTransformNode);
  27793. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  27794. };
  27795. /**
  27796. * Remove a transform node for the list of scene's transform nodes
  27797. * @param toRemove defines the transform node to remove
  27798. * @returns the index where the transform node was in the transform node list
  27799. */
  27800. Scene.prototype.removeTransformNode = function (toRemove) {
  27801. var index = toRemove._indexInSceneTransformNodesArray;
  27802. if (index !== -1) {
  27803. if (index !== this.transformNodes.length - 1) {
  27804. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  27805. this.transformNodes[index] = lastNode;
  27806. lastNode._indexInSceneTransformNodesArray = index;
  27807. }
  27808. toRemove._indexInSceneTransformNodesArray = -1;
  27809. this.transformNodes.pop();
  27810. }
  27811. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  27812. return index;
  27813. };
  27814. /**
  27815. * Remove a skeleton for the list of scene's skeletons
  27816. * @param toRemove defines the skeleton to remove
  27817. * @returns the index where the skeleton was in the skeleton list
  27818. */
  27819. Scene.prototype.removeSkeleton = function (toRemove) {
  27820. var index = this.skeletons.indexOf(toRemove);
  27821. if (index !== -1) {
  27822. // Remove from the scene if found
  27823. this.skeletons.splice(index, 1);
  27824. }
  27825. return index;
  27826. };
  27827. /**
  27828. * Remove a morph target for the list of scene's morph targets
  27829. * @param toRemove defines the morph target to remove
  27830. * @returns the index where the morph target was in the morph target list
  27831. */
  27832. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  27833. var index = this.morphTargetManagers.indexOf(toRemove);
  27834. if (index !== -1) {
  27835. // Remove from the scene if found
  27836. this.morphTargetManagers.splice(index, 1);
  27837. }
  27838. return index;
  27839. };
  27840. /**
  27841. * Remove a light for the list of scene's lights
  27842. * @param toRemove defines the light to remove
  27843. * @returns the index where the light was in the light list
  27844. */
  27845. Scene.prototype.removeLight = function (toRemove) {
  27846. var index = this.lights.indexOf(toRemove);
  27847. if (index !== -1) {
  27848. // Remove from meshes
  27849. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  27850. var mesh = _a[_i];
  27851. mesh._removeLightSource(toRemove);
  27852. }
  27853. // Remove from the scene if mesh found
  27854. this.lights.splice(index, 1);
  27855. this.sortLightsByPriority();
  27856. }
  27857. this.onLightRemovedObservable.notifyObservers(toRemove);
  27858. return index;
  27859. };
  27860. /**
  27861. * Remove a camera for the list of scene's cameras
  27862. * @param toRemove defines the camera to remove
  27863. * @returns the index where the camera was in the camera list
  27864. */
  27865. Scene.prototype.removeCamera = function (toRemove) {
  27866. var index = this.cameras.indexOf(toRemove);
  27867. if (index !== -1) {
  27868. // Remove from the scene if mesh found
  27869. this.cameras.splice(index, 1);
  27870. }
  27871. // Remove from activeCameras
  27872. var index2 = this.activeCameras.indexOf(toRemove);
  27873. if (index2 !== -1) {
  27874. // Remove from the scene if mesh found
  27875. this.activeCameras.splice(index2, 1);
  27876. }
  27877. // Reset the activeCamera
  27878. if (this.activeCamera === toRemove) {
  27879. if (this.cameras.length > 0) {
  27880. this.activeCamera = this.cameras[0];
  27881. }
  27882. else {
  27883. this.activeCamera = null;
  27884. }
  27885. }
  27886. this.onCameraRemovedObservable.notifyObservers(toRemove);
  27887. return index;
  27888. };
  27889. /**
  27890. * Remove a particle system for the list of scene's particle systems
  27891. * @param toRemove defines the particle system to remove
  27892. * @returns the index where the particle system was in the particle system list
  27893. */
  27894. Scene.prototype.removeParticleSystem = function (toRemove) {
  27895. var index = this.particleSystems.indexOf(toRemove);
  27896. if (index !== -1) {
  27897. this.particleSystems.splice(index, 1);
  27898. }
  27899. return index;
  27900. };
  27901. /**
  27902. * Remove a animation for the list of scene's animations
  27903. * @param toRemove defines the animation to remove
  27904. * @returns the index where the animation was in the animation list
  27905. */
  27906. Scene.prototype.removeAnimation = function (toRemove) {
  27907. var index = this.animations.indexOf(toRemove);
  27908. if (index !== -1) {
  27909. this.animations.splice(index, 1);
  27910. }
  27911. return index;
  27912. };
  27913. /**
  27914. * Removes the given animation group from this scene.
  27915. * @param toRemove The animation group to remove
  27916. * @returns The index of the removed animation group
  27917. */
  27918. Scene.prototype.removeAnimationGroup = function (toRemove) {
  27919. var index = this.animationGroups.indexOf(toRemove);
  27920. if (index !== -1) {
  27921. this.animationGroups.splice(index, 1);
  27922. }
  27923. return index;
  27924. };
  27925. /**
  27926. * Removes the given multi-material from this scene.
  27927. * @param toRemove The multi-material to remove
  27928. * @returns The index of the removed multi-material
  27929. */
  27930. Scene.prototype.removeMultiMaterial = function (toRemove) {
  27931. var index = this.multiMaterials.indexOf(toRemove);
  27932. if (index !== -1) {
  27933. this.multiMaterials.splice(index, 1);
  27934. }
  27935. return index;
  27936. };
  27937. /**
  27938. * Removes the given material from this scene.
  27939. * @param toRemove The material to remove
  27940. * @returns The index of the removed material
  27941. */
  27942. Scene.prototype.removeMaterial = function (toRemove) {
  27943. var index = this.materials.indexOf(toRemove);
  27944. if (index !== -1) {
  27945. this.materials.splice(index, 1);
  27946. }
  27947. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  27948. return index;
  27949. };
  27950. /**
  27951. * Removes the given action manager from this scene.
  27952. * @param toRemove The action manager to remove
  27953. * @returns The index of the removed action manager
  27954. */
  27955. Scene.prototype.removeActionManager = function (toRemove) {
  27956. var index = this.actionManagers.indexOf(toRemove);
  27957. if (index !== -1) {
  27958. this.actionManagers.splice(index, 1);
  27959. }
  27960. return index;
  27961. };
  27962. /**
  27963. * Removes the given texture from this scene.
  27964. * @param toRemove The texture to remove
  27965. * @returns The index of the removed texture
  27966. */
  27967. Scene.prototype.removeTexture = function (toRemove) {
  27968. var index = this.textures.indexOf(toRemove);
  27969. if (index !== -1) {
  27970. this.textures.splice(index, 1);
  27971. }
  27972. this.onTextureRemovedObservable.notifyObservers(toRemove);
  27973. return index;
  27974. };
  27975. /**
  27976. * Adds the given light to this scene
  27977. * @param newLight The light to add
  27978. */
  27979. Scene.prototype.addLight = function (newLight) {
  27980. this.lights.push(newLight);
  27981. this.sortLightsByPriority();
  27982. // Add light to all meshes (To support if the light is removed and then readded)
  27983. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  27984. var mesh = _a[_i];
  27985. if (mesh._lightSources.indexOf(newLight) === -1) {
  27986. mesh._lightSources.push(newLight);
  27987. mesh._resyncLightSources();
  27988. }
  27989. }
  27990. this.onNewLightAddedObservable.notifyObservers(newLight);
  27991. };
  27992. /**
  27993. * Sorts the list list based on light priorities
  27994. */
  27995. Scene.prototype.sortLightsByPriority = function () {
  27996. if (this.requireLightSorting) {
  27997. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  27998. }
  27999. };
  28000. /**
  28001. * Adds the given camera to this scene
  28002. * @param newCamera The camera to add
  28003. */
  28004. Scene.prototype.addCamera = function (newCamera) {
  28005. this.cameras.push(newCamera);
  28006. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28007. };
  28008. /**
  28009. * Adds the given skeleton to this scene
  28010. * @param newSkeleton The skeleton to add
  28011. */
  28012. Scene.prototype.addSkeleton = function (newSkeleton) {
  28013. this.skeletons.push(newSkeleton);
  28014. };
  28015. /**
  28016. * Adds the given particle system to this scene
  28017. * @param newParticleSystem The particle system to add
  28018. */
  28019. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28020. this.particleSystems.push(newParticleSystem);
  28021. };
  28022. /**
  28023. * Adds the given animation to this scene
  28024. * @param newAnimation The animation to add
  28025. */
  28026. Scene.prototype.addAnimation = function (newAnimation) {
  28027. this.animations.push(newAnimation);
  28028. };
  28029. /**
  28030. * Adds the given animation group to this scene.
  28031. * @param newAnimationGroup The animation group to add
  28032. */
  28033. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28034. this.animationGroups.push(newAnimationGroup);
  28035. };
  28036. /**
  28037. * Adds the given multi-material to this scene
  28038. * @param newMultiMaterial The multi-material to add
  28039. */
  28040. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28041. this.multiMaterials.push(newMultiMaterial);
  28042. };
  28043. /**
  28044. * Adds the given material to this scene
  28045. * @param newMaterial The material to add
  28046. */
  28047. Scene.prototype.addMaterial = function (newMaterial) {
  28048. this.materials.push(newMaterial);
  28049. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28050. };
  28051. /**
  28052. * Adds the given morph target to this scene
  28053. * @param newMorphTargetManager The morph target to add
  28054. */
  28055. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28056. this.morphTargetManagers.push(newMorphTargetManager);
  28057. };
  28058. /**
  28059. * Adds the given geometry to this scene
  28060. * @param newGeometry The geometry to add
  28061. */
  28062. Scene.prototype.addGeometry = function (newGeometry) {
  28063. if (this.geometriesById) {
  28064. this.geometriesById[newGeometry.id] = this.geometries.length;
  28065. }
  28066. this.geometries.push(newGeometry);
  28067. };
  28068. /**
  28069. * Adds the given action manager to this scene
  28070. * @param newActionManager The action manager to add
  28071. */
  28072. Scene.prototype.addActionManager = function (newActionManager) {
  28073. this.actionManagers.push(newActionManager);
  28074. };
  28075. /**
  28076. * Adds the given texture to this scene.
  28077. * @param newTexture The texture to add
  28078. */
  28079. Scene.prototype.addTexture = function (newTexture) {
  28080. this.textures.push(newTexture);
  28081. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28082. };
  28083. /**
  28084. * Switch active camera
  28085. * @param newCamera defines the new active camera
  28086. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28087. */
  28088. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28089. if (attachControl === void 0) { attachControl = true; }
  28090. var canvas = this._engine.getRenderingCanvas();
  28091. if (!canvas) {
  28092. return;
  28093. }
  28094. if (this.activeCamera) {
  28095. this.activeCamera.detachControl(canvas);
  28096. }
  28097. this.activeCamera = newCamera;
  28098. if (attachControl) {
  28099. newCamera.attachControl(canvas);
  28100. }
  28101. };
  28102. /**
  28103. * sets the active camera of the scene using its ID
  28104. * @param id defines the camera's ID
  28105. * @return the new active camera or null if none found.
  28106. */
  28107. Scene.prototype.setActiveCameraByID = function (id) {
  28108. var camera = this.getCameraByID(id);
  28109. if (camera) {
  28110. this.activeCamera = camera;
  28111. return camera;
  28112. }
  28113. return null;
  28114. };
  28115. /**
  28116. * sets the active camera of the scene using its name
  28117. * @param name defines the camera's name
  28118. * @returns the new active camera or null if none found.
  28119. */
  28120. Scene.prototype.setActiveCameraByName = function (name) {
  28121. var camera = this.getCameraByName(name);
  28122. if (camera) {
  28123. this.activeCamera = camera;
  28124. return camera;
  28125. }
  28126. return null;
  28127. };
  28128. /**
  28129. * get an animation group using its name
  28130. * @param name defines the material's name
  28131. * @return the animation group or null if none found.
  28132. */
  28133. Scene.prototype.getAnimationGroupByName = function (name) {
  28134. for (var index = 0; index < this.animationGroups.length; index++) {
  28135. if (this.animationGroups[index].name === name) {
  28136. return this.animationGroups[index];
  28137. }
  28138. }
  28139. return null;
  28140. };
  28141. /**
  28142. * get a material using its id
  28143. * @param id defines the material's ID
  28144. * @return the material or null if none found.
  28145. */
  28146. Scene.prototype.getMaterialByID = function (id) {
  28147. for (var index = 0; index < this.materials.length; index++) {
  28148. if (this.materials[index].id === id) {
  28149. return this.materials[index];
  28150. }
  28151. }
  28152. return null;
  28153. };
  28154. /**
  28155. * Gets a material using its name
  28156. * @param name defines the material's name
  28157. * @return the material or null if none found.
  28158. */
  28159. Scene.prototype.getMaterialByName = function (name) {
  28160. for (var index = 0; index < this.materials.length; index++) {
  28161. if (this.materials[index].name === name) {
  28162. return this.materials[index];
  28163. }
  28164. }
  28165. return null;
  28166. };
  28167. /**
  28168. * Gets a camera using its id
  28169. * @param id defines the id to look for
  28170. * @returns the camera or null if not found
  28171. */
  28172. Scene.prototype.getCameraByID = function (id) {
  28173. for (var index = 0; index < this.cameras.length; index++) {
  28174. if (this.cameras[index].id === id) {
  28175. return this.cameras[index];
  28176. }
  28177. }
  28178. return null;
  28179. };
  28180. /**
  28181. * Gets a camera using its unique id
  28182. * @param uniqueId defines the unique id to look for
  28183. * @returns the camera or null if not found
  28184. */
  28185. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28186. for (var index = 0; index < this.cameras.length; index++) {
  28187. if (this.cameras[index].uniqueId === uniqueId) {
  28188. return this.cameras[index];
  28189. }
  28190. }
  28191. return null;
  28192. };
  28193. /**
  28194. * Gets a camera using its name
  28195. * @param name defines the camera's name
  28196. * @return the camera or null if none found.
  28197. */
  28198. Scene.prototype.getCameraByName = function (name) {
  28199. for (var index = 0; index < this.cameras.length; index++) {
  28200. if (this.cameras[index].name === name) {
  28201. return this.cameras[index];
  28202. }
  28203. }
  28204. return null;
  28205. };
  28206. /**
  28207. * Gets a bone using its id
  28208. * @param id defines the bone's id
  28209. * @return the bone or null if not found
  28210. */
  28211. Scene.prototype.getBoneByID = function (id) {
  28212. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28213. var skeleton = this.skeletons[skeletonIndex];
  28214. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28215. if (skeleton.bones[boneIndex].id === id) {
  28216. return skeleton.bones[boneIndex];
  28217. }
  28218. }
  28219. }
  28220. return null;
  28221. };
  28222. /**
  28223. * Gets a bone using its id
  28224. * @param name defines the bone's name
  28225. * @return the bone or null if not found
  28226. */
  28227. Scene.prototype.getBoneByName = function (name) {
  28228. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28229. var skeleton = this.skeletons[skeletonIndex];
  28230. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28231. if (skeleton.bones[boneIndex].name === name) {
  28232. return skeleton.bones[boneIndex];
  28233. }
  28234. }
  28235. }
  28236. return null;
  28237. };
  28238. /**
  28239. * Gets a light node using its name
  28240. * @param name defines the the light's name
  28241. * @return the light or null if none found.
  28242. */
  28243. Scene.prototype.getLightByName = function (name) {
  28244. for (var index = 0; index < this.lights.length; index++) {
  28245. if (this.lights[index].name === name) {
  28246. return this.lights[index];
  28247. }
  28248. }
  28249. return null;
  28250. };
  28251. /**
  28252. * Gets a light node using its id
  28253. * @param id defines the light's id
  28254. * @return the light or null if none found.
  28255. */
  28256. Scene.prototype.getLightByID = function (id) {
  28257. for (var index = 0; index < this.lights.length; index++) {
  28258. if (this.lights[index].id === id) {
  28259. return this.lights[index];
  28260. }
  28261. }
  28262. return null;
  28263. };
  28264. /**
  28265. * Gets a light node using its scene-generated unique ID
  28266. * @param uniqueId defines the light's unique id
  28267. * @return the light or null if none found.
  28268. */
  28269. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28270. for (var index = 0; index < this.lights.length; index++) {
  28271. if (this.lights[index].uniqueId === uniqueId) {
  28272. return this.lights[index];
  28273. }
  28274. }
  28275. return null;
  28276. };
  28277. /**
  28278. * Gets a particle system by id
  28279. * @param id defines the particle system id
  28280. * @return the corresponding system or null if none found
  28281. */
  28282. Scene.prototype.getParticleSystemByID = function (id) {
  28283. for (var index = 0; index < this.particleSystems.length; index++) {
  28284. if (this.particleSystems[index].id === id) {
  28285. return this.particleSystems[index];
  28286. }
  28287. }
  28288. return null;
  28289. };
  28290. /**
  28291. * Gets a geometry using its ID
  28292. * @param id defines the geometry's id
  28293. * @return the geometry or null if none found.
  28294. */
  28295. Scene.prototype.getGeometryByID = function (id) {
  28296. if (this.geometriesById) {
  28297. var index_1 = this.geometriesById[id];
  28298. if (index_1 !== undefined) {
  28299. return this.geometries[index_1];
  28300. }
  28301. }
  28302. else {
  28303. for (var index = 0; index < this.geometries.length; index++) {
  28304. if (this.geometries[index].id === id) {
  28305. return this.geometries[index];
  28306. }
  28307. }
  28308. }
  28309. return null;
  28310. };
  28311. /**
  28312. * Add a new geometry to this scene
  28313. * @param geometry defines the geometry to be added to the scene.
  28314. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28315. * @return a boolean defining if the geometry was added or not
  28316. */
  28317. Scene.prototype.pushGeometry = function (geometry, force) {
  28318. if (!force && this.getGeometryByID(geometry.id)) {
  28319. return false;
  28320. }
  28321. this.addGeometry(geometry);
  28322. //notify the collision coordinator
  28323. if (this.collisionCoordinator) {
  28324. this.collisionCoordinator.onGeometryAdded(geometry);
  28325. }
  28326. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28327. return true;
  28328. };
  28329. /**
  28330. * Removes an existing geometry
  28331. * @param geometry defines the geometry to be removed from the scene
  28332. * @return a boolean defining if the geometry was removed or not
  28333. */
  28334. Scene.prototype.removeGeometry = function (geometry) {
  28335. var index;
  28336. if (this.geometriesById) {
  28337. index = this.geometriesById[geometry.id];
  28338. if (index === undefined) {
  28339. return false;
  28340. }
  28341. }
  28342. else {
  28343. index = this.geometries.indexOf(geometry);
  28344. if (index < 0) {
  28345. return false;
  28346. }
  28347. }
  28348. if (index !== this.geometries.length - 1) {
  28349. var lastGeometry = this.geometries[this.geometries.length - 1];
  28350. this.geometries[index] = lastGeometry;
  28351. if (this.geometriesById) {
  28352. this.geometriesById[lastGeometry.id] = index;
  28353. this.geometriesById[geometry.id] = undefined;
  28354. }
  28355. }
  28356. this.geometries.pop();
  28357. //notify the collision coordinator
  28358. if (this.collisionCoordinator) {
  28359. this.collisionCoordinator.onGeometryDeleted(geometry);
  28360. }
  28361. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28362. return true;
  28363. };
  28364. /**
  28365. * Gets the list of geometries attached to the scene
  28366. * @returns an array of Geometry
  28367. */
  28368. Scene.prototype.getGeometries = function () {
  28369. return this.geometries;
  28370. };
  28371. /**
  28372. * Gets the first added mesh found of a given ID
  28373. * @param id defines the id to search for
  28374. * @return the mesh found or null if not found at all
  28375. */
  28376. Scene.prototype.getMeshByID = function (id) {
  28377. for (var index = 0; index < this.meshes.length; index++) {
  28378. if (this.meshes[index].id === id) {
  28379. return this.meshes[index];
  28380. }
  28381. }
  28382. return null;
  28383. };
  28384. /**
  28385. * Gets a list of meshes using their id
  28386. * @param id defines the id to search for
  28387. * @returns a list of meshes
  28388. */
  28389. Scene.prototype.getMeshesByID = function (id) {
  28390. return this.meshes.filter(function (m) {
  28391. return m.id === id;
  28392. });
  28393. };
  28394. /**
  28395. * Gets the first added transform node found of a given ID
  28396. * @param id defines the id to search for
  28397. * @return the found transform node or null if not found at all.
  28398. */
  28399. Scene.prototype.getTransformNodeByID = function (id) {
  28400. for (var index = 0; index < this.transformNodes.length; index++) {
  28401. if (this.transformNodes[index].id === id) {
  28402. return this.transformNodes[index];
  28403. }
  28404. }
  28405. return null;
  28406. };
  28407. /**
  28408. * Gets a list of transform nodes using their id
  28409. * @param id defines the id to search for
  28410. * @returns a list of transform nodes
  28411. */
  28412. Scene.prototype.getTransformNodesByID = function (id) {
  28413. return this.transformNodes.filter(function (m) {
  28414. return m.id === id;
  28415. });
  28416. };
  28417. /**
  28418. * Gets a mesh with its auto-generated unique id
  28419. * @param uniqueId defines the unique id to search for
  28420. * @return the found mesh or null if not found at all.
  28421. */
  28422. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28423. for (var index = 0; index < this.meshes.length; index++) {
  28424. if (this.meshes[index].uniqueId === uniqueId) {
  28425. return this.meshes[index];
  28426. }
  28427. }
  28428. return null;
  28429. };
  28430. /**
  28431. * Gets a the last added mesh using a given id
  28432. * @param id defines the id to search for
  28433. * @return the found mesh or null if not found at all.
  28434. */
  28435. Scene.prototype.getLastMeshByID = function (id) {
  28436. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28437. if (this.meshes[index].id === id) {
  28438. return this.meshes[index];
  28439. }
  28440. }
  28441. return null;
  28442. };
  28443. /**
  28444. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28445. * @param id defines the id to search for
  28446. * @return the found node or null if not found at all
  28447. */
  28448. Scene.prototype.getLastEntryByID = function (id) {
  28449. var index;
  28450. for (index = this.meshes.length - 1; index >= 0; index--) {
  28451. if (this.meshes[index].id === id) {
  28452. return this.meshes[index];
  28453. }
  28454. }
  28455. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28456. if (this.transformNodes[index].id === id) {
  28457. return this.transformNodes[index];
  28458. }
  28459. }
  28460. for (index = this.cameras.length - 1; index >= 0; index--) {
  28461. if (this.cameras[index].id === id) {
  28462. return this.cameras[index];
  28463. }
  28464. }
  28465. for (index = this.lights.length - 1; index >= 0; index--) {
  28466. if (this.lights[index].id === id) {
  28467. return this.lights[index];
  28468. }
  28469. }
  28470. return null;
  28471. };
  28472. /**
  28473. * Gets a node (Mesh, Camera, Light) using a given id
  28474. * @param id defines the id to search for
  28475. * @return the found node or null if not found at all
  28476. */
  28477. Scene.prototype.getNodeByID = function (id) {
  28478. var mesh = this.getMeshByID(id);
  28479. if (mesh) {
  28480. return mesh;
  28481. }
  28482. var light = this.getLightByID(id);
  28483. if (light) {
  28484. return light;
  28485. }
  28486. var camera = this.getCameraByID(id);
  28487. if (camera) {
  28488. return camera;
  28489. }
  28490. var bone = this.getBoneByID(id);
  28491. return bone;
  28492. };
  28493. /**
  28494. * Gets a node (Mesh, Camera, Light) using a given name
  28495. * @param name defines the name to search for
  28496. * @return the found node or null if not found at all.
  28497. */
  28498. Scene.prototype.getNodeByName = function (name) {
  28499. var mesh = this.getMeshByName(name);
  28500. if (mesh) {
  28501. return mesh;
  28502. }
  28503. var light = this.getLightByName(name);
  28504. if (light) {
  28505. return light;
  28506. }
  28507. var camera = this.getCameraByName(name);
  28508. if (camera) {
  28509. return camera;
  28510. }
  28511. var bone = this.getBoneByName(name);
  28512. return bone;
  28513. };
  28514. /**
  28515. * Gets a mesh using a given name
  28516. * @param name defines the name to search for
  28517. * @return the found mesh or null if not found at all.
  28518. */
  28519. Scene.prototype.getMeshByName = function (name) {
  28520. for (var index = 0; index < this.meshes.length; index++) {
  28521. if (this.meshes[index].name === name) {
  28522. return this.meshes[index];
  28523. }
  28524. }
  28525. return null;
  28526. };
  28527. /**
  28528. * Gets a transform node using a given name
  28529. * @param name defines the name to search for
  28530. * @return the found transform node or null if not found at all.
  28531. */
  28532. Scene.prototype.getTransformNodeByName = function (name) {
  28533. for (var index = 0; index < this.transformNodes.length; index++) {
  28534. if (this.transformNodes[index].name === name) {
  28535. return this.transformNodes[index];
  28536. }
  28537. }
  28538. return null;
  28539. };
  28540. /**
  28541. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28542. * @param id defines the id to search for
  28543. * @return the found skeleton or null if not found at all.
  28544. */
  28545. Scene.prototype.getLastSkeletonByID = function (id) {
  28546. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  28547. if (this.skeletons[index].id === id) {
  28548. return this.skeletons[index];
  28549. }
  28550. }
  28551. return null;
  28552. };
  28553. /**
  28554. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  28555. * @param id defines the id to search for
  28556. * @return the found skeleton or null if not found at all.
  28557. */
  28558. Scene.prototype.getSkeletonById = function (id) {
  28559. for (var index = 0; index < this.skeletons.length; index++) {
  28560. if (this.skeletons[index].id === id) {
  28561. return this.skeletons[index];
  28562. }
  28563. }
  28564. return null;
  28565. };
  28566. /**
  28567. * Gets a skeleton using a given name
  28568. * @param name defines the name to search for
  28569. * @return the found skeleton or null if not found at all.
  28570. */
  28571. Scene.prototype.getSkeletonByName = function (name) {
  28572. for (var index = 0; index < this.skeletons.length; index++) {
  28573. if (this.skeletons[index].name === name) {
  28574. return this.skeletons[index];
  28575. }
  28576. }
  28577. return null;
  28578. };
  28579. /**
  28580. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  28581. * @param id defines the id to search for
  28582. * @return the found morph target manager or null if not found at all.
  28583. */
  28584. Scene.prototype.getMorphTargetManagerById = function (id) {
  28585. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  28586. if (this.morphTargetManagers[index].uniqueId === id) {
  28587. return this.morphTargetManagers[index];
  28588. }
  28589. }
  28590. return null;
  28591. };
  28592. /**
  28593. * Gets a boolean indicating if the given mesh is active
  28594. * @param mesh defines the mesh to look for
  28595. * @returns true if the mesh is in the active list
  28596. */
  28597. Scene.prototype.isActiveMesh = function (mesh) {
  28598. return (this._activeMeshes.indexOf(mesh) !== -1);
  28599. };
  28600. Object.defineProperty(Scene.prototype, "uid", {
  28601. /**
  28602. * Return a unique id as a string which can serve as an identifier for the scene
  28603. */
  28604. get: function () {
  28605. if (!this._uid) {
  28606. this._uid = BABYLON.Tools.RandomId();
  28607. }
  28608. return this._uid;
  28609. },
  28610. enumerable: true,
  28611. configurable: true
  28612. });
  28613. /**
  28614. * Add an externaly attached data from its key.
  28615. * This method call will fail and return false, if such key already exists.
  28616. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  28617. * @param key the unique key that identifies the data
  28618. * @param data the data object to associate to the key for this Engine instance
  28619. * @return true if no such key were already present and the data was added successfully, false otherwise
  28620. */
  28621. Scene.prototype.addExternalData = function (key, data) {
  28622. if (!this._externalData) {
  28623. this._externalData = new BABYLON.StringDictionary();
  28624. }
  28625. return this._externalData.add(key, data);
  28626. };
  28627. /**
  28628. * Get an externaly attached data from its key
  28629. * @param key the unique key that identifies the data
  28630. * @return the associated data, if present (can be null), or undefined if not present
  28631. */
  28632. Scene.prototype.getExternalData = function (key) {
  28633. if (!this._externalData) {
  28634. return null;
  28635. }
  28636. return this._externalData.get(key);
  28637. };
  28638. /**
  28639. * Get an externaly attached data from its key, create it using a factory if it's not already present
  28640. * @param key the unique key that identifies the data
  28641. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  28642. * @return the associated data, can be null if the factory returned null.
  28643. */
  28644. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  28645. if (!this._externalData) {
  28646. this._externalData = new BABYLON.StringDictionary();
  28647. }
  28648. return this._externalData.getOrAddWithFactory(key, factory);
  28649. };
  28650. /**
  28651. * Remove an externaly attached data from the Engine instance
  28652. * @param key the unique key that identifies the data
  28653. * @return true if the data was successfully removed, false if it doesn't exist
  28654. */
  28655. Scene.prototype.removeExternalData = function (key) {
  28656. return this._externalData.remove(key);
  28657. };
  28658. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  28659. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  28660. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  28661. var step = _a[_i];
  28662. step.action(mesh, subMesh);
  28663. }
  28664. var material = subMesh.getMaterial();
  28665. if (material !== null && material !== undefined) {
  28666. // Render targets
  28667. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  28668. if (this._processedMaterials.indexOf(material) === -1) {
  28669. this._processedMaterials.push(material);
  28670. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  28671. }
  28672. }
  28673. // Dispatch
  28674. this._activeIndices.addCount(subMesh.indexCount, false);
  28675. this._renderingManager.dispatch(subMesh, mesh, material);
  28676. }
  28677. }
  28678. };
  28679. /**
  28680. * Clear the processed materials smart array preventing retention point in material dispose.
  28681. */
  28682. Scene.prototype.freeProcessedMaterials = function () {
  28683. this._processedMaterials.dispose();
  28684. };
  28685. /**
  28686. * Clear the active meshes smart array preventing retention point in mesh dispose.
  28687. */
  28688. Scene.prototype.freeActiveMeshes = function () {
  28689. this._activeMeshes.dispose();
  28690. if (this.activeCamera && this.activeCamera._activeMeshes) {
  28691. this.activeCamera._activeMeshes.dispose();
  28692. }
  28693. if (this.activeCameras) {
  28694. for (var i = 0; i < this.activeCameras.length; i++) {
  28695. var activeCamera = this.activeCameras[i];
  28696. if (activeCamera && activeCamera._activeMeshes) {
  28697. activeCamera._activeMeshes.dispose();
  28698. }
  28699. }
  28700. }
  28701. };
  28702. /**
  28703. * Clear the info related to rendering groups preventing retention points during dispose.
  28704. */
  28705. Scene.prototype.freeRenderingGroups = function () {
  28706. if (this._renderingManager) {
  28707. this._renderingManager.freeRenderingGroups();
  28708. }
  28709. if (this.textures) {
  28710. for (var i = 0; i < this.textures.length; i++) {
  28711. var texture = this.textures[i];
  28712. if (texture && texture.renderList) {
  28713. texture.freeRenderingGroups();
  28714. }
  28715. }
  28716. }
  28717. };
  28718. /** @hidden */
  28719. Scene.prototype._isInIntermediateRendering = function () {
  28720. return this._intermediateRendering;
  28721. };
  28722. /**
  28723. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  28724. * @returns the current scene
  28725. */
  28726. Scene.prototype.freezeActiveMeshes = function () {
  28727. if (!this.activeCamera) {
  28728. return this;
  28729. }
  28730. if (!this._frustumPlanes) {
  28731. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  28732. }
  28733. this._evaluateActiveMeshes();
  28734. this._activeMeshesFrozen = true;
  28735. return this;
  28736. };
  28737. /**
  28738. * Use this function to restart evaluating active meshes on every frame
  28739. * @returns the current scene
  28740. */
  28741. Scene.prototype.unfreezeActiveMeshes = function () {
  28742. this._activeMeshesFrozen = false;
  28743. return this;
  28744. };
  28745. Scene.prototype._evaluateActiveMeshes = function () {
  28746. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  28747. return;
  28748. }
  28749. if (!this.activeCamera) {
  28750. return;
  28751. }
  28752. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  28753. this.activeCamera._activeMeshes.reset();
  28754. this._activeMeshes.reset();
  28755. this._renderingManager.reset();
  28756. this._processedMaterials.reset();
  28757. this._activeParticleSystems.reset();
  28758. this._activeSkeletons.reset();
  28759. this._softwareSkinnedMeshes.reset();
  28760. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  28761. var step = _a[_i];
  28762. step.action();
  28763. }
  28764. // Determine mesh candidates
  28765. var meshes = this.getActiveMeshCandidates();
  28766. // Check each mesh
  28767. var len = meshes.length;
  28768. for (var i = 0; i < len; i++) {
  28769. var mesh = meshes.data[i];
  28770. if (mesh.isBlocked) {
  28771. continue;
  28772. }
  28773. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  28774. if (!mesh.isReady() || !mesh.isEnabled()) {
  28775. continue;
  28776. }
  28777. mesh.computeWorldMatrix();
  28778. // Intersections
  28779. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  28780. this._meshesForIntersections.pushNoDuplicate(mesh);
  28781. }
  28782. // Switch to current LOD
  28783. var meshLOD = mesh.getLOD(this.activeCamera);
  28784. if (meshLOD === undefined || meshLOD === null) {
  28785. continue;
  28786. }
  28787. mesh._preActivate();
  28788. if (mesh.isVisible && mesh.visibility > 0 && (mesh.alwaysSelectAsActiveMesh || ((mesh.layerMask & this.activeCamera.layerMask) !== 0 && mesh.isInFrustum(this._frustumPlanes)))) {
  28789. this._activeMeshes.push(mesh);
  28790. this.activeCamera._activeMeshes.push(mesh);
  28791. mesh._activate(this._renderId);
  28792. if (meshLOD !== mesh) {
  28793. meshLOD._activate(this._renderId);
  28794. }
  28795. this._activeMesh(mesh, meshLOD);
  28796. }
  28797. }
  28798. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  28799. // Particle systems
  28800. if (this.particlesEnabled) {
  28801. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  28802. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  28803. var particleSystem = this.particleSystems[particleIndex];
  28804. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  28805. continue;
  28806. }
  28807. var emitter = particleSystem.emitter;
  28808. if (!emitter.position || emitter.isEnabled()) {
  28809. this._activeParticleSystems.push(particleSystem);
  28810. particleSystem.animate();
  28811. this._renderingManager.dispatchParticles(particleSystem);
  28812. }
  28813. }
  28814. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  28815. }
  28816. };
  28817. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  28818. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  28819. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  28820. mesh.skeleton.prepare();
  28821. }
  28822. if (!mesh.computeBonesUsingShaders) {
  28823. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  28824. }
  28825. }
  28826. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  28827. var step = _a[_i];
  28828. step.action(sourceMesh, mesh);
  28829. }
  28830. if (mesh !== undefined && mesh !== null
  28831. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  28832. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  28833. var len = subMeshes.length;
  28834. for (var i = 0; i < len; i++) {
  28835. var subMesh = subMeshes.data[i];
  28836. this._evaluateSubMesh(subMesh, mesh);
  28837. }
  28838. }
  28839. };
  28840. /**
  28841. * Update the transform matrix to update from the current active camera
  28842. * @param force defines a boolean used to force the update even if cache is up to date
  28843. */
  28844. Scene.prototype.updateTransformMatrix = function (force) {
  28845. if (!this.activeCamera) {
  28846. return;
  28847. }
  28848. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  28849. };
  28850. /**
  28851. * 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)
  28852. * @param alternateCamera defines the camera to use
  28853. */
  28854. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  28855. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  28856. };
  28857. Scene.prototype._renderForCamera = function (camera, rigParent) {
  28858. if (camera && camera._skipRendering) {
  28859. return;
  28860. }
  28861. var engine = this._engine;
  28862. this.activeCamera = camera;
  28863. if (!this.activeCamera) {
  28864. throw new Error("Active camera not set");
  28865. }
  28866. // Viewport
  28867. engine.setViewport(this.activeCamera.viewport);
  28868. // Camera
  28869. this.resetCachedMaterial();
  28870. this._renderId++;
  28871. this.updateTransformMatrix();
  28872. if (camera._alternateCamera) {
  28873. this.updateAlternateTransformMatrix(camera._alternateCamera);
  28874. this._alternateRendering = true;
  28875. }
  28876. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  28877. // Meshes
  28878. this._evaluateActiveMeshes();
  28879. // Software skinning
  28880. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  28881. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  28882. mesh.applySkeleton(mesh.skeleton);
  28883. }
  28884. // Render targets
  28885. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  28886. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  28887. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  28888. }
  28889. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  28890. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  28891. }
  28892. // Collects render targets from external components.
  28893. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  28894. var step = _a[_i];
  28895. step.action(this._renderTargets);
  28896. }
  28897. if (this.renderTargetsEnabled) {
  28898. this._intermediateRendering = true;
  28899. if (this._renderTargets.length > 0) {
  28900. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  28901. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  28902. var renderTarget = this._renderTargets.data[renderIndex];
  28903. if (renderTarget._shouldRender()) {
  28904. this._renderId++;
  28905. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  28906. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  28907. }
  28908. }
  28909. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  28910. this._renderId++;
  28911. }
  28912. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  28913. var step = _c[_b];
  28914. step.action(this.activeCamera);
  28915. }
  28916. this._intermediateRendering = false;
  28917. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  28918. }
  28919. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  28920. // Prepare Frame
  28921. if (this.postProcessManager) {
  28922. this.postProcessManager._prepareFrame();
  28923. }
  28924. // Before Camera Draw
  28925. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  28926. var step = _e[_d];
  28927. step.action(this.activeCamera);
  28928. }
  28929. // Render
  28930. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  28931. this._renderingManager.render(null, null, true, true);
  28932. this.onAfterDrawPhaseObservable.notifyObservers(this);
  28933. // After Camera Draw
  28934. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  28935. var step = _g[_f];
  28936. step.action(this.activeCamera);
  28937. }
  28938. // Finalize frame
  28939. if (this.postProcessManager) {
  28940. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  28941. }
  28942. // Reset some special arrays
  28943. this._renderTargets.reset();
  28944. this._alternateRendering = false;
  28945. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  28946. };
  28947. Scene.prototype._processSubCameras = function (camera) {
  28948. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  28949. this._renderForCamera(camera);
  28950. return;
  28951. }
  28952. // rig cameras
  28953. for (var index = 0; index < camera._rigCameras.length; index++) {
  28954. this._renderForCamera(camera._rigCameras[index], camera);
  28955. }
  28956. this.activeCamera = camera;
  28957. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  28958. };
  28959. Scene.prototype._checkIntersections = function () {
  28960. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  28961. var sourceMesh = this._meshesForIntersections.data[index];
  28962. if (!sourceMesh.actionManager) {
  28963. continue;
  28964. }
  28965. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  28966. var action = sourceMesh.actionManager.actions[actionIndex];
  28967. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  28968. var parameters = action.getTriggerParameter();
  28969. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  28970. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  28971. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  28972. if (areIntersecting && currentIntersectionInProgress === -1) {
  28973. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  28974. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  28975. sourceMesh._intersectionsInProgress.push(otherMesh);
  28976. }
  28977. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  28978. sourceMesh._intersectionsInProgress.push(otherMesh);
  28979. }
  28980. }
  28981. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  28982. //They intersected, and now they don't.
  28983. //is this trigger an exit trigger? execute an event.
  28984. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  28985. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  28986. }
  28987. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  28988. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  28989. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  28990. return otherMesh === parameterMesh;
  28991. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  28992. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  28993. }
  28994. }
  28995. }
  28996. }
  28997. }
  28998. };
  28999. /** @hidden */
  29000. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29001. // Do nothing. Code will be replaced if physics engine component is referenced
  29002. };
  29003. /**
  29004. * Render the scene
  29005. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29006. */
  29007. Scene.prototype.render = function (updateCameras) {
  29008. if (updateCameras === void 0) { updateCameras = true; }
  29009. if (this.isDisposed) {
  29010. return;
  29011. }
  29012. this._frameId++;
  29013. // Register components that have been associated lately to the scene.
  29014. this._registerTransientComponents();
  29015. this._activeParticles.fetchNewFrame();
  29016. this._totalVertices.fetchNewFrame();
  29017. this._activeIndices.fetchNewFrame();
  29018. this._activeBones.fetchNewFrame();
  29019. this._meshesForIntersections.reset();
  29020. this.resetCachedMaterial();
  29021. this.onBeforeAnimationsObservable.notifyObservers(this);
  29022. // Actions
  29023. if (this.actionManager) {
  29024. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29025. }
  29026. if (this._engine.isDeterministicLockStep()) {
  29027. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29028. var defaultFPS = (60.0 / 1000.0);
  29029. var defaultFrameTime = this.getDeterministicFrameTime();
  29030. var stepsTaken = 0;
  29031. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29032. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29033. internalSteps = Math.min(internalSteps, maxSubSteps);
  29034. do {
  29035. this.onBeforeStepObservable.notifyObservers(this);
  29036. // Animations
  29037. this._animationRatio = defaultFrameTime * defaultFPS;
  29038. this._animate();
  29039. this.onAfterAnimationsObservable.notifyObservers(this);
  29040. // Physics
  29041. this._advancePhysicsEngineStep(defaultFrameTime);
  29042. this.onAfterStepObservable.notifyObservers(this);
  29043. this._currentStepId++;
  29044. stepsTaken++;
  29045. deltaTime -= defaultFrameTime;
  29046. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29047. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29048. }
  29049. else {
  29050. // Animations
  29051. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29052. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29053. this._animate();
  29054. this.onAfterAnimationsObservable.notifyObservers(this);
  29055. // Physics
  29056. this._advancePhysicsEngineStep(deltaTime);
  29057. }
  29058. // Before camera update steps
  29059. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29060. var step = _a[_i];
  29061. step.action();
  29062. }
  29063. // Update Cameras
  29064. if (updateCameras) {
  29065. if (this.activeCameras.length > 0) {
  29066. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29067. var camera = this.activeCameras[cameraIndex];
  29068. camera.update();
  29069. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29070. // rig cameras
  29071. for (var index = 0; index < camera._rigCameras.length; index++) {
  29072. camera._rigCameras[index].update();
  29073. }
  29074. }
  29075. }
  29076. }
  29077. else if (this.activeCamera) {
  29078. this.activeCamera.update();
  29079. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29080. // rig cameras
  29081. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29082. this.activeCamera._rigCameras[index].update();
  29083. }
  29084. }
  29085. }
  29086. }
  29087. // Before render
  29088. this.onBeforeRenderObservable.notifyObservers(this);
  29089. // Customs render targets
  29090. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29091. var engine = this.getEngine();
  29092. var currentActiveCamera = this.activeCamera;
  29093. if (this.renderTargetsEnabled) {
  29094. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29095. this._intermediateRendering = true;
  29096. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29097. var renderTarget = this.customRenderTargets[customIndex];
  29098. if (renderTarget._shouldRender()) {
  29099. this._renderId++;
  29100. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29101. if (!this.activeCamera) {
  29102. throw new Error("Active camera not set");
  29103. }
  29104. // Viewport
  29105. engine.setViewport(this.activeCamera.viewport);
  29106. // Camera
  29107. this.updateTransformMatrix();
  29108. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29109. }
  29110. }
  29111. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29112. this._intermediateRendering = false;
  29113. this._renderId++;
  29114. }
  29115. // Restore back buffer
  29116. if (this.customRenderTargets.length > 0) {
  29117. engine.restoreDefaultFramebuffer();
  29118. }
  29119. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29120. this.activeCamera = currentActiveCamera;
  29121. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29122. var step = _c[_b];
  29123. step.action();
  29124. }
  29125. // Clear
  29126. if (this.autoClearDepthAndStencil || this.autoClear) {
  29127. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29128. }
  29129. // Collects render targets from external components.
  29130. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29131. var step = _e[_d];
  29132. step.action(this._renderTargets);
  29133. }
  29134. // Multi-cameras?
  29135. if (this.activeCameras.length > 0) {
  29136. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29137. if (cameraIndex > 0) {
  29138. this._engine.clear(null, false, true, true);
  29139. }
  29140. this._processSubCameras(this.activeCameras[cameraIndex]);
  29141. }
  29142. }
  29143. else {
  29144. if (!this.activeCamera) {
  29145. throw new Error("No camera defined");
  29146. }
  29147. this._processSubCameras(this.activeCamera);
  29148. }
  29149. // Intersection checks
  29150. this._checkIntersections();
  29151. // Executes the after render stage actions.
  29152. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29153. var step = _g[_f];
  29154. step.action();
  29155. }
  29156. // After render
  29157. if (this.afterRender) {
  29158. this.afterRender();
  29159. }
  29160. this.onAfterRenderObservable.notifyObservers(this);
  29161. // Cleaning
  29162. if (this._toBeDisposed.length) {
  29163. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29164. var data = this._toBeDisposed[index];
  29165. if (data) {
  29166. data.dispose();
  29167. }
  29168. }
  29169. this._toBeDisposed = [];
  29170. }
  29171. if (this.dumpNextRenderTargets) {
  29172. this.dumpNextRenderTargets = false;
  29173. }
  29174. this._activeBones.addCount(0, true);
  29175. this._activeIndices.addCount(0, true);
  29176. this._activeParticles.addCount(0, true);
  29177. };
  29178. /**
  29179. * Freeze all materials
  29180. * A frozen material will not be updatable but should be faster to render
  29181. */
  29182. Scene.prototype.freezeMaterials = function () {
  29183. for (var i = 0; i < this.materials.length; i++) {
  29184. this.materials[i].freeze();
  29185. }
  29186. };
  29187. /**
  29188. * Unfreeze all materials
  29189. * A frozen material will not be updatable but should be faster to render
  29190. */
  29191. Scene.prototype.unfreezeMaterials = function () {
  29192. for (var i = 0; i < this.materials.length; i++) {
  29193. this.materials[i].unfreeze();
  29194. }
  29195. };
  29196. /**
  29197. * Releases all held ressources
  29198. */
  29199. Scene.prototype.dispose = function () {
  29200. this.beforeRender = null;
  29201. this.afterRender = null;
  29202. this.skeletons = [];
  29203. this.morphTargetManagers = [];
  29204. this._transientComponents = [];
  29205. this._isReadyForMeshStage.clear();
  29206. this._beforeEvaluateActiveMeshStage.clear();
  29207. this._evaluateSubMeshStage.clear();
  29208. this._activeMeshStage.clear();
  29209. this._cameraDrawRenderTargetStage.clear();
  29210. this._beforeCameraDrawStage.clear();
  29211. this._beforeRenderingGroupDrawStage.clear();
  29212. this._beforeRenderingMeshStage.clear();
  29213. this._afterRenderingMeshStage.clear();
  29214. this._afterRenderingGroupDrawStage.clear();
  29215. this._afterCameraDrawStage.clear();
  29216. this._afterRenderStage.clear();
  29217. this._beforeCameraUpdateStage.clear();
  29218. this._beforeClearStage.clear();
  29219. this._gatherRenderTargetsStage.clear();
  29220. this._gatherActiveCameraRenderTargetsStage.clear();
  29221. this._pointerMoveStage.clear();
  29222. this._pointerDownStage.clear();
  29223. this._pointerUpStage.clear();
  29224. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29225. var component = _a[_i];
  29226. component.dispose();
  29227. }
  29228. this.importedMeshesFiles = new Array();
  29229. this.stopAllAnimations();
  29230. this.resetCachedMaterial();
  29231. // Smart arrays
  29232. if (this.activeCamera) {
  29233. this.activeCamera._activeMeshes.dispose();
  29234. this.activeCamera = null;
  29235. }
  29236. this._activeMeshes.dispose();
  29237. this._renderingManager.dispose();
  29238. this._processedMaterials.dispose();
  29239. this._activeParticleSystems.dispose();
  29240. this._activeSkeletons.dispose();
  29241. this._softwareSkinnedMeshes.dispose();
  29242. this._renderTargets.dispose();
  29243. this._registeredForLateAnimationBindings.dispose();
  29244. this._meshesForIntersections.dispose();
  29245. this._toBeDisposed = [];
  29246. // Abort active requests
  29247. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29248. var request = _c[_b];
  29249. request.abort();
  29250. }
  29251. // Events
  29252. this.onDisposeObservable.notifyObservers(this);
  29253. this.onDisposeObservable.clear();
  29254. this.onBeforeRenderObservable.clear();
  29255. this.onAfterRenderObservable.clear();
  29256. this.onBeforeRenderTargetsRenderObservable.clear();
  29257. this.onAfterRenderTargetsRenderObservable.clear();
  29258. this.onAfterStepObservable.clear();
  29259. this.onBeforeStepObservable.clear();
  29260. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29261. this.onAfterActiveMeshesEvaluationObservable.clear();
  29262. this.onBeforeParticlesRenderingObservable.clear();
  29263. this.onAfterParticlesRenderingObservable.clear();
  29264. this.onBeforeDrawPhaseObservable.clear();
  29265. this.onAfterDrawPhaseObservable.clear();
  29266. this.onBeforeAnimationsObservable.clear();
  29267. this.onAfterAnimationsObservable.clear();
  29268. this.onDataLoadedObservable.clear();
  29269. this.onBeforeRenderingGroupObservable.clear();
  29270. this.onAfterRenderingGroupObservable.clear();
  29271. this.onMeshImportedObservable.clear();
  29272. this.onBeforeCameraRenderObservable.clear();
  29273. this.onAfterCameraRenderObservable.clear();
  29274. this.onReadyObservable.clear();
  29275. this.onNewCameraAddedObservable.clear();
  29276. this.onCameraRemovedObservable.clear();
  29277. this.onNewLightAddedObservable.clear();
  29278. this.onLightRemovedObservable.clear();
  29279. this.onNewGeometryAddedObservable.clear();
  29280. this.onGeometryRemovedObservable.clear();
  29281. this.onNewTransformNodeAddedObservable.clear();
  29282. this.onTransformNodeRemovedObservable.clear();
  29283. this.onNewMeshAddedObservable.clear();
  29284. this.onMeshRemovedObservable.clear();
  29285. this.onNewMaterialAddedObservable.clear();
  29286. this.onMaterialRemovedObservable.clear();
  29287. this.onNewTextureAddedObservable.clear();
  29288. this.onTextureRemovedObservable.clear();
  29289. this.onPrePointerObservable.clear();
  29290. this.onPointerObservable.clear();
  29291. this.onPreKeyboardObservable.clear();
  29292. this.onKeyboardObservable.clear();
  29293. this.detachControl();
  29294. // Detach cameras
  29295. var canvas = this._engine.getRenderingCanvas();
  29296. if (canvas) {
  29297. var index;
  29298. for (index = 0; index < this.cameras.length; index++) {
  29299. this.cameras[index].detachControl(canvas);
  29300. }
  29301. }
  29302. // Release animation groups
  29303. while (this.animationGroups.length) {
  29304. this.animationGroups[0].dispose();
  29305. }
  29306. // Release lights
  29307. while (this.lights.length) {
  29308. this.lights[0].dispose();
  29309. }
  29310. // Release meshes
  29311. while (this.meshes.length) {
  29312. this.meshes[0].dispose(true);
  29313. }
  29314. while (this.transformNodes.length) {
  29315. this.removeTransformNode(this.transformNodes[0]);
  29316. }
  29317. // Release cameras
  29318. while (this.cameras.length) {
  29319. this.cameras[0].dispose();
  29320. }
  29321. // Release materials
  29322. if (this.defaultMaterial) {
  29323. this.defaultMaterial.dispose();
  29324. }
  29325. while (this.multiMaterials.length) {
  29326. this.multiMaterials[0].dispose();
  29327. }
  29328. while (this.materials.length) {
  29329. this.materials[0].dispose();
  29330. }
  29331. // Release particles
  29332. while (this.particleSystems.length) {
  29333. this.particleSystems[0].dispose();
  29334. }
  29335. // Release postProcesses
  29336. while (this.postProcesses.length) {
  29337. this.postProcesses[0].dispose();
  29338. }
  29339. // Release textures
  29340. while (this.textures.length) {
  29341. this.textures[0].dispose();
  29342. }
  29343. // Release UBO
  29344. this._sceneUbo.dispose();
  29345. if (this._alternateSceneUbo) {
  29346. this._alternateSceneUbo.dispose();
  29347. }
  29348. // Post-processes
  29349. this.postProcessManager.dispose();
  29350. // Remove from engine
  29351. index = this._engine.scenes.indexOf(this);
  29352. if (index > -1) {
  29353. this._engine.scenes.splice(index, 1);
  29354. }
  29355. this._engine.wipeCaches(true);
  29356. this._isDisposed = true;
  29357. };
  29358. Object.defineProperty(Scene.prototype, "isDisposed", {
  29359. /**
  29360. * Gets if the scene is already disposed
  29361. */
  29362. get: function () {
  29363. return this._isDisposed;
  29364. },
  29365. enumerable: true,
  29366. configurable: true
  29367. });
  29368. /**
  29369. * Call this function to reduce memory footprint of the scene.
  29370. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29371. */
  29372. Scene.prototype.clearCachedVertexData = function () {
  29373. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29374. var mesh = this.meshes[meshIndex];
  29375. var geometry = mesh.geometry;
  29376. if (geometry) {
  29377. geometry._indices = [];
  29378. for (var vbName in geometry._vertexBuffers) {
  29379. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29380. continue;
  29381. }
  29382. geometry._vertexBuffers[vbName]._buffer._data = null;
  29383. }
  29384. }
  29385. }
  29386. };
  29387. /**
  29388. * This function will remove the local cached buffer data from texture.
  29389. * It will save memory but will prevent the texture from being rebuilt
  29390. */
  29391. Scene.prototype.cleanCachedTextureBuffer = function () {
  29392. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29393. var baseTexture = _a[_i];
  29394. var buffer = baseTexture._buffer;
  29395. if (buffer) {
  29396. baseTexture._buffer = null;
  29397. }
  29398. }
  29399. };
  29400. /**
  29401. * Get the world extend vectors with an optional filter
  29402. *
  29403. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29404. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29405. */
  29406. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29407. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29408. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29409. filterPredicate = filterPredicate || (function () { return true; });
  29410. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29411. mesh.computeWorldMatrix(true);
  29412. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29413. return;
  29414. }
  29415. var boundingInfo = mesh.getBoundingInfo();
  29416. var minBox = boundingInfo.boundingBox.minimumWorld;
  29417. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29418. BABYLON.Tools.CheckExtends(minBox, min, max);
  29419. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29420. });
  29421. return {
  29422. min: min,
  29423. max: max
  29424. };
  29425. };
  29426. // Picking
  29427. /**
  29428. * Creates a ray that can be used to pick in the scene
  29429. * @param x defines the x coordinate of the origin (on-screen)
  29430. * @param y defines the y coordinate of the origin (on-screen)
  29431. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29432. * @param camera defines the camera to use for the picking
  29433. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29434. * @returns a Ray
  29435. */
  29436. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29437. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29438. var result = BABYLON.Ray.Zero();
  29439. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29440. return result;
  29441. };
  29442. /**
  29443. * Creates a ray that can be used to pick in the scene
  29444. * @param x defines the x coordinate of the origin (on-screen)
  29445. * @param y defines the y coordinate of the origin (on-screen)
  29446. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29447. * @param result defines the ray where to store the picking ray
  29448. * @param camera defines the camera to use for the picking
  29449. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29450. * @returns the current scene
  29451. */
  29452. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29453. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29454. var engine = this._engine;
  29455. if (!camera) {
  29456. if (!this.activeCamera) {
  29457. throw new Error("Active camera not set");
  29458. }
  29459. camera = this.activeCamera;
  29460. }
  29461. var cameraViewport = camera.viewport;
  29462. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29463. // Moving coordinates to local viewport world
  29464. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29465. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29466. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), cameraViewSpace ? BABYLON.Matrix.Identity() : camera.getViewMatrix(), camera.getProjectionMatrix());
  29467. return this;
  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 camera defines the camera to use for the picking
  29474. * @returns a Ray
  29475. */
  29476. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29477. var result = BABYLON.Ray.Zero();
  29478. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29479. return result;
  29480. };
  29481. /**
  29482. * Creates a ray that can be used to pick in the scene
  29483. * @param x defines the x coordinate of the origin (on-screen)
  29484. * @param y defines the y coordinate of the origin (on-screen)
  29485. * @param result defines the ray where to store the picking ray
  29486. * @param camera defines the camera to use for the picking
  29487. * @returns the current scene
  29488. */
  29489. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  29490. if (!BABYLON.PickingInfo) {
  29491. return this;
  29492. }
  29493. var engine = this._engine;
  29494. if (!camera) {
  29495. if (!this.activeCamera) {
  29496. throw new Error("Active camera not set");
  29497. }
  29498. camera = this.activeCamera;
  29499. }
  29500. var cameraViewport = camera.viewport;
  29501. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29502. var identity = BABYLON.Matrix.Identity();
  29503. // Moving coordinates to local viewport world
  29504. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29505. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29506. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  29507. return this;
  29508. };
  29509. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  29510. if (!BABYLON.PickingInfo) {
  29511. return null;
  29512. }
  29513. var pickingInfo = null;
  29514. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29515. var mesh = this.meshes[meshIndex];
  29516. if (predicate) {
  29517. if (!predicate(mesh)) {
  29518. continue;
  29519. }
  29520. }
  29521. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29522. continue;
  29523. }
  29524. var world = mesh.getWorldMatrix();
  29525. var ray = rayFunction(world);
  29526. var result = mesh.intersects(ray, fastCheck);
  29527. if (!result || !result.hit) {
  29528. continue;
  29529. }
  29530. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  29531. continue;
  29532. }
  29533. pickingInfo = result;
  29534. if (fastCheck) {
  29535. break;
  29536. }
  29537. }
  29538. return pickingInfo || new BABYLON.PickingInfo();
  29539. };
  29540. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  29541. if (!BABYLON.PickingInfo) {
  29542. return null;
  29543. }
  29544. var pickingInfos = new Array();
  29545. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29546. var mesh = this.meshes[meshIndex];
  29547. if (predicate) {
  29548. if (!predicate(mesh)) {
  29549. continue;
  29550. }
  29551. }
  29552. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29553. continue;
  29554. }
  29555. var world = mesh.getWorldMatrix();
  29556. var ray = rayFunction(world);
  29557. var result = mesh.intersects(ray, false);
  29558. if (!result || !result.hit) {
  29559. continue;
  29560. }
  29561. pickingInfos.push(result);
  29562. }
  29563. return pickingInfos;
  29564. };
  29565. /** Launch a ray to try to pick a mesh in the scene
  29566. * @param x position on screen
  29567. * @param y position on screen
  29568. * @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
  29569. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  29570. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29571. * @returns a PickingInfo
  29572. */
  29573. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  29574. var _this = this;
  29575. if (!BABYLON.PickingInfo) {
  29576. return null;
  29577. }
  29578. var result = this._internalPick(function (world) {
  29579. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  29580. return _this._tempPickingRay;
  29581. }, predicate, fastCheck);
  29582. if (result) {
  29583. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  29584. }
  29585. return result;
  29586. };
  29587. /** Use the given ray to pick a mesh in the scene
  29588. * @param ray The ray to use to pick meshes
  29589. * @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
  29590. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  29591. * @returns a PickingInfo
  29592. */
  29593. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  29594. var _this = this;
  29595. var result = this._internalPick(function (world) {
  29596. if (!_this._pickWithRayInverseMatrix) {
  29597. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29598. }
  29599. world.invertToRef(_this._pickWithRayInverseMatrix);
  29600. if (!_this._cachedRayForTransform) {
  29601. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29602. }
  29603. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29604. return _this._cachedRayForTransform;
  29605. }, predicate, fastCheck);
  29606. if (result) {
  29607. result.ray = ray;
  29608. }
  29609. return result;
  29610. };
  29611. /**
  29612. * Launch a ray to try to pick a mesh in the scene
  29613. * @param x X position on screen
  29614. * @param y Y position on screen
  29615. * @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
  29616. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29617. * @returns an array of PickingInfo
  29618. */
  29619. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  29620. var _this = this;
  29621. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  29622. };
  29623. /**
  29624. * Launch a ray to try to pick a mesh in the scene
  29625. * @param ray Ray to use
  29626. * @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
  29627. * @returns an array of PickingInfo
  29628. */
  29629. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  29630. var _this = this;
  29631. return this._internalMultiPick(function (world) {
  29632. if (!_this._pickWithRayInverseMatrix) {
  29633. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29634. }
  29635. world.invertToRef(_this._pickWithRayInverseMatrix);
  29636. if (!_this._cachedRayForTransform) {
  29637. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29638. }
  29639. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29640. return _this._cachedRayForTransform;
  29641. }, predicate);
  29642. };
  29643. /**
  29644. * Force the value of meshUnderPointer
  29645. * @param mesh defines the mesh to use
  29646. */
  29647. Scene.prototype.setPointerOverMesh = function (mesh) {
  29648. if (this._pointerOverMesh === mesh) {
  29649. return;
  29650. }
  29651. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29652. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29653. }
  29654. this._pointerOverMesh = mesh;
  29655. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29656. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29657. }
  29658. };
  29659. /**
  29660. * Gets the mesh under the pointer
  29661. * @returns a Mesh or null if no mesh is under the pointer
  29662. */
  29663. Scene.prototype.getPointerOverMesh = function () {
  29664. return this._pointerOverMesh;
  29665. };
  29666. // Misc.
  29667. /** @hidden */
  29668. Scene.prototype._rebuildGeometries = function () {
  29669. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  29670. var geometry = _a[_i];
  29671. geometry._rebuild();
  29672. }
  29673. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  29674. var mesh = _c[_b];
  29675. mesh._rebuild();
  29676. }
  29677. if (this.postProcessManager) {
  29678. this.postProcessManager._rebuild();
  29679. }
  29680. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  29681. var component = _e[_d];
  29682. component.rebuild();
  29683. }
  29684. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  29685. var system = _g[_f];
  29686. system.rebuild();
  29687. }
  29688. };
  29689. /** @hidden */
  29690. Scene.prototype._rebuildTextures = function () {
  29691. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29692. var texture = _a[_i];
  29693. texture._rebuild();
  29694. }
  29695. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  29696. };
  29697. // Tags
  29698. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  29699. if (tagsQuery === undefined) {
  29700. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  29701. return list;
  29702. }
  29703. var listByTags = [];
  29704. forEach = forEach || (function (item) { return; });
  29705. for (var i in list) {
  29706. var item = list[i];
  29707. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  29708. listByTags.push(item);
  29709. forEach(item);
  29710. }
  29711. }
  29712. return listByTags;
  29713. };
  29714. /**
  29715. * Get a list of meshes by tags
  29716. * @param tagsQuery defines the tags query to use
  29717. * @param forEach defines a predicate used to filter results
  29718. * @returns an array of Mesh
  29719. */
  29720. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  29721. return this._getByTags(this.meshes, tagsQuery, forEach);
  29722. };
  29723. /**
  29724. * Get a list of cameras by tags
  29725. * @param tagsQuery defines the tags query to use
  29726. * @param forEach defines a predicate used to filter results
  29727. * @returns an array of Camera
  29728. */
  29729. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  29730. return this._getByTags(this.cameras, tagsQuery, forEach);
  29731. };
  29732. /**
  29733. * Get a list of lights by tags
  29734. * @param tagsQuery defines the tags query to use
  29735. * @param forEach defines a predicate used to filter results
  29736. * @returns an array of Light
  29737. */
  29738. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  29739. return this._getByTags(this.lights, tagsQuery, forEach);
  29740. };
  29741. /**
  29742. * Get a list of materials 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 Material
  29746. */
  29747. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  29748. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  29749. };
  29750. /**
  29751. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  29752. * This allowed control for front to back rendering or reversly depending of the special needs.
  29753. *
  29754. * @param renderingGroupId The rendering group id corresponding to its index
  29755. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  29756. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  29757. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  29758. */
  29759. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  29760. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  29761. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  29762. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  29763. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  29764. };
  29765. /**
  29766. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  29767. *
  29768. * @param renderingGroupId The rendering group id corresponding to its index
  29769. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  29770. * @param depth Automatically clears depth between groups if true and autoClear is true.
  29771. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  29772. */
  29773. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  29774. if (depth === void 0) { depth = true; }
  29775. if (stencil === void 0) { stencil = true; }
  29776. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  29777. };
  29778. /**
  29779. * Gets the current auto clear configuration for one rendering group of the rendering
  29780. * manager.
  29781. * @param index the rendering group index to get the information for
  29782. * @returns The auto clear setup for the requested rendering group
  29783. */
  29784. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  29785. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  29786. };
  29787. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  29788. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  29789. get: function () {
  29790. return this._blockMaterialDirtyMechanism;
  29791. },
  29792. set: function (value) {
  29793. if (this._blockMaterialDirtyMechanism === value) {
  29794. return;
  29795. }
  29796. this._blockMaterialDirtyMechanism = value;
  29797. if (!value) { // Do a complete update
  29798. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  29799. }
  29800. },
  29801. enumerable: true,
  29802. configurable: true
  29803. });
  29804. /**
  29805. * Will flag all materials as dirty to trigger new shader compilation
  29806. * @param flag defines the flag used to specify which material part must be marked as dirty
  29807. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  29808. */
  29809. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  29810. if (this._blockMaterialDirtyMechanism) {
  29811. return;
  29812. }
  29813. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  29814. var material = _a[_i];
  29815. if (predicate && !predicate(material)) {
  29816. continue;
  29817. }
  29818. material.markAsDirty(flag);
  29819. }
  29820. };
  29821. /** @hidden */
  29822. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  29823. var _this = this;
  29824. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  29825. this._activeRequests.push(request);
  29826. request.onCompleteObservable.add(function (request) {
  29827. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  29828. });
  29829. return request;
  29830. };
  29831. /** @hidden */
  29832. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  29833. var _this = this;
  29834. return new Promise(function (resolve, reject) {
  29835. _this._loadFile(url, function (data) {
  29836. resolve(data);
  29837. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  29838. reject(exception);
  29839. });
  29840. });
  29841. };
  29842. // Statics
  29843. Scene._uniqueIdCounter = 0;
  29844. /** The fog is deactivated */
  29845. Scene.FOGMODE_NONE = 0;
  29846. /** The fog density is following an exponential function */
  29847. Scene.FOGMODE_EXP = 1;
  29848. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  29849. Scene.FOGMODE_EXP2 = 2;
  29850. /** The fog density is following a linear function. */
  29851. Scene.FOGMODE_LINEAR = 3;
  29852. /**
  29853. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  29854. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29855. */
  29856. Scene.MinDeltaTime = 1.0;
  29857. /**
  29858. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  29859. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29860. */
  29861. Scene.MaxDeltaTime = 1000.0;
  29862. /** The distance in pixel that you have to move to prevent some events */
  29863. Scene.DragMovementThreshold = 10; // in pixels
  29864. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  29865. Scene.LongPressDelay = 500; // in milliseconds
  29866. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  29867. Scene.DoubleClickDelay = 300; // in milliseconds
  29868. /** If you need to check double click without raising a single click at first click, enable this flag */
  29869. Scene.ExclusiveDoubleClickMode = false;
  29870. return Scene;
  29871. }(BABYLON.AbstractScene));
  29872. BABYLON.Scene = Scene;
  29873. })(BABYLON || (BABYLON = {}));
  29874. //# sourceMappingURL=babylon.scene.js.map
  29875. var BABYLON;
  29876. (function (BABYLON) {
  29877. /**
  29878. * Set of assets to keep when moving a scene into an asset container.
  29879. */
  29880. var KeepAssets = /** @class */ (function (_super) {
  29881. __extends(KeepAssets, _super);
  29882. function KeepAssets() {
  29883. return _super !== null && _super.apply(this, arguments) || this;
  29884. }
  29885. return KeepAssets;
  29886. }(BABYLON.AbstractScene));
  29887. BABYLON.KeepAssets = KeepAssets;
  29888. /**
  29889. * Container with a set of assets that can be added or removed from a scene.
  29890. */
  29891. var AssetContainer = /** @class */ (function (_super) {
  29892. __extends(AssetContainer, _super);
  29893. /**
  29894. * Instantiates an AssetContainer.
  29895. * @param scene The scene the AssetContainer belongs to.
  29896. */
  29897. function AssetContainer(scene) {
  29898. var _this = _super.call(this) || this;
  29899. _this.scene = scene;
  29900. return _this;
  29901. }
  29902. /**
  29903. * Adds all the assets from the container to the scene.
  29904. */
  29905. AssetContainer.prototype.addAllToScene = function () {
  29906. var _this = this;
  29907. this.cameras.forEach(function (o) {
  29908. _this.scene.addCamera(o);
  29909. });
  29910. this.lights.forEach(function (o) {
  29911. _this.scene.addLight(o);
  29912. });
  29913. this.meshes.forEach(function (o) {
  29914. _this.scene.addMesh(o);
  29915. });
  29916. this.skeletons.forEach(function (o) {
  29917. _this.scene.addSkeleton(o);
  29918. });
  29919. this.animations.forEach(function (o) {
  29920. _this.scene.addAnimation(o);
  29921. });
  29922. this.animationGroups.forEach(function (o) {
  29923. _this.scene.addAnimationGroup(o);
  29924. });
  29925. this.multiMaterials.forEach(function (o) {
  29926. _this.scene.addMultiMaterial(o);
  29927. });
  29928. this.materials.forEach(function (o) {
  29929. _this.scene.addMaterial(o);
  29930. });
  29931. this.morphTargetManagers.forEach(function (o) {
  29932. _this.scene.addMorphTargetManager(o);
  29933. });
  29934. this.geometries.forEach(function (o) {
  29935. _this.scene.addGeometry(o);
  29936. });
  29937. this.transformNodes.forEach(function (o) {
  29938. _this.scene.addTransformNode(o);
  29939. });
  29940. this.actionManagers.forEach(function (o) {
  29941. _this.scene.addActionManager(o);
  29942. });
  29943. this.textures.forEach(function (o) {
  29944. _this.scene.addTexture(o);
  29945. });
  29946. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  29947. var component = _a[_i];
  29948. component.addFromContainer(this.scene);
  29949. }
  29950. };
  29951. /**
  29952. * Removes all the assets in the container from the scene
  29953. */
  29954. AssetContainer.prototype.removeAllFromScene = function () {
  29955. var _this = this;
  29956. this.cameras.forEach(function (o) {
  29957. _this.scene.removeCamera(o);
  29958. });
  29959. this.lights.forEach(function (o) {
  29960. _this.scene.removeLight(o);
  29961. });
  29962. this.meshes.forEach(function (o) {
  29963. _this.scene.removeMesh(o);
  29964. });
  29965. this.skeletons.forEach(function (o) {
  29966. _this.scene.removeSkeleton(o);
  29967. });
  29968. this.animations.forEach(function (o) {
  29969. _this.scene.removeAnimation(o);
  29970. });
  29971. this.animationGroups.forEach(function (o) {
  29972. _this.scene.removeAnimationGroup(o);
  29973. });
  29974. this.multiMaterials.forEach(function (o) {
  29975. _this.scene.removeMultiMaterial(o);
  29976. });
  29977. this.materials.forEach(function (o) {
  29978. _this.scene.removeMaterial(o);
  29979. });
  29980. this.morphTargetManagers.forEach(function (o) {
  29981. _this.scene.removeMorphTargetManager(o);
  29982. });
  29983. this.geometries.forEach(function (o) {
  29984. _this.scene.removeGeometry(o);
  29985. });
  29986. this.transformNodes.forEach(function (o) {
  29987. _this.scene.removeTransformNode(o);
  29988. });
  29989. this.actionManagers.forEach(function (o) {
  29990. _this.scene.removeActionManager(o);
  29991. });
  29992. this.textures.forEach(function (o) {
  29993. _this.scene.removeTexture(o);
  29994. });
  29995. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  29996. var component = _a[_i];
  29997. component.removeFromContainer(this.scene);
  29998. }
  29999. };
  30000. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30001. if (!sourceAssets) {
  30002. return;
  30003. }
  30004. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30005. var asset = sourceAssets_1[_i];
  30006. var move = true;
  30007. if (keepAssets) {
  30008. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30009. var keepAsset = keepAssets_1[_a];
  30010. if (asset === keepAsset) {
  30011. move = false;
  30012. break;
  30013. }
  30014. }
  30015. }
  30016. if (move) {
  30017. targetAssets.push(asset);
  30018. }
  30019. }
  30020. };
  30021. /**
  30022. * Removes all the assets contained in the scene and adds them to the container.
  30023. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30024. */
  30025. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30026. if (keepAssets === undefined) {
  30027. keepAssets = new KeepAssets();
  30028. }
  30029. for (var key in this) {
  30030. if (this.hasOwnProperty(key)) {
  30031. this[key] = this[key] || [];
  30032. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30033. }
  30034. }
  30035. this.removeAllFromScene();
  30036. };
  30037. /**
  30038. * 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.
  30039. * @returns the root mesh
  30040. */
  30041. AssetContainer.prototype.createRootMesh = function () {
  30042. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30043. this.meshes.forEach(function (m) {
  30044. if (!m.parent) {
  30045. rootMesh.addChild(m);
  30046. }
  30047. });
  30048. this.meshes.unshift(rootMesh);
  30049. return rootMesh;
  30050. };
  30051. return AssetContainer;
  30052. }(BABYLON.AbstractScene));
  30053. BABYLON.AssetContainer = AssetContainer;
  30054. })(BABYLON || (BABYLON = {}));
  30055. //# sourceMappingURL=babylon.assetContainer.js.map
  30056. var BABYLON;
  30057. (function (BABYLON) {
  30058. /**
  30059. * Class used to store data that will be store in GPU memory
  30060. */
  30061. var Buffer = /** @class */ (function () {
  30062. /**
  30063. * Constructor
  30064. * @param engine the engine
  30065. * @param data the data to use for this buffer
  30066. * @param updatable whether the data is updatable
  30067. * @param stride the stride (optional)
  30068. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30069. * @param instanced whether the buffer is instanced (optional)
  30070. * @param useBytes set to true if the stride in in bytes (optional)
  30071. */
  30072. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30073. if (stride === void 0) { stride = 0; }
  30074. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30075. if (instanced === void 0) { instanced = false; }
  30076. if (useBytes === void 0) { useBytes = false; }
  30077. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30078. this._engine = engine.getScene().getEngine();
  30079. }
  30080. else {
  30081. this._engine = engine;
  30082. }
  30083. this._updatable = updatable;
  30084. this._instanced = instanced;
  30085. this._data = data;
  30086. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30087. if (!postponeInternalCreation) { // by default
  30088. this.create();
  30089. }
  30090. }
  30091. /**
  30092. * Create a new VertexBuffer based on the current buffer
  30093. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30094. * @param offset defines offset in the buffer (0 by default)
  30095. * @param size defines the size in floats of attributes (position is 3 for instance)
  30096. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30097. * @param instanced defines if the vertex buffer contains indexed data
  30098. * @param useBytes defines if the offset and stride are in bytes
  30099. * @returns the new vertex buffer
  30100. */
  30101. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30102. if (useBytes === void 0) { useBytes = false; }
  30103. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30104. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30105. // a lot of these parameters are ignored as they are overriden by the buffer
  30106. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30107. };
  30108. // Properties
  30109. /**
  30110. * Gets a boolean indicating if the Buffer is updatable?
  30111. * @returns true if the buffer is updatable
  30112. */
  30113. Buffer.prototype.isUpdatable = function () {
  30114. return this._updatable;
  30115. };
  30116. /**
  30117. * Gets current buffer's data
  30118. * @returns a DataArray or null
  30119. */
  30120. Buffer.prototype.getData = function () {
  30121. return this._data;
  30122. };
  30123. /**
  30124. * Gets underlying native buffer
  30125. * @returns underlying native buffer
  30126. */
  30127. Buffer.prototype.getBuffer = function () {
  30128. return this._buffer;
  30129. };
  30130. /**
  30131. * Gets the stride in float32 units (i.e. byte stride / 4).
  30132. * May not be an integer if the byte stride is not divisible by 4.
  30133. * DEPRECATED. Use byteStride instead.
  30134. * @returns the stride in float32 units
  30135. */
  30136. Buffer.prototype.getStrideSize = function () {
  30137. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30138. };
  30139. // Methods
  30140. /**
  30141. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30142. * @param data defines the data to store
  30143. */
  30144. Buffer.prototype.create = function (data) {
  30145. if (data === void 0) { data = null; }
  30146. if (!data && this._buffer) {
  30147. return; // nothing to do
  30148. }
  30149. data = data || this._data;
  30150. if (!data) {
  30151. return;
  30152. }
  30153. if (!this._buffer) { // create buffer
  30154. if (this._updatable) {
  30155. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30156. this._data = data;
  30157. }
  30158. else {
  30159. this._buffer = this._engine.createVertexBuffer(data);
  30160. }
  30161. }
  30162. else if (this._updatable) { // update buffer
  30163. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30164. this._data = data;
  30165. }
  30166. };
  30167. /** @hidden */
  30168. Buffer.prototype._rebuild = function () {
  30169. this._buffer = null;
  30170. this.create(this._data);
  30171. };
  30172. /**
  30173. * Update current buffer data
  30174. * @param data defines the data to store
  30175. */
  30176. Buffer.prototype.update = function (data) {
  30177. this.create(data);
  30178. };
  30179. /**
  30180. * Updates the data directly.
  30181. * @param data the new data
  30182. * @param offset the new offset
  30183. * @param vertexCount the vertex count (optional)
  30184. * @param useBytes set to true if the offset is in bytes
  30185. */
  30186. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30187. if (useBytes === void 0) { useBytes = false; }
  30188. if (!this._buffer) {
  30189. return;
  30190. }
  30191. if (this._updatable) { // update buffer
  30192. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30193. this._data = null;
  30194. }
  30195. };
  30196. /**
  30197. * Release all resources
  30198. */
  30199. Buffer.prototype.dispose = function () {
  30200. if (!this._buffer) {
  30201. return;
  30202. }
  30203. if (this._engine._releaseBuffer(this._buffer)) {
  30204. this._buffer = null;
  30205. }
  30206. };
  30207. return Buffer;
  30208. }());
  30209. BABYLON.Buffer = Buffer;
  30210. })(BABYLON || (BABYLON = {}));
  30211. //# sourceMappingURL=babylon.buffer.js.map
  30212. var BABYLON;
  30213. (function (BABYLON) {
  30214. /**
  30215. * Specialized buffer used to store vertex data
  30216. */
  30217. var VertexBuffer = /** @class */ (function () {
  30218. /**
  30219. * Constructor
  30220. * @param engine the engine
  30221. * @param data the data to use for this vertex buffer
  30222. * @param kind the vertex buffer kind
  30223. * @param updatable whether the data is updatable
  30224. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30225. * @param stride the stride (optional)
  30226. * @param instanced whether the buffer is instanced (optional)
  30227. * @param offset the offset of the data (optional)
  30228. * @param size the number of components (optional)
  30229. * @param type the type of the component (optional)
  30230. * @param normalized whether the data contains normalized data (optional)
  30231. * @param useBytes set to true if stride and offset are in bytes (optional)
  30232. */
  30233. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30234. if (normalized === void 0) { normalized = false; }
  30235. if (useBytes === void 0) { useBytes = false; }
  30236. if (data instanceof BABYLON.Buffer) {
  30237. this._buffer = data;
  30238. this._ownsBuffer = false;
  30239. }
  30240. else {
  30241. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30242. this._ownsBuffer = true;
  30243. }
  30244. this._kind = kind;
  30245. if (type == undefined) {
  30246. var data_1 = this.getData();
  30247. this.type = VertexBuffer.FLOAT;
  30248. if (data_1 instanceof Int8Array) {
  30249. this.type = VertexBuffer.BYTE;
  30250. }
  30251. else if (data_1 instanceof Uint8Array) {
  30252. this.type = VertexBuffer.UNSIGNED_BYTE;
  30253. }
  30254. else if (data_1 instanceof Int16Array) {
  30255. this.type = VertexBuffer.SHORT;
  30256. }
  30257. else if (data_1 instanceof Uint16Array) {
  30258. this.type = VertexBuffer.UNSIGNED_SHORT;
  30259. }
  30260. else if (data_1 instanceof Int32Array) {
  30261. this.type = VertexBuffer.INT;
  30262. }
  30263. else if (data_1 instanceof Uint32Array) {
  30264. this.type = VertexBuffer.UNSIGNED_INT;
  30265. }
  30266. }
  30267. else {
  30268. this.type = type;
  30269. }
  30270. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30271. if (useBytes) {
  30272. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30273. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30274. this.byteOffset = offset || 0;
  30275. }
  30276. else {
  30277. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30278. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30279. this.byteOffset = (offset || 0) * typeByteLength;
  30280. }
  30281. this.normalized = normalized;
  30282. this._instanced = instanced !== undefined ? instanced : false;
  30283. this._instanceDivisor = instanced ? 1 : 0;
  30284. }
  30285. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30286. /**
  30287. * Gets or sets the instance divisor when in instanced mode
  30288. */
  30289. get: function () {
  30290. return this._instanceDivisor;
  30291. },
  30292. set: function (value) {
  30293. this._instanceDivisor = value;
  30294. if (value == 0) {
  30295. this._instanced = false;
  30296. }
  30297. else {
  30298. this._instanced = true;
  30299. }
  30300. },
  30301. enumerable: true,
  30302. configurable: true
  30303. });
  30304. /** @hidden */
  30305. VertexBuffer.prototype._rebuild = function () {
  30306. if (!this._buffer) {
  30307. return;
  30308. }
  30309. this._buffer._rebuild();
  30310. };
  30311. /**
  30312. * Returns the kind of the VertexBuffer (string)
  30313. * @returns a string
  30314. */
  30315. VertexBuffer.prototype.getKind = function () {
  30316. return this._kind;
  30317. };
  30318. // Properties
  30319. /**
  30320. * Gets a boolean indicating if the VertexBuffer is updatable?
  30321. * @returns true if the buffer is updatable
  30322. */
  30323. VertexBuffer.prototype.isUpdatable = function () {
  30324. return this._buffer.isUpdatable();
  30325. };
  30326. /**
  30327. * Gets current buffer's data
  30328. * @returns a DataArray or null
  30329. */
  30330. VertexBuffer.prototype.getData = function () {
  30331. return this._buffer.getData();
  30332. };
  30333. /**
  30334. * Gets underlying native buffer
  30335. * @returns underlying native buffer
  30336. */
  30337. VertexBuffer.prototype.getBuffer = function () {
  30338. return this._buffer.getBuffer();
  30339. };
  30340. /**
  30341. * Gets the stride in float32 units (i.e. byte stride / 4).
  30342. * May not be an integer if the byte stride is not divisible by 4.
  30343. * DEPRECATED. Use byteStride instead.
  30344. * @returns the stride in float32 units
  30345. */
  30346. VertexBuffer.prototype.getStrideSize = function () {
  30347. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30348. };
  30349. /**
  30350. * Returns the offset as a multiple of the type byte length.
  30351. * DEPRECATED. Use byteOffset instead.
  30352. * @returns the offset in bytes
  30353. */
  30354. VertexBuffer.prototype.getOffset = function () {
  30355. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30356. };
  30357. /**
  30358. * Returns the number of components per vertex attribute (integer)
  30359. * @returns the size in float
  30360. */
  30361. VertexBuffer.prototype.getSize = function () {
  30362. return this._size;
  30363. };
  30364. /**
  30365. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30366. * @returns true if this buffer is instanced
  30367. */
  30368. VertexBuffer.prototype.getIsInstanced = function () {
  30369. return this._instanced;
  30370. };
  30371. /**
  30372. * Returns the instancing divisor, zero for non-instanced (integer).
  30373. * @returns a number
  30374. */
  30375. VertexBuffer.prototype.getInstanceDivisor = function () {
  30376. return this._instanceDivisor;
  30377. };
  30378. // Methods
  30379. /**
  30380. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30381. * @param data defines the data to store
  30382. */
  30383. VertexBuffer.prototype.create = function (data) {
  30384. this._buffer.create(data);
  30385. };
  30386. /**
  30387. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30388. * This function will create a new buffer if the current one is not updatable
  30389. * @param data defines the data to store
  30390. */
  30391. VertexBuffer.prototype.update = function (data) {
  30392. this._buffer.update(data);
  30393. };
  30394. /**
  30395. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30396. * Returns the directly updated WebGLBuffer.
  30397. * @param data the new data
  30398. * @param offset the new offset
  30399. * @param useBytes set to true if the offset is in bytes
  30400. */
  30401. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30402. if (useBytes === void 0) { useBytes = false; }
  30403. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30404. };
  30405. /**
  30406. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30407. */
  30408. VertexBuffer.prototype.dispose = function () {
  30409. if (this._ownsBuffer) {
  30410. this._buffer.dispose();
  30411. }
  30412. };
  30413. /**
  30414. * Enumerates each value of this vertex buffer as numbers.
  30415. * @param count the number of values to enumerate
  30416. * @param callback the callback function called for each value
  30417. */
  30418. VertexBuffer.prototype.forEach = function (count, callback) {
  30419. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30420. };
  30421. /**
  30422. * Deduces the stride given a kind.
  30423. * @param kind The kind string to deduce
  30424. * @returns The deduced stride
  30425. */
  30426. VertexBuffer.DeduceStride = function (kind) {
  30427. switch (kind) {
  30428. case VertexBuffer.UVKind:
  30429. case VertexBuffer.UV2Kind:
  30430. case VertexBuffer.UV3Kind:
  30431. case VertexBuffer.UV4Kind:
  30432. case VertexBuffer.UV5Kind:
  30433. case VertexBuffer.UV6Kind:
  30434. return 2;
  30435. case VertexBuffer.NormalKind:
  30436. case VertexBuffer.PositionKind:
  30437. return 3;
  30438. case VertexBuffer.ColorKind:
  30439. case VertexBuffer.MatricesIndicesKind:
  30440. case VertexBuffer.MatricesIndicesExtraKind:
  30441. case VertexBuffer.MatricesWeightsKind:
  30442. case VertexBuffer.MatricesWeightsExtraKind:
  30443. case VertexBuffer.TangentKind:
  30444. return 4;
  30445. default:
  30446. throw new Error("Invalid kind '" + kind + "'");
  30447. }
  30448. };
  30449. /**
  30450. * Gets the byte length of the given type.
  30451. * @param type the type
  30452. * @returns the number of bytes
  30453. */
  30454. VertexBuffer.GetTypeByteLength = function (type) {
  30455. switch (type) {
  30456. case VertexBuffer.BYTE:
  30457. case VertexBuffer.UNSIGNED_BYTE:
  30458. return 1;
  30459. case VertexBuffer.SHORT:
  30460. case VertexBuffer.UNSIGNED_SHORT:
  30461. return 2;
  30462. case VertexBuffer.INT:
  30463. case VertexBuffer.FLOAT:
  30464. return 4;
  30465. default:
  30466. throw new Error("Invalid type '" + type + "'");
  30467. }
  30468. };
  30469. /**
  30470. * Enumerates each value of the given parameters as numbers.
  30471. * @param data the data to enumerate
  30472. * @param byteOffset the byte offset of the data
  30473. * @param byteStride the byte stride of the data
  30474. * @param componentCount the number of components per element
  30475. * @param componentType the type of the component
  30476. * @param count the total number of components
  30477. * @param normalized whether the data is normalized
  30478. * @param callback the callback function called for each value
  30479. */
  30480. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  30481. if (data instanceof Array) {
  30482. var offset = byteOffset / 4;
  30483. var stride = byteStride / 4;
  30484. for (var index = 0; index < count; index += componentCount) {
  30485. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30486. callback(data[offset + componentIndex], index + componentIndex);
  30487. }
  30488. offset += stride;
  30489. }
  30490. }
  30491. else {
  30492. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  30493. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  30494. for (var index = 0; index < count; index += componentCount) {
  30495. var componentByteOffset = byteOffset;
  30496. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30497. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  30498. callback(value, index + componentIndex);
  30499. componentByteOffset += componentByteLength;
  30500. }
  30501. byteOffset += byteStride;
  30502. }
  30503. }
  30504. };
  30505. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  30506. switch (type) {
  30507. case VertexBuffer.BYTE: {
  30508. var value = dataView.getInt8(byteOffset);
  30509. if (normalized) {
  30510. value = Math.max(value / 127, -1);
  30511. }
  30512. return value;
  30513. }
  30514. case VertexBuffer.UNSIGNED_BYTE: {
  30515. var value = dataView.getUint8(byteOffset);
  30516. if (normalized) {
  30517. value = value / 255;
  30518. }
  30519. return value;
  30520. }
  30521. case VertexBuffer.SHORT: {
  30522. var value = dataView.getInt16(byteOffset, true);
  30523. if (normalized) {
  30524. value = Math.max(value / 16383, -1);
  30525. }
  30526. return value;
  30527. }
  30528. case VertexBuffer.UNSIGNED_SHORT: {
  30529. var value = dataView.getUint16(byteOffset, true);
  30530. if (normalized) {
  30531. value = value / 65535;
  30532. }
  30533. return value;
  30534. }
  30535. case VertexBuffer.FLOAT: {
  30536. return dataView.getFloat32(byteOffset, true);
  30537. }
  30538. default: {
  30539. throw new Error("Invalid component type " + type);
  30540. }
  30541. }
  30542. };
  30543. /**
  30544. * The byte type.
  30545. */
  30546. VertexBuffer.BYTE = 5120;
  30547. /**
  30548. * The unsigned byte type.
  30549. */
  30550. VertexBuffer.UNSIGNED_BYTE = 5121;
  30551. /**
  30552. * The short type.
  30553. */
  30554. VertexBuffer.SHORT = 5122;
  30555. /**
  30556. * The unsigned short type.
  30557. */
  30558. VertexBuffer.UNSIGNED_SHORT = 5123;
  30559. /**
  30560. * The integer type.
  30561. */
  30562. VertexBuffer.INT = 5124;
  30563. /**
  30564. * The unsigned integer type.
  30565. */
  30566. VertexBuffer.UNSIGNED_INT = 5125;
  30567. /**
  30568. * The float type.
  30569. */
  30570. VertexBuffer.FLOAT = 5126;
  30571. // Enums
  30572. /**
  30573. * Positions
  30574. */
  30575. VertexBuffer.PositionKind = "position";
  30576. /**
  30577. * Normals
  30578. */
  30579. VertexBuffer.NormalKind = "normal";
  30580. /**
  30581. * Tangents
  30582. */
  30583. VertexBuffer.TangentKind = "tangent";
  30584. /**
  30585. * Texture coordinates
  30586. */
  30587. VertexBuffer.UVKind = "uv";
  30588. /**
  30589. * Texture coordinates 2
  30590. */
  30591. VertexBuffer.UV2Kind = "uv2";
  30592. /**
  30593. * Texture coordinates 3
  30594. */
  30595. VertexBuffer.UV3Kind = "uv3";
  30596. /**
  30597. * Texture coordinates 4
  30598. */
  30599. VertexBuffer.UV4Kind = "uv4";
  30600. /**
  30601. * Texture coordinates 5
  30602. */
  30603. VertexBuffer.UV5Kind = "uv5";
  30604. /**
  30605. * Texture coordinates 6
  30606. */
  30607. VertexBuffer.UV6Kind = "uv6";
  30608. /**
  30609. * Colors
  30610. */
  30611. VertexBuffer.ColorKind = "color";
  30612. /**
  30613. * Matrix indices (for bones)
  30614. */
  30615. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  30616. /**
  30617. * Matrix weights (for bones)
  30618. */
  30619. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  30620. /**
  30621. * Additional matrix indices (for bones)
  30622. */
  30623. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  30624. /**
  30625. * Additional matrix weights (for bones)
  30626. */
  30627. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  30628. return VertexBuffer;
  30629. }());
  30630. BABYLON.VertexBuffer = VertexBuffer;
  30631. })(BABYLON || (BABYLON = {}));
  30632. //# sourceMappingURL=babylon.vertexBuffer.js.map
  30633. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  30634. var BABYLON;
  30635. (function (BABYLON) {
  30636. /**
  30637. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  30638. */
  30639. var DummyInternalTextureTracker = /** @class */ (function () {
  30640. function DummyInternalTextureTracker() {
  30641. /**
  30642. * Gets or set the previous tracker in the list
  30643. */
  30644. this.previous = null;
  30645. /**
  30646. * Gets or set the next tracker in the list
  30647. */
  30648. this.next = null;
  30649. }
  30650. return DummyInternalTextureTracker;
  30651. }());
  30652. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  30653. })(BABYLON || (BABYLON = {}));
  30654. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  30655. var BABYLON;
  30656. (function (BABYLON) {
  30657. /**
  30658. * Class used to store data associated with WebGL texture data for the engine
  30659. * This class should not be used directly
  30660. */
  30661. var InternalTexture = /** @class */ (function () {
  30662. /**
  30663. * Creates a new InternalTexture
  30664. * @param engine defines the engine to use
  30665. * @param dataSource defines the type of data that will be used
  30666. */
  30667. function InternalTexture(engine, dataSource) {
  30668. /**
  30669. * Observable called when the texture is loaded
  30670. */
  30671. this.onLoadedObservable = new BABYLON.Observable();
  30672. /**
  30673. * Gets or set the previous tracker in the list
  30674. */
  30675. this.previous = null;
  30676. /**
  30677. * Gets or set the next tracker in the list
  30678. */
  30679. this.next = null;
  30680. // Private
  30681. /** @hidden */
  30682. this._initialSlot = -1;
  30683. /** @hidden */
  30684. this._designatedSlot = -1;
  30685. /** @hidden */
  30686. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  30687. /** @hidden */
  30688. this._comparisonFunction = 0;
  30689. /** @hidden */
  30690. this._sphericalPolynomial = null;
  30691. /** @hidden */
  30692. this._lodGenerationScale = 0;
  30693. /** @hidden */
  30694. this._lodGenerationOffset = 0;
  30695. /** @hidden */
  30696. this._isRGBD = false;
  30697. /** @hidden */
  30698. this._references = 1;
  30699. this._engine = engine;
  30700. this._dataSource = dataSource;
  30701. this._webGLTexture = engine._createTexture();
  30702. }
  30703. /**
  30704. * Gets the Engine the texture belongs to.
  30705. * @returns The babylon engine
  30706. */
  30707. InternalTexture.prototype.getEngine = function () {
  30708. return this._engine;
  30709. };
  30710. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  30711. /**
  30712. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  30713. */
  30714. get: function () {
  30715. return this._dataSource;
  30716. },
  30717. enumerable: true,
  30718. configurable: true
  30719. });
  30720. /**
  30721. * Increments the number of references (ie. the number of Texture that point to it)
  30722. */
  30723. InternalTexture.prototype.incrementReferences = function () {
  30724. this._references++;
  30725. };
  30726. /**
  30727. * Change the size of the texture (not the size of the content)
  30728. * @param width defines the new width
  30729. * @param height defines the new height
  30730. * @param depth defines the new depth (1 by default)
  30731. */
  30732. InternalTexture.prototype.updateSize = function (width, height, depth) {
  30733. if (depth === void 0) { depth = 1; }
  30734. this.width = width;
  30735. this.height = height;
  30736. this.depth = depth;
  30737. this.baseWidth = width;
  30738. this.baseHeight = height;
  30739. this.baseDepth = depth;
  30740. this._size = width * height * depth;
  30741. };
  30742. /** @hidden */
  30743. InternalTexture.prototype._rebuild = function () {
  30744. var _this = this;
  30745. var proxy;
  30746. this.isReady = false;
  30747. this._cachedCoordinatesMode = null;
  30748. this._cachedWrapU = null;
  30749. this._cachedWrapV = null;
  30750. this._cachedAnisotropicFilteringLevel = null;
  30751. switch (this._dataSource) {
  30752. case InternalTexture.DATASOURCE_TEMP:
  30753. return;
  30754. case InternalTexture.DATASOURCE_URL:
  30755. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  30756. _this.isReady = true;
  30757. }, null, this._buffer, undefined, this.format);
  30758. proxy._swapAndDie(this);
  30759. return;
  30760. case InternalTexture.DATASOURCE_RAW:
  30761. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30762. proxy._swapAndDie(this);
  30763. this.isReady = true;
  30764. return;
  30765. case InternalTexture.DATASOURCE_RAW3D:
  30766. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30767. proxy._swapAndDie(this);
  30768. this.isReady = true;
  30769. return;
  30770. case InternalTexture.DATASOURCE_DYNAMIC:
  30771. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  30772. proxy._swapAndDie(this);
  30773. // The engine will make sure to update content so no need to flag it as isReady = true
  30774. return;
  30775. case InternalTexture.DATASOURCE_RENDERTARGET:
  30776. var options = new BABYLON.RenderTargetCreationOptions();
  30777. options.generateDepthBuffer = this._generateDepthBuffer;
  30778. options.generateMipMaps = this.generateMipMaps;
  30779. options.generateStencilBuffer = this._generateStencilBuffer;
  30780. options.samplingMode = this.samplingMode;
  30781. options.type = this.type;
  30782. if (this.isCube) {
  30783. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  30784. }
  30785. else {
  30786. var size = {
  30787. width: this.width,
  30788. height: this.height
  30789. };
  30790. proxy = this._engine.createRenderTargetTexture(size, options);
  30791. }
  30792. proxy._swapAndDie(this);
  30793. this.isReady = true;
  30794. return;
  30795. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  30796. var depthTextureOptions = {
  30797. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  30798. comparisonFunction: this._comparisonFunction,
  30799. generateStencil: this._generateStencilBuffer,
  30800. isCube: this.isCube
  30801. };
  30802. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  30803. proxy._swapAndDie(this);
  30804. this.isReady = true;
  30805. return;
  30806. case InternalTexture.DATASOURCE_CUBE:
  30807. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  30808. _this.isReady = true;
  30809. }, null, this.format, this._extension);
  30810. proxy._swapAndDie(this);
  30811. return;
  30812. case InternalTexture.DATASOURCE_CUBERAW:
  30813. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30814. proxy._swapAndDie(this);
  30815. this.isReady = true;
  30816. return;
  30817. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  30818. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30819. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  30820. _this.isReady = true;
  30821. });
  30822. proxy._swapAndDie(this);
  30823. return;
  30824. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  30825. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  30826. if (proxy) {
  30827. proxy._swapAndDie(_this);
  30828. }
  30829. _this.isReady = true;
  30830. }, null, this.format, this._extension);
  30831. proxy._sphericalPolynomial = this._sphericalPolynomial;
  30832. return;
  30833. }
  30834. };
  30835. /** @hidden */
  30836. InternalTexture.prototype._swapAndDie = function (target) {
  30837. target._webGLTexture = this._webGLTexture;
  30838. if (this._framebuffer) {
  30839. target._framebuffer = this._framebuffer;
  30840. }
  30841. if (this._depthStencilBuffer) {
  30842. target._depthStencilBuffer = this._depthStencilBuffer;
  30843. }
  30844. if (this._lodTextureHigh) {
  30845. if (target._lodTextureHigh) {
  30846. target._lodTextureHigh.dispose();
  30847. }
  30848. target._lodTextureHigh = this._lodTextureHigh;
  30849. }
  30850. if (this._lodTextureMid) {
  30851. if (target._lodTextureMid) {
  30852. target._lodTextureMid.dispose();
  30853. }
  30854. target._lodTextureMid = this._lodTextureMid;
  30855. }
  30856. if (this._lodTextureLow) {
  30857. if (target._lodTextureLow) {
  30858. target._lodTextureLow.dispose();
  30859. }
  30860. target._lodTextureLow = this._lodTextureLow;
  30861. }
  30862. var cache = this._engine.getLoadedTexturesCache();
  30863. var index = cache.indexOf(this);
  30864. if (index !== -1) {
  30865. cache.splice(index, 1);
  30866. }
  30867. };
  30868. /**
  30869. * Dispose the current allocated resources
  30870. */
  30871. InternalTexture.prototype.dispose = function () {
  30872. if (!this._webGLTexture) {
  30873. return;
  30874. }
  30875. this._references--;
  30876. if (this._references === 0) {
  30877. this._engine._releaseTexture(this);
  30878. this._webGLTexture = null;
  30879. this.previous = null;
  30880. this.next = null;
  30881. }
  30882. };
  30883. /**
  30884. * The source of the texture data is unknown
  30885. */
  30886. InternalTexture.DATASOURCE_UNKNOWN = 0;
  30887. /**
  30888. * Texture data comes from an URL
  30889. */
  30890. InternalTexture.DATASOURCE_URL = 1;
  30891. /**
  30892. * Texture data is only used for temporary storage
  30893. */
  30894. InternalTexture.DATASOURCE_TEMP = 2;
  30895. /**
  30896. * Texture data comes from raw data (ArrayBuffer)
  30897. */
  30898. InternalTexture.DATASOURCE_RAW = 3;
  30899. /**
  30900. * Texture content is dynamic (video or dynamic texture)
  30901. */
  30902. InternalTexture.DATASOURCE_DYNAMIC = 4;
  30903. /**
  30904. * Texture content is generated by rendering to it
  30905. */
  30906. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  30907. /**
  30908. * Texture content is part of a multi render target process
  30909. */
  30910. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  30911. /**
  30912. * Texture data comes from a cube data file
  30913. */
  30914. InternalTexture.DATASOURCE_CUBE = 7;
  30915. /**
  30916. * Texture data comes from a raw cube data
  30917. */
  30918. InternalTexture.DATASOURCE_CUBERAW = 8;
  30919. /**
  30920. * Texture data come from a prefiltered cube data file
  30921. */
  30922. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  30923. /**
  30924. * Texture content is raw 3D data
  30925. */
  30926. InternalTexture.DATASOURCE_RAW3D = 10;
  30927. /**
  30928. * Texture content is a depth texture
  30929. */
  30930. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  30931. /**
  30932. * Texture data comes from a raw cube data encoded with RGBD
  30933. */
  30934. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  30935. return InternalTexture;
  30936. }());
  30937. BABYLON.InternalTexture = InternalTexture;
  30938. })(BABYLON || (BABYLON = {}));
  30939. //# sourceMappingURL=babylon.internalTexture.js.map
  30940. var BABYLON;
  30941. (function (BABYLON) {
  30942. /**
  30943. * Base class of all the textures in babylon.
  30944. * It groups all the common properties the materials, post process, lights... might need
  30945. * in order to make a correct use of the texture.
  30946. */
  30947. var BaseTexture = /** @class */ (function () {
  30948. /**
  30949. * Instantiates a new BaseTexture.
  30950. * Base class of all the textures in babylon.
  30951. * It groups all the common properties the materials, post process, lights... might need
  30952. * in order to make a correct use of the texture.
  30953. * @param scene Define the scene the texture blongs to
  30954. */
  30955. function BaseTexture(scene) {
  30956. this._hasAlpha = false;
  30957. /**
  30958. * Defines if the alpha value should be determined via the rgb values.
  30959. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  30960. */
  30961. this.getAlphaFromRGB = false;
  30962. /**
  30963. * Intensity or strength of the texture.
  30964. * It is commonly used by materials to fine tune the intensity of the texture
  30965. */
  30966. this.level = 1;
  30967. /**
  30968. * Define the UV chanel to use starting from 0 and defaulting to 0.
  30969. * This is part of the texture as textures usually maps to one uv set.
  30970. */
  30971. this.coordinatesIndex = 0;
  30972. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  30973. /**
  30974. * | Value | Type | Description |
  30975. * | ----- | ------------------ | ----------- |
  30976. * | 0 | CLAMP_ADDRESSMODE | |
  30977. * | 1 | WRAP_ADDRESSMODE | |
  30978. * | 2 | MIRROR_ADDRESSMODE | |
  30979. */
  30980. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  30981. /**
  30982. * | Value | Type | Description |
  30983. * | ----- | ------------------ | ----------- |
  30984. * | 0 | CLAMP_ADDRESSMODE | |
  30985. * | 1 | WRAP_ADDRESSMODE | |
  30986. * | 2 | MIRROR_ADDRESSMODE | |
  30987. */
  30988. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  30989. /**
  30990. * | Value | Type | Description |
  30991. * | ----- | ------------------ | ----------- |
  30992. * | 0 | CLAMP_ADDRESSMODE | |
  30993. * | 1 | WRAP_ADDRESSMODE | |
  30994. * | 2 | MIRROR_ADDRESSMODE | |
  30995. */
  30996. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  30997. /**
  30998. * With compliant hardware and browser (supporting anisotropic filtering)
  30999. * this defines the level of anisotropic filtering in the texture.
  31000. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31001. */
  31002. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31003. /**
  31004. * Define if the texture is a cube texture or if false a 2d texture.
  31005. */
  31006. this.isCube = false;
  31007. /**
  31008. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31009. */
  31010. this.is3D = false;
  31011. /**
  31012. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31013. * HDR texture are usually stored in linear space.
  31014. * This only impacts the PBR and Background materials
  31015. */
  31016. this.gammaSpace = true;
  31017. /**
  31018. * Is Z inverted in the texture (useful in a cube texture).
  31019. */
  31020. this.invertZ = false;
  31021. /**
  31022. * @hidden
  31023. */
  31024. this.lodLevelInAlpha = false;
  31025. /**
  31026. * Define if the texture is a render target.
  31027. */
  31028. this.isRenderTarget = false;
  31029. /**
  31030. * Define the list of animation attached to the texture.
  31031. */
  31032. this.animations = new Array();
  31033. /**
  31034. * An event triggered when the texture is disposed.
  31035. */
  31036. this.onDisposeObservable = new BABYLON.Observable();
  31037. /**
  31038. * Define the current state of the loading sequence when in delayed load mode.
  31039. */
  31040. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31041. this._cachedSize = BABYLON.Size.Zero();
  31042. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31043. if (this._scene) {
  31044. this._scene.textures.push(this);
  31045. this._scene.onNewTextureAddedObservable.notifyObservers(this);
  31046. }
  31047. this._uid = null;
  31048. }
  31049. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31050. get: function () {
  31051. return this._hasAlpha;
  31052. },
  31053. /**
  31054. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31055. */
  31056. set: function (value) {
  31057. if (this._hasAlpha === value) {
  31058. return;
  31059. }
  31060. this._hasAlpha = value;
  31061. if (this._scene) {
  31062. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31063. }
  31064. },
  31065. enumerable: true,
  31066. configurable: true
  31067. });
  31068. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31069. get: function () {
  31070. return this._coordinatesMode;
  31071. },
  31072. /**
  31073. * How a texture is mapped.
  31074. *
  31075. * | Value | Type | Description |
  31076. * | ----- | ----------------------------------- | ----------- |
  31077. * | 0 | EXPLICIT_MODE | |
  31078. * | 1 | SPHERICAL_MODE | |
  31079. * | 2 | PLANAR_MODE | |
  31080. * | 3 | CUBIC_MODE | |
  31081. * | 4 | PROJECTION_MODE | |
  31082. * | 5 | SKYBOX_MODE | |
  31083. * | 6 | INVCUBIC_MODE | |
  31084. * | 7 | EQUIRECTANGULAR_MODE | |
  31085. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31086. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31087. */
  31088. set: function (value) {
  31089. if (this._coordinatesMode === value) {
  31090. return;
  31091. }
  31092. this._coordinatesMode = value;
  31093. if (this._scene) {
  31094. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31095. }
  31096. },
  31097. enumerable: true,
  31098. configurable: true
  31099. });
  31100. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31101. /**
  31102. * Gets whether or not the texture contains RGBD data.
  31103. */
  31104. get: function () {
  31105. return this._texture != null && this._texture._isRGBD;
  31106. },
  31107. enumerable: true,
  31108. configurable: true
  31109. });
  31110. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31111. /**
  31112. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31113. */
  31114. get: function () {
  31115. if (this._texture) {
  31116. return this._texture._lodGenerationOffset;
  31117. }
  31118. return 0.0;
  31119. },
  31120. set: function (value) {
  31121. if (this._texture) {
  31122. this._texture._lodGenerationOffset = value;
  31123. }
  31124. },
  31125. enumerable: true,
  31126. configurable: true
  31127. });
  31128. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31129. /**
  31130. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31131. */
  31132. get: function () {
  31133. if (this._texture) {
  31134. return this._texture._lodGenerationScale;
  31135. }
  31136. return 0.0;
  31137. },
  31138. set: function (value) {
  31139. if (this._texture) {
  31140. this._texture._lodGenerationScale = value;
  31141. }
  31142. },
  31143. enumerable: true,
  31144. configurable: true
  31145. });
  31146. Object.defineProperty(BaseTexture.prototype, "uid", {
  31147. /**
  31148. * Define the unique id of the texture in the scene.
  31149. */
  31150. get: function () {
  31151. if (!this._uid) {
  31152. this._uid = BABYLON.Tools.RandomId();
  31153. }
  31154. return this._uid;
  31155. },
  31156. enumerable: true,
  31157. configurable: true
  31158. });
  31159. /**
  31160. * Return a string representation of the texture.
  31161. * @returns the texture as a string
  31162. */
  31163. BaseTexture.prototype.toString = function () {
  31164. return this.name;
  31165. };
  31166. /**
  31167. * Get the class name of the texture.
  31168. * @returns "BaseTexture"
  31169. */
  31170. BaseTexture.prototype.getClassName = function () {
  31171. return "BaseTexture";
  31172. };
  31173. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31174. /**
  31175. * Callback triggered when the texture has been disposed.
  31176. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31177. */
  31178. set: function (callback) {
  31179. if (this._onDisposeObserver) {
  31180. this.onDisposeObservable.remove(this._onDisposeObserver);
  31181. }
  31182. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31183. },
  31184. enumerable: true,
  31185. configurable: true
  31186. });
  31187. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31188. /**
  31189. * Define if the texture is preventinga material to render or not.
  31190. * If not and the texture is not ready, the engine will use a default black texture instead.
  31191. */
  31192. get: function () {
  31193. return true;
  31194. },
  31195. enumerable: true,
  31196. configurable: true
  31197. });
  31198. /**
  31199. * Get the scene the texture belongs to.
  31200. * @returns the scene or null if undefined
  31201. */
  31202. BaseTexture.prototype.getScene = function () {
  31203. return this._scene;
  31204. };
  31205. /**
  31206. * Get the texture transform matrix used to offset tile the texture for istance.
  31207. * @returns the transformation matrix
  31208. */
  31209. BaseTexture.prototype.getTextureMatrix = function () {
  31210. return BABYLON.Matrix.IdentityReadOnly;
  31211. };
  31212. /**
  31213. * Get the texture reflection matrix used to rotate/transform the reflection.
  31214. * @returns the reflection matrix
  31215. */
  31216. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31217. return BABYLON.Matrix.IdentityReadOnly;
  31218. };
  31219. /**
  31220. * Get the underlying lower level texture from Babylon.
  31221. * @returns the insternal texture
  31222. */
  31223. BaseTexture.prototype.getInternalTexture = function () {
  31224. return this._texture;
  31225. };
  31226. /**
  31227. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31228. * @returns true if ready or not blocking
  31229. */
  31230. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31231. return !this.isBlocking || this.isReady();
  31232. };
  31233. /**
  31234. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31235. * @returns true if fully ready
  31236. */
  31237. BaseTexture.prototype.isReady = function () {
  31238. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31239. this.delayLoad();
  31240. return false;
  31241. }
  31242. if (this._texture) {
  31243. return this._texture.isReady;
  31244. }
  31245. return false;
  31246. };
  31247. /**
  31248. * Get the size of the texture.
  31249. * @returns the texture size.
  31250. */
  31251. BaseTexture.prototype.getSize = function () {
  31252. if (this._texture) {
  31253. if (this._texture.width) {
  31254. this._cachedSize.width = this._texture.width;
  31255. this._cachedSize.height = this._texture.height;
  31256. return this._cachedSize;
  31257. }
  31258. if (this._texture._size) {
  31259. this._cachedSize.width = this._texture._size;
  31260. this._cachedSize.height = this._texture._size;
  31261. return this._cachedSize;
  31262. }
  31263. }
  31264. return this._cachedSize;
  31265. };
  31266. /**
  31267. * Get the base size of the texture.
  31268. * It can be different from the size if the texture has been resized for POT for instance
  31269. * @returns the base size
  31270. */
  31271. BaseTexture.prototype.getBaseSize = function () {
  31272. if (!this.isReady() || !this._texture) {
  31273. return BABYLON.Size.Zero();
  31274. }
  31275. if (this._texture._size) {
  31276. return new BABYLON.Size(this._texture._size, this._texture._size);
  31277. }
  31278. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31279. };
  31280. /**
  31281. * Scales the texture if is `canRescale()`
  31282. * @param ratio the resize factor we want to use to rescale
  31283. */
  31284. BaseTexture.prototype.scale = function (ratio) {
  31285. };
  31286. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31287. /**
  31288. * Get if the texture can rescale.
  31289. */
  31290. get: function () {
  31291. return false;
  31292. },
  31293. enumerable: true,
  31294. configurable: true
  31295. });
  31296. /** @hidden */
  31297. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31298. if (!this._scene) {
  31299. return null;
  31300. }
  31301. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31302. for (var index = 0; index < texturesCache.length; index++) {
  31303. var texturesCacheEntry = texturesCache[index];
  31304. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31305. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31306. texturesCacheEntry.incrementReferences();
  31307. return texturesCacheEntry;
  31308. }
  31309. }
  31310. }
  31311. return null;
  31312. };
  31313. /** @hidden */
  31314. BaseTexture.prototype._rebuild = function () {
  31315. };
  31316. /**
  31317. * Triggers the load sequence in delayed load mode.
  31318. */
  31319. BaseTexture.prototype.delayLoad = function () {
  31320. };
  31321. /**
  31322. * Clones the texture.
  31323. * @returns the cloned texture
  31324. */
  31325. BaseTexture.prototype.clone = function () {
  31326. return null;
  31327. };
  31328. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31329. /**
  31330. * Get the texture underlying type (INT, FLOAT...)
  31331. */
  31332. get: function () {
  31333. if (!this._texture) {
  31334. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31335. }
  31336. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31337. },
  31338. enumerable: true,
  31339. configurable: true
  31340. });
  31341. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31342. /**
  31343. * Get the texture underlying format (RGB, RGBA...)
  31344. */
  31345. get: function () {
  31346. if (!this._texture) {
  31347. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31348. }
  31349. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31350. },
  31351. enumerable: true,
  31352. configurable: true
  31353. });
  31354. /**
  31355. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31356. * This will returns an RGBA array buffer containing either in values (0-255) or
  31357. * float values (0-1) depending of the underlying buffer type.
  31358. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31359. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31360. * @param buffer defines a user defined buffer to fill with data (can be null)
  31361. * @returns The Array buffer containing the pixels data.
  31362. */
  31363. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31364. if (faceIndex === void 0) { faceIndex = 0; }
  31365. if (level === void 0) { level = 0; }
  31366. if (buffer === void 0) { buffer = null; }
  31367. if (!this._texture) {
  31368. return null;
  31369. }
  31370. var size = this.getSize();
  31371. var width = size.width;
  31372. var height = size.height;
  31373. var scene = this.getScene();
  31374. if (!scene) {
  31375. return null;
  31376. }
  31377. var engine = scene.getEngine();
  31378. if (level != 0) {
  31379. width = width / Math.pow(2, level);
  31380. height = height / Math.pow(2, level);
  31381. width = Math.round(width);
  31382. height = Math.round(height);
  31383. }
  31384. if (this._texture.isCube) {
  31385. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31386. }
  31387. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31388. };
  31389. /**
  31390. * Release and destroy the underlying lower level texture aka internalTexture.
  31391. */
  31392. BaseTexture.prototype.releaseInternalTexture = function () {
  31393. if (this._texture) {
  31394. this._texture.dispose();
  31395. this._texture = null;
  31396. }
  31397. };
  31398. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31399. /**
  31400. * Get the polynomial representation of the texture data.
  31401. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31402. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31403. */
  31404. get: function () {
  31405. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31406. return null;
  31407. }
  31408. if (!this._texture._sphericalPolynomial) {
  31409. this._texture._sphericalPolynomial =
  31410. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31411. }
  31412. return this._texture._sphericalPolynomial;
  31413. },
  31414. set: function (value) {
  31415. if (this._texture) {
  31416. this._texture._sphericalPolynomial = value;
  31417. }
  31418. },
  31419. enumerable: true,
  31420. configurable: true
  31421. });
  31422. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  31423. /** @hidden */
  31424. get: function () {
  31425. if (this._texture) {
  31426. return this._texture._lodTextureHigh;
  31427. }
  31428. return null;
  31429. },
  31430. enumerable: true,
  31431. configurable: true
  31432. });
  31433. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  31434. /** @hidden */
  31435. get: function () {
  31436. if (this._texture) {
  31437. return this._texture._lodTextureMid;
  31438. }
  31439. return null;
  31440. },
  31441. enumerable: true,
  31442. configurable: true
  31443. });
  31444. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  31445. /** @hidden */
  31446. get: function () {
  31447. if (this._texture) {
  31448. return this._texture._lodTextureLow;
  31449. }
  31450. return null;
  31451. },
  31452. enumerable: true,
  31453. configurable: true
  31454. });
  31455. /**
  31456. * Dispose the texture and release its associated resources.
  31457. */
  31458. BaseTexture.prototype.dispose = function () {
  31459. if (!this._scene) {
  31460. return;
  31461. }
  31462. // Animations
  31463. this._scene.stopAnimation(this);
  31464. // Remove from scene
  31465. this._scene._removePendingData(this);
  31466. var index = this._scene.textures.indexOf(this);
  31467. if (index >= 0) {
  31468. this._scene.textures.splice(index, 1);
  31469. }
  31470. this._scene.onTextureRemovedObservable.notifyObservers(this);
  31471. if (this._texture === undefined) {
  31472. return;
  31473. }
  31474. // Release
  31475. this.releaseInternalTexture();
  31476. // Callback
  31477. this.onDisposeObservable.notifyObservers(this);
  31478. this.onDisposeObservable.clear();
  31479. };
  31480. /**
  31481. * Serialize the texture into a JSON representation that can be parsed later on.
  31482. * @returns the JSON representation of the texture
  31483. */
  31484. BaseTexture.prototype.serialize = function () {
  31485. if (!this.name) {
  31486. return null;
  31487. }
  31488. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  31489. // Animations
  31490. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  31491. return serializationObject;
  31492. };
  31493. /**
  31494. * Helper function to be called back once a list of texture contains only ready textures.
  31495. * @param textures Define the list of textures to wait for
  31496. * @param callback Define the callback triggered once the entire list will be ready
  31497. */
  31498. BaseTexture.WhenAllReady = function (textures, callback) {
  31499. var numRemaining = textures.length;
  31500. if (numRemaining === 0) {
  31501. callback();
  31502. return;
  31503. }
  31504. var _loop_1 = function () {
  31505. texture = textures[i];
  31506. if (texture.isReady()) {
  31507. if (--numRemaining === 0) {
  31508. callback();
  31509. }
  31510. }
  31511. else {
  31512. onLoadObservable = texture.onLoadObservable;
  31513. var onLoadCallback_1 = function () {
  31514. onLoadObservable.removeCallback(onLoadCallback_1);
  31515. if (--numRemaining === 0) {
  31516. callback();
  31517. }
  31518. };
  31519. onLoadObservable.add(onLoadCallback_1);
  31520. }
  31521. };
  31522. var texture, onLoadObservable;
  31523. for (var i = 0; i < textures.length; i++) {
  31524. _loop_1();
  31525. }
  31526. };
  31527. /**
  31528. * Default anisotropic filtering level for the application.
  31529. * It is set to 4 as a good tradeoff between perf and quality.
  31530. */
  31531. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  31532. __decorate([
  31533. BABYLON.serialize()
  31534. ], BaseTexture.prototype, "name", void 0);
  31535. __decorate([
  31536. BABYLON.serialize("hasAlpha")
  31537. ], BaseTexture.prototype, "_hasAlpha", void 0);
  31538. __decorate([
  31539. BABYLON.serialize()
  31540. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  31541. __decorate([
  31542. BABYLON.serialize()
  31543. ], BaseTexture.prototype, "level", void 0);
  31544. __decorate([
  31545. BABYLON.serialize()
  31546. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  31547. __decorate([
  31548. BABYLON.serialize("coordinatesMode")
  31549. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  31550. __decorate([
  31551. BABYLON.serialize()
  31552. ], BaseTexture.prototype, "wrapU", void 0);
  31553. __decorate([
  31554. BABYLON.serialize()
  31555. ], BaseTexture.prototype, "wrapV", void 0);
  31556. __decorate([
  31557. BABYLON.serialize()
  31558. ], BaseTexture.prototype, "wrapR", void 0);
  31559. __decorate([
  31560. BABYLON.serialize()
  31561. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  31562. __decorate([
  31563. BABYLON.serialize()
  31564. ], BaseTexture.prototype, "isCube", void 0);
  31565. __decorate([
  31566. BABYLON.serialize()
  31567. ], BaseTexture.prototype, "is3D", void 0);
  31568. __decorate([
  31569. BABYLON.serialize()
  31570. ], BaseTexture.prototype, "gammaSpace", void 0);
  31571. __decorate([
  31572. BABYLON.serialize()
  31573. ], BaseTexture.prototype, "invertZ", void 0);
  31574. __decorate([
  31575. BABYLON.serialize()
  31576. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  31577. __decorate([
  31578. BABYLON.serialize()
  31579. ], BaseTexture.prototype, "lodGenerationOffset", null);
  31580. __decorate([
  31581. BABYLON.serialize()
  31582. ], BaseTexture.prototype, "lodGenerationScale", null);
  31583. __decorate([
  31584. BABYLON.serialize()
  31585. ], BaseTexture.prototype, "isRenderTarget", void 0);
  31586. return BaseTexture;
  31587. }());
  31588. BABYLON.BaseTexture = BaseTexture;
  31589. })(BABYLON || (BABYLON = {}));
  31590. //# sourceMappingURL=babylon.baseTexture.js.map
  31591. var BABYLON;
  31592. (function (BABYLON) {
  31593. /**
  31594. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31595. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31596. */
  31597. var Texture = /** @class */ (function (_super) {
  31598. __extends(Texture, _super);
  31599. /**
  31600. * Instantiates a new texture.
  31601. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31602. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31603. * @param url define the url of the picture to load as a texture
  31604. * @param scene define the scene the texture will belong to
  31605. * @param noMipmap define if the texture will require mip maps or not
  31606. * @param invertY define if the texture needs to be inverted on the y axis during loading
  31607. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  31608. * @param onLoad define a callback triggered when the texture has been loaded
  31609. * @param onError define a callback triggered when an error occurred during the loading session
  31610. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  31611. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  31612. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  31613. */
  31614. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  31615. if (noMipmap === void 0) { noMipmap = false; }
  31616. if (invertY === void 0) { invertY = true; }
  31617. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  31618. if (onLoad === void 0) { onLoad = null; }
  31619. if (onError === void 0) { onError = null; }
  31620. if (buffer === void 0) { buffer = null; }
  31621. if (deleteBuffer === void 0) { deleteBuffer = false; }
  31622. var _this = _super.call(this, scene) || this;
  31623. /**
  31624. * Define an offset on the texture to offset the u coordinates of the UVs
  31625. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31626. */
  31627. _this.uOffset = 0;
  31628. /**
  31629. * Define an offset on the texture to offset the v coordinates of the UVs
  31630. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31631. */
  31632. _this.vOffset = 0;
  31633. /**
  31634. * Define an offset on the texture to scale the u coordinates of the UVs
  31635. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31636. */
  31637. _this.uScale = 1.0;
  31638. /**
  31639. * Define an offset on the texture to scale the v coordinates of the UVs
  31640. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31641. */
  31642. _this.vScale = 1.0;
  31643. /**
  31644. * Define an offset on the texture to rotate around the u coordinates of the UVs
  31645. * @see http://doc.babylonjs.com/how_to/more_materials
  31646. */
  31647. _this.uAng = 0;
  31648. /**
  31649. * Define an offset on the texture to rotate around the v coordinates of the UVs
  31650. * @see http://doc.babylonjs.com/how_to/more_materials
  31651. */
  31652. _this.vAng = 0;
  31653. /**
  31654. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  31655. * @see http://doc.babylonjs.com/how_to/more_materials
  31656. */
  31657. _this.wAng = 0;
  31658. /**
  31659. * Defines the center of rotation (U)
  31660. */
  31661. _this.uRotationCenter = 0.5;
  31662. /**
  31663. * Defines the center of rotation (V)
  31664. */
  31665. _this.vRotationCenter = 0.5;
  31666. /**
  31667. * Defines the center of rotation (W)
  31668. */
  31669. _this.wRotationCenter = 0.5;
  31670. /**
  31671. * Observable triggered once the texture has been loaded.
  31672. */
  31673. _this.onLoadObservable = new BABYLON.Observable();
  31674. _this._isBlocking = true;
  31675. _this.name = url || "";
  31676. _this.url = url;
  31677. _this._noMipmap = noMipmap;
  31678. _this._invertY = invertY;
  31679. _this._samplingMode = samplingMode;
  31680. _this._buffer = buffer;
  31681. _this._deleteBuffer = deleteBuffer;
  31682. if (format) {
  31683. _this._format = format;
  31684. }
  31685. scene = _this.getScene();
  31686. if (!scene) {
  31687. return _this;
  31688. }
  31689. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  31690. var load = function () {
  31691. if (_this.onLoadObservable.hasObservers()) {
  31692. _this.onLoadObservable.notifyObservers(_this);
  31693. }
  31694. if (onLoad) {
  31695. onLoad();
  31696. }
  31697. if (!_this.isBlocking && scene) {
  31698. scene.resetCachedMaterial();
  31699. }
  31700. };
  31701. if (!_this.url) {
  31702. _this._delayedOnLoad = load;
  31703. _this._delayedOnError = onError;
  31704. return _this;
  31705. }
  31706. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  31707. if (!_this._texture) {
  31708. if (!scene.useDelayedTextureLoading) {
  31709. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  31710. if (deleteBuffer) {
  31711. delete _this._buffer;
  31712. }
  31713. }
  31714. else {
  31715. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  31716. _this._delayedOnLoad = load;
  31717. _this._delayedOnError = onError;
  31718. }
  31719. }
  31720. else {
  31721. if (_this._texture.isReady) {
  31722. BABYLON.Tools.SetImmediate(function () { return load(); });
  31723. }
  31724. else {
  31725. _this._texture.onLoadedObservable.add(load);
  31726. }
  31727. }
  31728. return _this;
  31729. }
  31730. Object.defineProperty(Texture.prototype, "noMipmap", {
  31731. /**
  31732. * Are mip maps generated for this texture or not.
  31733. */
  31734. get: function () {
  31735. return this._noMipmap;
  31736. },
  31737. enumerable: true,
  31738. configurable: true
  31739. });
  31740. Object.defineProperty(Texture.prototype, "isBlocking", {
  31741. get: function () {
  31742. return this._isBlocking;
  31743. },
  31744. /**
  31745. * Is the texture preventing material to render while loading.
  31746. * If false, a default texture will be used instead of the loading one during the preparation step.
  31747. */
  31748. set: function (value) {
  31749. this._isBlocking = value;
  31750. },
  31751. enumerable: true,
  31752. configurable: true
  31753. });
  31754. Object.defineProperty(Texture.prototype, "samplingMode", {
  31755. /**
  31756. * Get the current sampling mode associated with the texture.
  31757. */
  31758. get: function () {
  31759. return this._samplingMode;
  31760. },
  31761. enumerable: true,
  31762. configurable: true
  31763. });
  31764. /**
  31765. * Update the url (and optional buffer) of this texture if url was null during construction.
  31766. * @param url the url of the texture
  31767. * @param buffer the buffer of the texture (defaults to null)
  31768. */
  31769. Texture.prototype.updateURL = function (url, buffer) {
  31770. if (buffer === void 0) { buffer = null; }
  31771. if (this.url) {
  31772. throw new Error("URL is already set");
  31773. }
  31774. this.url = url;
  31775. this._buffer = buffer;
  31776. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  31777. this.delayLoad();
  31778. };
  31779. /**
  31780. * Finish the loading sequence of a texture flagged as delayed load.
  31781. * @hidden
  31782. */
  31783. Texture.prototype.delayLoad = function () {
  31784. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31785. return;
  31786. }
  31787. var scene = this.getScene();
  31788. if (!scene) {
  31789. return;
  31790. }
  31791. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  31792. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  31793. if (!this._texture) {
  31794. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  31795. if (this._deleteBuffer) {
  31796. delete this._buffer;
  31797. }
  31798. }
  31799. else {
  31800. if (this._delayedOnLoad) {
  31801. if (this._texture.isReady) {
  31802. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  31803. }
  31804. else {
  31805. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  31806. }
  31807. }
  31808. }
  31809. this._delayedOnLoad = null;
  31810. this._delayedOnError = null;
  31811. };
  31812. /**
  31813. * Update the sampling mode of the texture.
  31814. * Default is Trilinear mode.
  31815. *
  31816. * | Value | Type | Description |
  31817. * | ----- | ------------------ | ----------- |
  31818. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31819. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31820. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31821. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31822. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31823. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31824. * | 7 | NEAREST_LINEAR | |
  31825. * | 8 | NEAREST_NEAREST | |
  31826. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31827. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31828. * | 11 | LINEAR_LINEAR | |
  31829. * | 12 | LINEAR_NEAREST | |
  31830. *
  31831. * > _mag_: magnification filter (close to the viewer)
  31832. * > _min_: minification filter (far from the viewer)
  31833. * > _mip_: filter used between mip map levels
  31834. *@param samplingMode Define the new sampling mode of the texture
  31835. */
  31836. Texture.prototype.updateSamplingMode = function (samplingMode) {
  31837. if (!this._texture) {
  31838. return;
  31839. }
  31840. var scene = this.getScene();
  31841. if (!scene) {
  31842. return;
  31843. }
  31844. this._samplingMode = samplingMode;
  31845. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  31846. };
  31847. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  31848. x *= this.uScale;
  31849. y *= this.vScale;
  31850. x -= this.uRotationCenter * this.uScale;
  31851. y -= this.vRotationCenter * this.vScale;
  31852. z -= this.wRotationCenter;
  31853. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  31854. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  31855. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  31856. t.z += this.wRotationCenter;
  31857. };
  31858. /**
  31859. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  31860. * @returns the transform matrix of the texture.
  31861. */
  31862. Texture.prototype.getTextureMatrix = function () {
  31863. var _this = this;
  31864. if (this.uOffset === this._cachedUOffset &&
  31865. this.vOffset === this._cachedVOffset &&
  31866. this.uScale === this._cachedUScale &&
  31867. this.vScale === this._cachedVScale &&
  31868. this.uAng === this._cachedUAng &&
  31869. this.vAng === this._cachedVAng &&
  31870. this.wAng === this._cachedWAng) {
  31871. return this._cachedTextureMatrix;
  31872. }
  31873. this._cachedUOffset = this.uOffset;
  31874. this._cachedVOffset = this.vOffset;
  31875. this._cachedUScale = this.uScale;
  31876. this._cachedVScale = this.vScale;
  31877. this._cachedUAng = this.uAng;
  31878. this._cachedVAng = this.vAng;
  31879. this._cachedWAng = this.wAng;
  31880. if (!this._cachedTextureMatrix) {
  31881. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  31882. this._rowGenerationMatrix = new BABYLON.Matrix();
  31883. this._t0 = BABYLON.Vector3.Zero();
  31884. this._t1 = BABYLON.Vector3.Zero();
  31885. this._t2 = BABYLON.Vector3.Zero();
  31886. }
  31887. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  31888. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  31889. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  31890. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  31891. this._t1.subtractInPlace(this._t0);
  31892. this._t2.subtractInPlace(this._t0);
  31893. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  31894. this._cachedTextureMatrix.m[0] = this._t1.x;
  31895. this._cachedTextureMatrix.m[1] = this._t1.y;
  31896. this._cachedTextureMatrix.m[2] = this._t1.z;
  31897. this._cachedTextureMatrix.m[4] = this._t2.x;
  31898. this._cachedTextureMatrix.m[5] = this._t2.y;
  31899. this._cachedTextureMatrix.m[6] = this._t2.z;
  31900. this._cachedTextureMatrix.m[8] = this._t0.x;
  31901. this._cachedTextureMatrix.m[9] = this._t0.y;
  31902. this._cachedTextureMatrix.m[10] = this._t0.z;
  31903. var scene = this.getScene();
  31904. if (!scene) {
  31905. return this._cachedTextureMatrix;
  31906. }
  31907. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  31908. return mat.hasTexture(_this);
  31909. });
  31910. return this._cachedTextureMatrix;
  31911. };
  31912. /**
  31913. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  31914. * @returns The reflection texture transform
  31915. */
  31916. Texture.prototype.getReflectionTextureMatrix = function () {
  31917. var _this = this;
  31918. var scene = this.getScene();
  31919. if (!scene) {
  31920. return this._cachedTextureMatrix;
  31921. }
  31922. if (this.uOffset === this._cachedUOffset &&
  31923. this.vOffset === this._cachedVOffset &&
  31924. this.uScale === this._cachedUScale &&
  31925. this.vScale === this._cachedVScale &&
  31926. this.coordinatesMode === this._cachedCoordinatesMode) {
  31927. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  31928. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  31929. return this._cachedTextureMatrix;
  31930. }
  31931. }
  31932. else {
  31933. return this._cachedTextureMatrix;
  31934. }
  31935. }
  31936. if (!this._cachedTextureMatrix) {
  31937. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  31938. }
  31939. if (!this._projectionModeMatrix) {
  31940. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  31941. }
  31942. this._cachedUOffset = this.uOffset;
  31943. this._cachedVOffset = this.vOffset;
  31944. this._cachedUScale = this.uScale;
  31945. this._cachedVScale = this.vScale;
  31946. this._cachedCoordinatesMode = this.coordinatesMode;
  31947. switch (this.coordinatesMode) {
  31948. case Texture.PLANAR_MODE:
  31949. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  31950. this._cachedTextureMatrix[0] = this.uScale;
  31951. this._cachedTextureMatrix[5] = this.vScale;
  31952. this._cachedTextureMatrix[12] = this.uOffset;
  31953. this._cachedTextureMatrix[13] = this.vOffset;
  31954. break;
  31955. case Texture.PROJECTION_MODE:
  31956. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  31957. this._projectionModeMatrix.m[0] = 0.5;
  31958. this._projectionModeMatrix.m[5] = -0.5;
  31959. this._projectionModeMatrix.m[10] = 0.0;
  31960. this._projectionModeMatrix.m[12] = 0.5;
  31961. this._projectionModeMatrix.m[13] = 0.5;
  31962. this._projectionModeMatrix.m[14] = 1.0;
  31963. this._projectionModeMatrix.m[15] = 1.0;
  31964. var projectionMatrix = scene.getProjectionMatrix();
  31965. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  31966. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  31967. break;
  31968. default:
  31969. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  31970. break;
  31971. }
  31972. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  31973. return (mat.getActiveTextures().indexOf(_this) !== -1);
  31974. });
  31975. return this._cachedTextureMatrix;
  31976. };
  31977. /**
  31978. * Clones the texture.
  31979. * @returns the cloned texture
  31980. */
  31981. Texture.prototype.clone = function () {
  31982. var _this = this;
  31983. return BABYLON.SerializationHelper.Clone(function () {
  31984. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  31985. }, this);
  31986. };
  31987. /**
  31988. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  31989. * @returns The JSON representation of the texture
  31990. */
  31991. Texture.prototype.serialize = function () {
  31992. var serializationObject = _super.prototype.serialize.call(this);
  31993. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  31994. serializationObject.base64String = this._buffer;
  31995. serializationObject.name = serializationObject.name.replace("data:", "");
  31996. }
  31997. serializationObject.invertY = this._invertY;
  31998. serializationObject.samplingMode = this.samplingMode;
  31999. return serializationObject;
  32000. };
  32001. /**
  32002. * Get the current class name of the texture usefull for serialization or dynamic coding.
  32003. * @returns "Texture"
  32004. */
  32005. Texture.prototype.getClassName = function () {
  32006. return "Texture";
  32007. };
  32008. /**
  32009. * Dispose the texture and release its associated resources.
  32010. */
  32011. Texture.prototype.dispose = function () {
  32012. _super.prototype.dispose.call(this);
  32013. this.onLoadObservable.clear();
  32014. this._delayedOnLoad = null;
  32015. this._delayedOnError = null;
  32016. };
  32017. /**
  32018. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32019. * @param parsedTexture Define the JSON representation of the texture
  32020. * @param scene Define the scene the parsed texture should be instantiated in
  32021. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32022. * @returns The parsed texture if successful
  32023. */
  32024. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32025. if (parsedTexture.customType) {
  32026. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32027. // Update Sampling Mode
  32028. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32029. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32030. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32031. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32032. }
  32033. }
  32034. return parsedCustomTexture;
  32035. }
  32036. if (parsedTexture.isCube) {
  32037. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32038. }
  32039. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32040. return null;
  32041. }
  32042. var texture = BABYLON.SerializationHelper.Parse(function () {
  32043. var generateMipMaps = true;
  32044. if (parsedTexture.noMipmap) {
  32045. generateMipMaps = false;
  32046. }
  32047. if (parsedTexture.mirrorPlane) {
  32048. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32049. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32050. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32051. return mirrorTexture;
  32052. }
  32053. else if (parsedTexture.isRenderTarget) {
  32054. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32055. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32056. return renderTargetTexture;
  32057. }
  32058. else {
  32059. var texture;
  32060. if (parsedTexture.base64String) {
  32061. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32062. }
  32063. else {
  32064. var url = rootUrl + parsedTexture.name;
  32065. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32066. url = parsedTexture.url;
  32067. }
  32068. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32069. }
  32070. return texture;
  32071. }
  32072. }, parsedTexture, scene);
  32073. // Update Sampling Mode
  32074. if (parsedTexture.samplingMode) {
  32075. var sampling = parsedTexture.samplingMode;
  32076. if (texture._samplingMode !== sampling) {
  32077. texture.updateSamplingMode(sampling);
  32078. }
  32079. }
  32080. // Animations
  32081. if (parsedTexture.animations) {
  32082. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32083. var parsedAnimation = parsedTexture.animations[animationIndex];
  32084. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32085. }
  32086. }
  32087. return texture;
  32088. };
  32089. /**
  32090. * Creates a texture from its base 64 representation.
  32091. * @param data Define the base64 payload without the data: prefix
  32092. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32093. * @param scene Define the scene the texture should belong to
  32094. * @param noMipmap Forces the texture to not create mip map information if true
  32095. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32096. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32097. * @param onLoad define a callback triggered when the texture has been loaded
  32098. * @param onError define a callback triggered when an error occurred during the loading session
  32099. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32100. * @returns the created texture
  32101. */
  32102. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32103. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32104. if (onLoad === void 0) { onLoad = null; }
  32105. if (onError === void 0) { onError = null; }
  32106. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32107. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32108. };
  32109. /**
  32110. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32111. * @param data Define the base64 payload without the data: prefix
  32112. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32113. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32114. * @param scene Define the scene the texture should belong to
  32115. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32116. * @param noMipmap Forces the texture to not create mip map information if true
  32117. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32118. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32119. * @param onLoad define a callback triggered when the texture has been loaded
  32120. * @param onError define a callback triggered when an error occurred during the loading session
  32121. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32122. * @returns the created texture
  32123. */
  32124. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32125. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32126. if (noMipmap === void 0) { noMipmap = false; }
  32127. if (invertY === void 0) { invertY = true; }
  32128. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32129. if (onLoad === void 0) { onLoad = null; }
  32130. if (onError === void 0) { onError = null; }
  32131. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32132. if (name.substr(0, 5) !== "data:") {
  32133. name = "data:" + name;
  32134. }
  32135. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32136. };
  32137. /** nearest is mag = nearest and min = nearest and mip = linear */
  32138. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32139. /** nearest is mag = nearest and min = nearest and mip = linear */
  32140. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32141. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32142. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32143. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32144. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32145. /** Trilinear is mag = linear and min = linear and mip = linear */
  32146. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32147. /** Trilinear is mag = linear and min = linear and mip = linear */
  32148. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32149. /** mag = nearest and min = nearest and mip = nearest */
  32150. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32151. /** mag = nearest and min = linear and mip = nearest */
  32152. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32153. /** mag = nearest and min = linear and mip = linear */
  32154. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32155. /** mag = nearest and min = linear and mip = none */
  32156. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32157. /** mag = nearest and min = nearest and mip = none */
  32158. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32159. /** mag = linear and min = nearest and mip = nearest */
  32160. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32161. /** mag = linear and min = nearest and mip = linear */
  32162. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32163. /** mag = linear and min = linear and mip = none */
  32164. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32165. /** mag = linear and min = nearest and mip = none */
  32166. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32167. /** Explicit coordinates mode */
  32168. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32169. /** Spherical coordinates mode */
  32170. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32171. /** Planar coordinates mode */
  32172. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32173. /** Cubic coordinates mode */
  32174. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32175. /** Projection coordinates mode */
  32176. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32177. /** Inverse Cubic coordinates mode */
  32178. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32179. /** Inverse Cubic coordinates mode */
  32180. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32181. /** Equirectangular coordinates mode */
  32182. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32183. /** Equirectangular Fixed coordinates mode */
  32184. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32185. /** Equirectangular Fixed Mirrored coordinates mode */
  32186. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32187. /** Texture is not repeating outside of 0..1 UVs */
  32188. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32189. /** Texture is repeating outside of 0..1 UVs */
  32190. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32191. /** Texture is repeating and mirrored */
  32192. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32193. /**
  32194. * 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
  32195. */
  32196. Texture.UseSerializedUrlIfAny = false;
  32197. __decorate([
  32198. BABYLON.serialize()
  32199. ], Texture.prototype, "url", void 0);
  32200. __decorate([
  32201. BABYLON.serialize()
  32202. ], Texture.prototype, "uOffset", void 0);
  32203. __decorate([
  32204. BABYLON.serialize()
  32205. ], Texture.prototype, "vOffset", void 0);
  32206. __decorate([
  32207. BABYLON.serialize()
  32208. ], Texture.prototype, "uScale", void 0);
  32209. __decorate([
  32210. BABYLON.serialize()
  32211. ], Texture.prototype, "vScale", void 0);
  32212. __decorate([
  32213. BABYLON.serialize()
  32214. ], Texture.prototype, "uAng", void 0);
  32215. __decorate([
  32216. BABYLON.serialize()
  32217. ], Texture.prototype, "vAng", void 0);
  32218. __decorate([
  32219. BABYLON.serialize()
  32220. ], Texture.prototype, "wAng", void 0);
  32221. __decorate([
  32222. BABYLON.serialize()
  32223. ], Texture.prototype, "uRotationCenter", void 0);
  32224. __decorate([
  32225. BABYLON.serialize()
  32226. ], Texture.prototype, "vRotationCenter", void 0);
  32227. __decorate([
  32228. BABYLON.serialize()
  32229. ], Texture.prototype, "wRotationCenter", void 0);
  32230. __decorate([
  32231. BABYLON.serialize()
  32232. ], Texture.prototype, "isBlocking", null);
  32233. return Texture;
  32234. }(BABYLON.BaseTexture));
  32235. BABYLON.Texture = Texture;
  32236. })(BABYLON || (BABYLON = {}));
  32237. //# sourceMappingURL=babylon.texture.js.map
  32238. var BABYLON;
  32239. (function (BABYLON) {
  32240. /**
  32241. * @hidden
  32242. **/
  32243. var _CreationDataStorage = /** @class */ (function () {
  32244. function _CreationDataStorage() {
  32245. }
  32246. return _CreationDataStorage;
  32247. }());
  32248. BABYLON._CreationDataStorage = _CreationDataStorage;
  32249. /**
  32250. * @hidden
  32251. **/
  32252. var _InstanceDataStorage = /** @class */ (function () {
  32253. function _InstanceDataStorage() {
  32254. this.visibleInstances = {};
  32255. this.renderIdForInstances = new Array();
  32256. this.batchCache = new _InstancesBatch();
  32257. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32258. }
  32259. return _InstanceDataStorage;
  32260. }());
  32261. /**
  32262. * @hidden
  32263. **/
  32264. var _InstancesBatch = /** @class */ (function () {
  32265. function _InstancesBatch() {
  32266. this.mustReturn = false;
  32267. this.visibleInstances = new Array();
  32268. this.renderSelf = new Array();
  32269. }
  32270. return _InstancesBatch;
  32271. }());
  32272. BABYLON._InstancesBatch = _InstancesBatch;
  32273. /**
  32274. * Class used to represent renderable models
  32275. */
  32276. var Mesh = /** @class */ (function (_super) {
  32277. __extends(Mesh, _super);
  32278. /**
  32279. * @constructor
  32280. * @param name The value used by scene.getMeshByName() to do a lookup.
  32281. * @param scene The scene to add this mesh to.
  32282. * @param parent The parent of this mesh, if it has one
  32283. * @param source An optional Mesh from which geometry is shared, cloned.
  32284. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32285. * When false, achieved by calling a clone(), also passing False.
  32286. * This will make creation of children, recursive.
  32287. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32288. */
  32289. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32290. if (scene === void 0) { scene = null; }
  32291. if (parent === void 0) { parent = null; }
  32292. if (source === void 0) { source = null; }
  32293. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32294. var _this = _super.call(this, name, scene) || this;
  32295. // Members
  32296. /**
  32297. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32298. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32299. */
  32300. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32301. /**
  32302. * Gets the list of instances created from this mesh
  32303. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32304. */
  32305. _this.instances = new Array();
  32306. _this._LODLevels = new Array();
  32307. /** @hidden */
  32308. _this._instanceDataStorage = new _InstanceDataStorage();
  32309. // Use by builder only to know what orientation were the mesh build in.
  32310. /** @hidden */
  32311. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32312. /**
  32313. * Use this property to change the original side orientation defined at construction time
  32314. */
  32315. _this.overrideMaterialSideOrientation = null;
  32316. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32317. // Will be used to save a source mesh reference, If any
  32318. _this._source = null;
  32319. scene = _this.getScene();
  32320. if (source) {
  32321. // Geometry
  32322. if (source._geometry) {
  32323. source._geometry.applyToMesh(_this);
  32324. }
  32325. // Deep copy
  32326. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32327. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32328. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32329. ], ["_poseMatrix"]);
  32330. // Source mesh
  32331. _this._source = source;
  32332. // Construction Params
  32333. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32334. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32335. _this._creationDataStorage = source._creationDataStorage;
  32336. // Animation ranges
  32337. if (_this._source._ranges) {
  32338. var ranges = _this._source._ranges;
  32339. for (var name in ranges) {
  32340. if (!ranges.hasOwnProperty(name)) {
  32341. continue;
  32342. }
  32343. if (!ranges[name]) {
  32344. continue;
  32345. }
  32346. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32347. }
  32348. }
  32349. // Metadata
  32350. if (source.metadata && source.metadata.clone) {
  32351. _this.metadata = source.metadata.clone();
  32352. }
  32353. else {
  32354. _this.metadata = source.metadata;
  32355. }
  32356. // Tags
  32357. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32358. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32359. }
  32360. // Parent
  32361. _this.parent = source.parent;
  32362. // Pivot
  32363. _this.setPivotMatrix(source.getPivotMatrix());
  32364. _this.id = name + "." + source.id;
  32365. // Material
  32366. _this.material = source.material;
  32367. var index;
  32368. if (!doNotCloneChildren) {
  32369. // Children
  32370. var directDescendants = source.getDescendants(true);
  32371. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32372. var child = directDescendants[index_1];
  32373. if (child.clone) {
  32374. child.clone(name + "." + child.name, _this);
  32375. }
  32376. }
  32377. }
  32378. // Physics clone
  32379. var physicsEngine = _this.getScene().getPhysicsEngine();
  32380. if (clonePhysicsImpostor && physicsEngine) {
  32381. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32382. if (impostor) {
  32383. _this.physicsImpostor = impostor.clone(_this);
  32384. }
  32385. }
  32386. // Particles
  32387. for (index = 0; index < scene.particleSystems.length; index++) {
  32388. var system = scene.particleSystems[index];
  32389. if (system.emitter === source) {
  32390. system.clone(system.name, _this);
  32391. }
  32392. }
  32393. _this.refreshBoundingInfo();
  32394. _this.computeWorldMatrix(true);
  32395. }
  32396. // Parent
  32397. if (parent !== null) {
  32398. _this.parent = parent;
  32399. }
  32400. return _this;
  32401. }
  32402. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  32403. /**
  32404. * An event triggered before rendering the mesh
  32405. */
  32406. get: function () {
  32407. if (!this._onBeforeRenderObservable) {
  32408. this._onBeforeRenderObservable = new BABYLON.Observable();
  32409. }
  32410. return this._onBeforeRenderObservable;
  32411. },
  32412. enumerable: true,
  32413. configurable: true
  32414. });
  32415. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  32416. /**
  32417. * An event triggered after rendering the mesh
  32418. */
  32419. get: function () {
  32420. if (!this._onAfterRenderObservable) {
  32421. this._onAfterRenderObservable = new BABYLON.Observable();
  32422. }
  32423. return this._onAfterRenderObservable;
  32424. },
  32425. enumerable: true,
  32426. configurable: true
  32427. });
  32428. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  32429. /**
  32430. * An event triggered before drawing the mesh
  32431. */
  32432. get: function () {
  32433. if (!this._onBeforeDrawObservable) {
  32434. this._onBeforeDrawObservable = new BABYLON.Observable();
  32435. }
  32436. return this._onBeforeDrawObservable;
  32437. },
  32438. enumerable: true,
  32439. configurable: true
  32440. });
  32441. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  32442. /**
  32443. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  32444. */
  32445. set: function (callback) {
  32446. if (this._onBeforeDrawObserver) {
  32447. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  32448. }
  32449. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  32450. },
  32451. enumerable: true,
  32452. configurable: true
  32453. });
  32454. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  32455. /**
  32456. * Gets or sets the morph target manager
  32457. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  32458. */
  32459. get: function () {
  32460. return this._morphTargetManager;
  32461. },
  32462. set: function (value) {
  32463. if (this._morphTargetManager === value) {
  32464. return;
  32465. }
  32466. this._morphTargetManager = value;
  32467. this._syncGeometryWithMorphTargetManager();
  32468. },
  32469. enumerable: true,
  32470. configurable: true
  32471. });
  32472. Object.defineProperty(Mesh.prototype, "source", {
  32473. /**
  32474. * Gets the source mesh (the one used to clone this one from)
  32475. */
  32476. get: function () {
  32477. return this._source;
  32478. },
  32479. enumerable: true,
  32480. configurable: true
  32481. });
  32482. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  32483. /**
  32484. * Gets or sets a boolean indicating that this mesh does not use index buffer
  32485. */
  32486. get: function () {
  32487. return this._unIndexed;
  32488. },
  32489. set: function (value) {
  32490. if (this._unIndexed !== value) {
  32491. this._unIndexed = value;
  32492. this._markSubMeshesAsAttributesDirty();
  32493. }
  32494. },
  32495. enumerable: true,
  32496. configurable: true
  32497. });
  32498. // Methods
  32499. /**
  32500. * Gets the class name
  32501. * @returns the string "Mesh".
  32502. */
  32503. Mesh.prototype.getClassName = function () {
  32504. return "Mesh";
  32505. };
  32506. /**
  32507. * Returns a description of this mesh
  32508. * @param fullDetails define if full details about this mesh must be used
  32509. * @returns a descriptive string representing this mesh
  32510. */
  32511. Mesh.prototype.toString = function (fullDetails) {
  32512. var ret = _super.prototype.toString.call(this, fullDetails);
  32513. ret += ", n vertices: " + this.getTotalVertices();
  32514. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  32515. if (this.animations) {
  32516. for (var i = 0; i < this.animations.length; i++) {
  32517. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  32518. }
  32519. }
  32520. if (fullDetails) {
  32521. if (this._geometry) {
  32522. var ib = this.getIndices();
  32523. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32524. if (vb && ib) {
  32525. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  32526. }
  32527. }
  32528. else {
  32529. ret += ", flat shading: UNKNOWN";
  32530. }
  32531. }
  32532. return ret;
  32533. };
  32534. /** @hidden */
  32535. Mesh.prototype._unBindEffect = function () {
  32536. _super.prototype._unBindEffect.call(this);
  32537. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  32538. var instance = _a[_i];
  32539. instance._unBindEffect();
  32540. }
  32541. };
  32542. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  32543. /**
  32544. * Gets a boolean indicating if this mesh has LOD
  32545. */
  32546. get: function () {
  32547. return this._LODLevels.length > 0;
  32548. },
  32549. enumerable: true,
  32550. configurable: true
  32551. });
  32552. /**
  32553. * Gets the list of MeshLODLevel associated with the current mesh
  32554. * @returns an array of MeshLODLevel
  32555. */
  32556. Mesh.prototype.getLODLevels = function () {
  32557. return this._LODLevels;
  32558. };
  32559. Mesh.prototype._sortLODLevels = function () {
  32560. this._LODLevels.sort(function (a, b) {
  32561. if (a.distance < b.distance) {
  32562. return 1;
  32563. }
  32564. if (a.distance > b.distance) {
  32565. return -1;
  32566. }
  32567. return 0;
  32568. });
  32569. };
  32570. /**
  32571. * Add a mesh as LOD level triggered at the given distance.
  32572. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32573. * @param distance The distance from the center of the object to show this level
  32574. * @param mesh The mesh to be added as LOD level (can be null)
  32575. * @return This mesh (for chaining)
  32576. */
  32577. Mesh.prototype.addLODLevel = function (distance, mesh) {
  32578. if (mesh && mesh._masterMesh) {
  32579. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  32580. return this;
  32581. }
  32582. var level = new BABYLON.MeshLODLevel(distance, mesh);
  32583. this._LODLevels.push(level);
  32584. if (mesh) {
  32585. mesh._masterMesh = this;
  32586. }
  32587. this._sortLODLevels();
  32588. return this;
  32589. };
  32590. /**
  32591. * Returns the LOD level mesh at the passed distance or null if not found.
  32592. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32593. * @param distance The distance from the center of the object to show this level
  32594. * @returns a Mesh or `null`
  32595. */
  32596. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  32597. for (var index = 0; index < this._LODLevels.length; index++) {
  32598. var level = this._LODLevels[index];
  32599. if (level.distance === distance) {
  32600. return level.mesh;
  32601. }
  32602. }
  32603. return null;
  32604. };
  32605. /**
  32606. * Remove a mesh from the LOD array
  32607. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32608. * @param mesh defines the mesh to be removed
  32609. * @return This mesh (for chaining)
  32610. */
  32611. Mesh.prototype.removeLODLevel = function (mesh) {
  32612. for (var index = 0; index < this._LODLevels.length; index++) {
  32613. if (this._LODLevels[index].mesh === mesh) {
  32614. this._LODLevels.splice(index, 1);
  32615. if (mesh) {
  32616. mesh._masterMesh = null;
  32617. }
  32618. }
  32619. }
  32620. this._sortLODLevels();
  32621. return this;
  32622. };
  32623. /**
  32624. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  32625. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32626. * @param camera defines the camera to use to compute distance
  32627. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  32628. * @return This mesh (for chaining)
  32629. */
  32630. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  32631. if (!this._LODLevels || this._LODLevels.length === 0) {
  32632. return this;
  32633. }
  32634. var bSphere;
  32635. if (boundingSphere) {
  32636. bSphere = boundingSphere;
  32637. }
  32638. else {
  32639. var boundingInfo = this.getBoundingInfo();
  32640. bSphere = boundingInfo.boundingSphere;
  32641. }
  32642. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  32643. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  32644. if (this.onLODLevelSelection) {
  32645. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  32646. }
  32647. return this;
  32648. }
  32649. for (var index = 0; index < this._LODLevels.length; index++) {
  32650. var level = this._LODLevels[index];
  32651. if (level.distance < distanceToCamera) {
  32652. if (level.mesh) {
  32653. level.mesh._preActivate();
  32654. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  32655. }
  32656. if (this.onLODLevelSelection) {
  32657. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  32658. }
  32659. return level.mesh;
  32660. }
  32661. }
  32662. if (this.onLODLevelSelection) {
  32663. this.onLODLevelSelection(distanceToCamera, this, this);
  32664. }
  32665. return this;
  32666. };
  32667. Object.defineProperty(Mesh.prototype, "geometry", {
  32668. /**
  32669. * Gets the mesh internal Geometry object
  32670. */
  32671. get: function () {
  32672. return this._geometry;
  32673. },
  32674. enumerable: true,
  32675. configurable: true
  32676. });
  32677. /**
  32678. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  32679. * @returns the total number of vertices
  32680. */
  32681. Mesh.prototype.getTotalVertices = function () {
  32682. if (this._geometry === null || this._geometry === undefined) {
  32683. return 0;
  32684. }
  32685. return this._geometry.getTotalVertices();
  32686. };
  32687. /**
  32688. * Returns the content of an associated vertex buffer
  32689. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32690. * - BABYLON.VertexBuffer.PositionKind
  32691. * - BABYLON.VertexBuffer.UVKind
  32692. * - BABYLON.VertexBuffer.UV2Kind
  32693. * - BABYLON.VertexBuffer.UV3Kind
  32694. * - BABYLON.VertexBuffer.UV4Kind
  32695. * - BABYLON.VertexBuffer.UV5Kind
  32696. * - BABYLON.VertexBuffer.UV6Kind
  32697. * - BABYLON.VertexBuffer.ColorKind
  32698. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32699. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32700. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32701. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32702. * @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
  32703. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  32704. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  32705. */
  32706. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  32707. if (!this._geometry) {
  32708. return null;
  32709. }
  32710. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  32711. };
  32712. /**
  32713. * Returns the mesh VertexBuffer object from the requested `kind`
  32714. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32715. * - BABYLON.VertexBuffer.PositionKind
  32716. * - BABYLON.VertexBuffer.UVKind
  32717. * - BABYLON.VertexBuffer.UV2Kind
  32718. * - BABYLON.VertexBuffer.UV3Kind
  32719. * - BABYLON.VertexBuffer.UV4Kind
  32720. * - BABYLON.VertexBuffer.UV5Kind
  32721. * - BABYLON.VertexBuffer.UV6Kind
  32722. * - BABYLON.VertexBuffer.ColorKind
  32723. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32724. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32725. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32726. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32727. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  32728. */
  32729. Mesh.prototype.getVertexBuffer = function (kind) {
  32730. if (!this._geometry) {
  32731. return null;
  32732. }
  32733. return this._geometry.getVertexBuffer(kind);
  32734. };
  32735. /**
  32736. * Tests if a specific vertex buffer is associated with this mesh
  32737. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  32738. * - BABYLON.VertexBuffer.PositionKind
  32739. * - BABYLON.VertexBuffer.UVKind
  32740. * - BABYLON.VertexBuffer.UV2Kind
  32741. * - BABYLON.VertexBuffer.UV3Kind
  32742. * - BABYLON.VertexBuffer.UV4Kind
  32743. * - BABYLON.VertexBuffer.UV5Kind
  32744. * - BABYLON.VertexBuffer.UV6Kind
  32745. * - BABYLON.VertexBuffer.ColorKind
  32746. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32747. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32748. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32749. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32750. * @returns a boolean
  32751. */
  32752. Mesh.prototype.isVerticesDataPresent = function (kind) {
  32753. if (!this._geometry) {
  32754. if (this._delayInfo) {
  32755. return this._delayInfo.indexOf(kind) !== -1;
  32756. }
  32757. return false;
  32758. }
  32759. return this._geometry.isVerticesDataPresent(kind);
  32760. };
  32761. /**
  32762. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  32763. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  32764. * - BABYLON.VertexBuffer.PositionKind
  32765. * - BABYLON.VertexBuffer.UVKind
  32766. * - BABYLON.VertexBuffer.UV2Kind
  32767. * - BABYLON.VertexBuffer.UV3Kind
  32768. * - BABYLON.VertexBuffer.UV4Kind
  32769. * - BABYLON.VertexBuffer.UV5Kind
  32770. * - BABYLON.VertexBuffer.UV6Kind
  32771. * - BABYLON.VertexBuffer.ColorKind
  32772. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32773. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32774. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32775. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32776. * @returns a boolean
  32777. */
  32778. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  32779. if (!this._geometry) {
  32780. if (this._delayInfo) {
  32781. return this._delayInfo.indexOf(kind) !== -1;
  32782. }
  32783. return false;
  32784. }
  32785. return this._geometry.isVertexBufferUpdatable(kind);
  32786. };
  32787. /**
  32788. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  32789. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32790. * - BABYLON.VertexBuffer.PositionKind
  32791. * - BABYLON.VertexBuffer.UVKind
  32792. * - BABYLON.VertexBuffer.UV2Kind
  32793. * - BABYLON.VertexBuffer.UV3Kind
  32794. * - BABYLON.VertexBuffer.UV4Kind
  32795. * - BABYLON.VertexBuffer.UV5Kind
  32796. * - BABYLON.VertexBuffer.UV6Kind
  32797. * - BABYLON.VertexBuffer.ColorKind
  32798. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32799. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32800. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32801. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32802. * @returns an array of strings
  32803. */
  32804. Mesh.prototype.getVerticesDataKinds = function () {
  32805. if (!this._geometry) {
  32806. var result = new Array();
  32807. if (this._delayInfo) {
  32808. this._delayInfo.forEach(function (kind, index, array) {
  32809. result.push(kind);
  32810. });
  32811. }
  32812. return result;
  32813. }
  32814. return this._geometry.getVerticesDataKinds();
  32815. };
  32816. /**
  32817. * Returns a positive integer : the total number of indices in this mesh geometry.
  32818. * @returns the numner of indices or zero if the mesh has no geometry.
  32819. */
  32820. Mesh.prototype.getTotalIndices = function () {
  32821. if (!this._geometry) {
  32822. return 0;
  32823. }
  32824. return this._geometry.getTotalIndices();
  32825. };
  32826. /**
  32827. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  32828. * @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.
  32829. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  32830. * @returns the indices array or an empty array if the mesh has no geometry
  32831. */
  32832. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  32833. if (!this._geometry) {
  32834. return [];
  32835. }
  32836. return this._geometry.getIndices(copyWhenShared, forceCopy);
  32837. };
  32838. Object.defineProperty(Mesh.prototype, "isBlocked", {
  32839. get: function () {
  32840. return this._masterMesh !== null && this._masterMesh !== undefined;
  32841. },
  32842. enumerable: true,
  32843. configurable: true
  32844. });
  32845. /**
  32846. * Determine if the current mesh is ready to be rendered
  32847. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  32848. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  32849. * @returns true if all associated assets are ready (material, textures, shaders)
  32850. */
  32851. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  32852. if (completeCheck === void 0) { completeCheck = false; }
  32853. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  32854. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  32855. return false;
  32856. }
  32857. if (!_super.prototype.isReady.call(this, completeCheck)) {
  32858. return false;
  32859. }
  32860. if (!this.subMeshes || this.subMeshes.length === 0) {
  32861. return true;
  32862. }
  32863. if (!completeCheck) {
  32864. return true;
  32865. }
  32866. var engine = this.getEngine();
  32867. var scene = this.getScene();
  32868. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  32869. this.computeWorldMatrix();
  32870. var mat = this.material || scene.defaultMaterial;
  32871. if (mat) {
  32872. if (mat._storeEffectOnSubMeshes) {
  32873. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  32874. var subMesh = _a[_i];
  32875. var effectiveMaterial = subMesh.getMaterial();
  32876. if (effectiveMaterial) {
  32877. if (effectiveMaterial._storeEffectOnSubMeshes) {
  32878. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  32879. return false;
  32880. }
  32881. }
  32882. else {
  32883. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  32884. return false;
  32885. }
  32886. }
  32887. }
  32888. }
  32889. }
  32890. else {
  32891. if (!mat.isReady(this, hardwareInstancedRendering)) {
  32892. return false;
  32893. }
  32894. }
  32895. }
  32896. // Shadows
  32897. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  32898. var light = _c[_b];
  32899. var generator = light.getShadowGenerator();
  32900. if (generator) {
  32901. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  32902. var subMesh = _e[_d];
  32903. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  32904. return false;
  32905. }
  32906. }
  32907. }
  32908. }
  32909. // LOD
  32910. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  32911. var lod = _g[_f];
  32912. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  32913. return false;
  32914. }
  32915. }
  32916. return true;
  32917. };
  32918. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  32919. /**
  32920. * 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.
  32921. */
  32922. get: function () {
  32923. return this._areNormalsFrozen;
  32924. },
  32925. enumerable: true,
  32926. configurable: true
  32927. });
  32928. /**
  32929. * 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.
  32930. * @returns the current mesh
  32931. */
  32932. Mesh.prototype.freezeNormals = function () {
  32933. this._areNormalsFrozen = true;
  32934. return this;
  32935. };
  32936. /**
  32937. * 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
  32938. * @returns the current mesh
  32939. */
  32940. Mesh.prototype.unfreezeNormals = function () {
  32941. this._areNormalsFrozen = false;
  32942. return this;
  32943. };
  32944. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  32945. /**
  32946. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  32947. */
  32948. set: function (count) {
  32949. this._instanceDataStorage.overridenInstanceCount = count;
  32950. },
  32951. enumerable: true,
  32952. configurable: true
  32953. });
  32954. // Methods
  32955. /** @hidden */
  32956. Mesh.prototype._preActivate = function () {
  32957. var sceneRenderId = this.getScene().getRenderId();
  32958. if (this._preActivateId === sceneRenderId) {
  32959. return this;
  32960. }
  32961. this._preActivateId = sceneRenderId;
  32962. this._instanceDataStorage.visibleInstances = null;
  32963. return this;
  32964. };
  32965. /** @hidden */
  32966. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  32967. if (this._instanceDataStorage.visibleInstances) {
  32968. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  32969. }
  32970. return this;
  32971. };
  32972. /** @hidden */
  32973. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  32974. if (!this._instanceDataStorage.visibleInstances) {
  32975. this._instanceDataStorage.visibleInstances = {};
  32976. this._instanceDataStorage.visibleInstances.defaultRenderId = renderId;
  32977. this._instanceDataStorage.visibleInstances.selfDefaultRenderId = this._renderId;
  32978. }
  32979. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  32980. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  32981. }
  32982. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  32983. return this;
  32984. };
  32985. /**
  32986. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  32987. * This means the mesh underlying bounding box and sphere are recomputed.
  32988. * @returns the current mesh
  32989. */
  32990. Mesh.prototype.refreshBoundingInfo = function () {
  32991. return this._refreshBoundingInfo(false);
  32992. };
  32993. /** @hidden */
  32994. Mesh.prototype._refreshBoundingInfo = function (applySkeleton) {
  32995. if (this._boundingInfo && this._boundingInfo.isLocked) {
  32996. return this;
  32997. }
  32998. var data = this._getPositionData(applySkeleton);
  32999. if (data) {
  33000. var bias = this.geometry ? this.geometry.boundingBias : null;
  33001. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  33002. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  33003. }
  33004. if (this.subMeshes) {
  33005. for (var index = 0; index < this.subMeshes.length; index++) {
  33006. this.subMeshes[index].refreshBoundingInfo();
  33007. }
  33008. }
  33009. this._updateBoundingInfo();
  33010. return this;
  33011. };
  33012. Mesh.prototype._getPositionData = function (applySkeleton) {
  33013. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33014. if (data && applySkeleton && this.skeleton) {
  33015. data = BABYLON.Tools.Slice(data);
  33016. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33017. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33018. if (matricesWeightsData && matricesIndicesData) {
  33019. var needExtras = this.numBoneInfluencers > 4;
  33020. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  33021. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  33022. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  33023. var tempVector = BABYLON.Tmp.Vector3[0];
  33024. var finalMatrix = BABYLON.Tmp.Matrix[0];
  33025. var tempMatrix = BABYLON.Tmp.Matrix[1];
  33026. var matWeightIdx = 0;
  33027. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  33028. finalMatrix.reset();
  33029. var inf;
  33030. var weight;
  33031. for (inf = 0; inf < 4; inf++) {
  33032. weight = matricesWeightsData[matWeightIdx + inf];
  33033. if (weight > 0) {
  33034. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33035. finalMatrix.addToSelf(tempMatrix);
  33036. }
  33037. }
  33038. if (needExtras) {
  33039. for (inf = 0; inf < 4; inf++) {
  33040. weight = matricesWeightsExtraData[matWeightIdx + inf];
  33041. if (weight > 0) {
  33042. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33043. finalMatrix.addToSelf(tempMatrix);
  33044. }
  33045. }
  33046. }
  33047. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  33048. tempVector.toArray(data, index);
  33049. }
  33050. }
  33051. }
  33052. return data;
  33053. };
  33054. /** @hidden */
  33055. Mesh.prototype._createGlobalSubMesh = function (force) {
  33056. var totalVertices = this.getTotalVertices();
  33057. if (!totalVertices || !this.getIndices()) {
  33058. return null;
  33059. }
  33060. // Check if we need to recreate the submeshes
  33061. if (this.subMeshes && this.subMeshes.length > 0) {
  33062. var ib = this.getIndices();
  33063. if (!ib) {
  33064. return null;
  33065. }
  33066. var totalIndices = ib.length;
  33067. var needToRecreate = false;
  33068. if (force) {
  33069. needToRecreate = true;
  33070. }
  33071. else {
  33072. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33073. var submesh = _a[_i];
  33074. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33075. needToRecreate = true;
  33076. break;
  33077. }
  33078. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33079. needToRecreate = true;
  33080. break;
  33081. }
  33082. }
  33083. }
  33084. if (!needToRecreate) {
  33085. return this.subMeshes[0];
  33086. }
  33087. }
  33088. this.releaseSubMeshes();
  33089. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33090. };
  33091. /**
  33092. * This function will subdivide the mesh into multiple submeshes
  33093. * @param count defines the expected number of submeshes
  33094. */
  33095. Mesh.prototype.subdivide = function (count) {
  33096. if (count < 1) {
  33097. return;
  33098. }
  33099. var totalIndices = this.getTotalIndices();
  33100. var subdivisionSize = (totalIndices / count) | 0;
  33101. var offset = 0;
  33102. // Ensure that subdivisionSize is a multiple of 3
  33103. while (subdivisionSize % 3 !== 0) {
  33104. subdivisionSize++;
  33105. }
  33106. this.releaseSubMeshes();
  33107. for (var index = 0; index < count; index++) {
  33108. if (offset >= totalIndices) {
  33109. break;
  33110. }
  33111. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33112. offset += subdivisionSize;
  33113. }
  33114. this.synchronizeInstances();
  33115. };
  33116. /**
  33117. * Copy a FloatArray into a specific associated vertex buffer
  33118. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33119. * - BABYLON.VertexBuffer.PositionKind
  33120. * - BABYLON.VertexBuffer.UVKind
  33121. * - BABYLON.VertexBuffer.UV2Kind
  33122. * - BABYLON.VertexBuffer.UV3Kind
  33123. * - BABYLON.VertexBuffer.UV4Kind
  33124. * - BABYLON.VertexBuffer.UV5Kind
  33125. * - BABYLON.VertexBuffer.UV6Kind
  33126. * - BABYLON.VertexBuffer.ColorKind
  33127. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33128. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33129. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33130. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33131. * @param data defines the data source
  33132. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33133. * @param stride defines the data stride size (can be null)
  33134. * @returns the current mesh
  33135. */
  33136. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33137. if (updatable === void 0) { updatable = false; }
  33138. if (!this._geometry) {
  33139. var vertexData = new BABYLON.VertexData();
  33140. vertexData.set(data, kind);
  33141. var scene = this.getScene();
  33142. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33143. }
  33144. else {
  33145. this._geometry.setVerticesData(kind, data, updatable, stride);
  33146. }
  33147. return this;
  33148. };
  33149. /**
  33150. * Flags an associated vertex buffer as updatable
  33151. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33152. * - BABYLON.VertexBuffer.PositionKind
  33153. * - BABYLON.VertexBuffer.UVKind
  33154. * - BABYLON.VertexBuffer.UV2Kind
  33155. * - BABYLON.VertexBuffer.UV3Kind
  33156. * - BABYLON.VertexBuffer.UV4Kind
  33157. * - BABYLON.VertexBuffer.UV5Kind
  33158. * - BABYLON.VertexBuffer.UV6Kind
  33159. * - BABYLON.VertexBuffer.ColorKind
  33160. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33161. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33162. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33163. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33164. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33165. */
  33166. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33167. if (updatable === void 0) { updatable = true; }
  33168. var vb = this.getVertexBuffer(kind);
  33169. if (!vb || vb.isUpdatable() === updatable) {
  33170. return;
  33171. }
  33172. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33173. };
  33174. /**
  33175. * Sets the mesh global Vertex Buffer
  33176. * @param buffer defines the buffer to use
  33177. * @returns the current mesh
  33178. */
  33179. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33180. if (!this._geometry) {
  33181. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33182. }
  33183. this._geometry.setVerticesBuffer(buffer);
  33184. return this;
  33185. };
  33186. /**
  33187. * Update a specific associated vertex buffer
  33188. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33189. * - BABYLON.VertexBuffer.PositionKind
  33190. * - BABYLON.VertexBuffer.UVKind
  33191. * - BABYLON.VertexBuffer.UV2Kind
  33192. * - BABYLON.VertexBuffer.UV3Kind
  33193. * - BABYLON.VertexBuffer.UV4Kind
  33194. * - BABYLON.VertexBuffer.UV5Kind
  33195. * - BABYLON.VertexBuffer.UV6Kind
  33196. * - BABYLON.VertexBuffer.ColorKind
  33197. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33198. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33199. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33200. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33201. * @param data defines the data source
  33202. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33203. * @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)
  33204. * @returns the current mesh
  33205. */
  33206. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33207. if (!this._geometry) {
  33208. return this;
  33209. }
  33210. if (!makeItUnique) {
  33211. this._geometry.updateVerticesData(kind, data, updateExtends);
  33212. }
  33213. else {
  33214. this.makeGeometryUnique();
  33215. this.updateVerticesData(kind, data, updateExtends, false);
  33216. }
  33217. return this;
  33218. };
  33219. /**
  33220. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33221. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33222. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33223. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33224. * @returns the current mesh
  33225. */
  33226. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33227. if (computeNormals === void 0) { computeNormals = true; }
  33228. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33229. if (!positions) {
  33230. return this;
  33231. }
  33232. positionFunction(positions);
  33233. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33234. if (computeNormals) {
  33235. var indices = this.getIndices();
  33236. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33237. if (!normals) {
  33238. return this;
  33239. }
  33240. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33241. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33242. }
  33243. return this;
  33244. };
  33245. /**
  33246. * Creates a un-shared specific occurence of the geometry for the mesh.
  33247. * @returns the current mesh
  33248. */
  33249. Mesh.prototype.makeGeometryUnique = function () {
  33250. if (!this._geometry) {
  33251. return this;
  33252. }
  33253. var oldGeometry = this._geometry;
  33254. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33255. oldGeometry.releaseForMesh(this, true);
  33256. geometry.applyToMesh(this);
  33257. return this;
  33258. };
  33259. /**
  33260. * Set the index buffer of this mesh
  33261. * @param indices defines the source data
  33262. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33263. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33264. * @returns the current mesh
  33265. */
  33266. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33267. if (totalVertices === void 0) { totalVertices = null; }
  33268. if (updatable === void 0) { updatable = false; }
  33269. if (!this._geometry) {
  33270. var vertexData = new BABYLON.VertexData();
  33271. vertexData.indices = indices;
  33272. var scene = this.getScene();
  33273. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33274. }
  33275. else {
  33276. this._geometry.setIndices(indices, totalVertices, updatable);
  33277. }
  33278. return this;
  33279. };
  33280. /**
  33281. * Update the current index buffer
  33282. * @param indices defines the source data
  33283. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33284. * @returns the current mesh
  33285. */
  33286. Mesh.prototype.updateIndices = function (indices, offset) {
  33287. if (!this._geometry) {
  33288. return this;
  33289. }
  33290. this._geometry.updateIndices(indices, offset);
  33291. return this;
  33292. };
  33293. /**
  33294. * Invert the geometry to move from a right handed system to a left handed one.
  33295. * @returns the current mesh
  33296. */
  33297. Mesh.prototype.toLeftHanded = function () {
  33298. if (!this._geometry) {
  33299. return this;
  33300. }
  33301. this._geometry.toLeftHanded();
  33302. return this;
  33303. };
  33304. /** @hidden */
  33305. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33306. if (!this._geometry) {
  33307. return this;
  33308. }
  33309. var engine = this.getScene().getEngine();
  33310. // Wireframe
  33311. var indexToBind;
  33312. if (this._unIndexed) {
  33313. indexToBind = null;
  33314. }
  33315. else {
  33316. switch (fillMode) {
  33317. case BABYLON.Material.PointFillMode:
  33318. indexToBind = null;
  33319. break;
  33320. case BABYLON.Material.WireFrameFillMode:
  33321. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33322. break;
  33323. default:
  33324. case BABYLON.Material.TriangleFillMode:
  33325. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33326. break;
  33327. }
  33328. }
  33329. // VBOs
  33330. this._geometry._bind(effect, indexToBind);
  33331. return this;
  33332. };
  33333. /** @hidden */
  33334. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33335. if (alternate === void 0) { alternate = false; }
  33336. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33337. return this;
  33338. }
  33339. if (this._onBeforeDrawObservable) {
  33340. this._onBeforeDrawObservable.notifyObservers(this);
  33341. }
  33342. var scene = this.getScene();
  33343. var engine = scene.getEngine();
  33344. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33345. // or triangles as points
  33346. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33347. }
  33348. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33349. // Triangles as wireframe
  33350. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33351. }
  33352. else {
  33353. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33354. }
  33355. if (scene._isAlternateRenderingEnabled && !alternate) {
  33356. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33357. if (!effect || !scene.activeCamera) {
  33358. return this;
  33359. }
  33360. scene._switchToAlternateCameraConfiguration(true);
  33361. this._effectiveMaterial.bindView(effect);
  33362. this._effectiveMaterial.bindViewProjection(effect);
  33363. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33364. this._draw(subMesh, fillMode, instancesCount, true);
  33365. engine.setViewport(scene.activeCamera.viewport);
  33366. scene._switchToAlternateCameraConfiguration(false);
  33367. this._effectiveMaterial.bindView(effect);
  33368. this._effectiveMaterial.bindViewProjection(effect);
  33369. }
  33370. return this;
  33371. };
  33372. /**
  33373. * Registers for this mesh a javascript function called just before the rendering process
  33374. * @param func defines the function to call before rendering this mesh
  33375. * @returns the current mesh
  33376. */
  33377. Mesh.prototype.registerBeforeRender = function (func) {
  33378. this.onBeforeRenderObservable.add(func);
  33379. return this;
  33380. };
  33381. /**
  33382. * Disposes a previously registered javascript function called before the rendering
  33383. * @param func defines the function to remove
  33384. * @returns the current mesh
  33385. */
  33386. Mesh.prototype.unregisterBeforeRender = function (func) {
  33387. this.onBeforeRenderObservable.removeCallback(func);
  33388. return this;
  33389. };
  33390. /**
  33391. * Registers for this mesh a javascript function called just after the rendering is complete
  33392. * @param func defines the function to call after rendering this mesh
  33393. * @returns the current mesh
  33394. */
  33395. Mesh.prototype.registerAfterRender = function (func) {
  33396. this.onAfterRenderObservable.add(func);
  33397. return this;
  33398. };
  33399. /**
  33400. * Disposes a previously registered javascript function called after the rendering.
  33401. * @param func defines the function to remove
  33402. * @returns the current mesh
  33403. */
  33404. Mesh.prototype.unregisterAfterRender = function (func) {
  33405. this.onAfterRenderObservable.removeCallback(func);
  33406. return this;
  33407. };
  33408. /** @hidden */
  33409. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33410. var scene = this.getScene();
  33411. var batchCache = this._instanceDataStorage.batchCache;
  33412. batchCache.mustReturn = false;
  33413. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33414. batchCache.visibleInstances[subMeshId] = null;
  33415. if (this._instanceDataStorage.visibleInstances) {
  33416. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33417. var currentRenderId = scene.getRenderId();
  33418. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33419. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33420. var selfRenderId = this._renderId;
  33421. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33422. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33423. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33424. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33425. }
  33426. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33427. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33428. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33429. batchCache.mustReturn = true;
  33430. return batchCache;
  33431. }
  33432. if (currentRenderId !== selfRenderId) {
  33433. batchCache.renderSelf[subMeshId] = false;
  33434. }
  33435. }
  33436. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33437. }
  33438. return batchCache;
  33439. };
  33440. /** @hidden */
  33441. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33442. var visibleInstances = batch.visibleInstances[subMesh._id];
  33443. if (!visibleInstances) {
  33444. return this;
  33445. }
  33446. var matricesCount = visibleInstances.length + 1;
  33447. var bufferSize = matricesCount * 16 * 4;
  33448. var instanceStorage = this._instanceDataStorage;
  33449. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33450. var instancesBuffer = instanceStorage.instancesBuffer;
  33451. while (instanceStorage.instancesBufferSize < bufferSize) {
  33452. instanceStorage.instancesBufferSize *= 2;
  33453. }
  33454. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33455. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  33456. }
  33457. var offset = 0;
  33458. var instancesCount = 0;
  33459. var world = this.getWorldMatrix();
  33460. if (batch.renderSelf[subMesh._id]) {
  33461. world.copyToArray(instanceStorage.instancesData, offset);
  33462. offset += 16;
  33463. instancesCount++;
  33464. }
  33465. if (visibleInstances) {
  33466. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  33467. var instance = visibleInstances[instanceIndex];
  33468. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  33469. offset += 16;
  33470. instancesCount++;
  33471. }
  33472. }
  33473. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33474. if (instancesBuffer) {
  33475. instancesBuffer.dispose();
  33476. }
  33477. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  33478. instanceStorage.instancesBuffer = instancesBuffer;
  33479. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  33480. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  33481. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  33482. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  33483. }
  33484. else {
  33485. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  33486. }
  33487. this._bind(subMesh, effect, fillMode);
  33488. this._draw(subMesh, fillMode, instancesCount);
  33489. engine.unbindInstanceAttributes();
  33490. return this;
  33491. };
  33492. /** @hidden */
  33493. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  33494. var scene = this.getScene();
  33495. var engine = scene.getEngine();
  33496. if (hardwareInstancedRendering) {
  33497. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  33498. }
  33499. else {
  33500. if (batch.renderSelf[subMesh._id]) {
  33501. // Draw
  33502. if (onBeforeDraw) {
  33503. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  33504. }
  33505. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  33506. }
  33507. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  33508. if (visibleInstancesForSubMesh) {
  33509. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  33510. var instance = visibleInstancesForSubMesh[instanceIndex];
  33511. // World
  33512. var world = instance.getWorldMatrix();
  33513. if (onBeforeDraw) {
  33514. onBeforeDraw(true, world, effectiveMaterial);
  33515. }
  33516. // Draw
  33517. this._draw(subMesh, fillMode);
  33518. }
  33519. }
  33520. }
  33521. return this;
  33522. };
  33523. /**
  33524. * 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
  33525. * @param subMesh defines the subMesh to render
  33526. * @param enableAlphaMode defines if alpha mode can be changed
  33527. * @returns the current mesh
  33528. */
  33529. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  33530. if (this._checkOcclusionQuery()) {
  33531. return this;
  33532. }
  33533. var scene = this.getScene();
  33534. // Managing instances
  33535. var batch = this._getInstancesRenderList(subMesh._id);
  33536. if (batch.mustReturn) {
  33537. return this;
  33538. }
  33539. // Checking geometry state
  33540. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33541. return this;
  33542. }
  33543. if (this._onBeforeRenderObservable) {
  33544. this._onBeforeRenderObservable.notifyObservers(this);
  33545. }
  33546. var engine = scene.getEngine();
  33547. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  33548. // Material
  33549. var material = subMesh.getMaterial();
  33550. if (!material) {
  33551. return this;
  33552. }
  33553. this._effectiveMaterial = material;
  33554. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33555. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33556. return this;
  33557. }
  33558. }
  33559. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33560. return this;
  33561. }
  33562. // Alpha mode
  33563. if (enableAlphaMode) {
  33564. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  33565. }
  33566. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  33567. var step = _a[_i];
  33568. step.action(this, subMesh, batch);
  33569. }
  33570. var effect;
  33571. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33572. effect = subMesh.effect;
  33573. }
  33574. else {
  33575. effect = this._effectiveMaterial.getEffect();
  33576. }
  33577. if (!effect) {
  33578. return this;
  33579. }
  33580. var sideOrientation = this.overrideMaterialSideOrientation;
  33581. if (sideOrientation == null) {
  33582. sideOrientation = this._effectiveMaterial.sideOrientation;
  33583. if (this._getWorldMatrixDeterminant() < 0) {
  33584. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  33585. }
  33586. }
  33587. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  33588. if (this._effectiveMaterial.forceDepthWrite) {
  33589. engine.setDepthWrite(true);
  33590. }
  33591. // Bind
  33592. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  33593. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  33594. this._bind(subMesh, effect, fillMode);
  33595. }
  33596. var world = this.getWorldMatrix();
  33597. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33598. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  33599. }
  33600. else {
  33601. this._effectiveMaterial.bind(world, this);
  33602. }
  33603. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  33604. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  33605. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33606. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  33607. }
  33608. // Draw
  33609. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33610. // Unbind
  33611. this._effectiveMaterial.unbind();
  33612. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  33613. var step = _c[_b];
  33614. step.action(this, subMesh, batch);
  33615. }
  33616. if (this._onAfterRenderObservable) {
  33617. this._onAfterRenderObservable.notifyObservers(this);
  33618. }
  33619. return this;
  33620. };
  33621. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  33622. if (isInstance && effectiveMaterial) {
  33623. effectiveMaterial.bindOnlyWorldMatrix(world);
  33624. }
  33625. };
  33626. /**
  33627. * Renormalize the mesh and patch it up if there are no weights
  33628. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  33629. * However in the case of zero weights then we set just a single influence to 1.
  33630. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  33631. */
  33632. Mesh.prototype.cleanMatrixWeights = function () {
  33633. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  33634. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  33635. this.normalizeSkinWeightsAndExtra();
  33636. }
  33637. else {
  33638. this.normalizeSkinFourWeights();
  33639. }
  33640. }
  33641. };
  33642. // faster 4 weight version.
  33643. Mesh.prototype.normalizeSkinFourWeights = function () {
  33644. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33645. var numWeights = matricesWeights.length;
  33646. for (var a = 0; a < numWeights; a += 4) {
  33647. // accumulate weights
  33648. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33649. // check for invalid weight and just set it to 1.
  33650. if (t === 0) {
  33651. matricesWeights[a] = 1;
  33652. }
  33653. else {
  33654. // renormalize so everything adds to 1 use reciprical
  33655. var recip = 1 / t;
  33656. matricesWeights[a] *= recip;
  33657. matricesWeights[a + 1] *= recip;
  33658. matricesWeights[a + 2] *= recip;
  33659. matricesWeights[a + 3] *= recip;
  33660. }
  33661. }
  33662. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33663. };
  33664. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  33665. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  33666. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33667. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33668. var numWeights = matricesWeights.length;
  33669. for (var a = 0; a < numWeights; a += 4) {
  33670. // accumulate weights
  33671. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33672. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  33673. // check for invalid weight and just set it to 1.
  33674. if (t === 0) {
  33675. matricesWeights[a] = 1;
  33676. }
  33677. else {
  33678. // renormalize so everything adds to 1 use reciprical
  33679. var recip = 1 / t;
  33680. matricesWeights[a] *= recip;
  33681. matricesWeights[a + 1] *= recip;
  33682. matricesWeights[a + 2] *= recip;
  33683. matricesWeights[a + 3] *= recip;
  33684. // same goes for extras
  33685. matricesWeightsExtra[a] *= recip;
  33686. matricesWeightsExtra[a + 1] *= recip;
  33687. matricesWeightsExtra[a + 2] *= recip;
  33688. matricesWeightsExtra[a + 3] *= recip;
  33689. }
  33690. }
  33691. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33692. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  33693. };
  33694. /**
  33695. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  33696. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  33697. * the user know there was an issue with importing the mesh
  33698. * @returns a validation object with skinned, valid and report string
  33699. */
  33700. Mesh.prototype.validateSkinning = function () {
  33701. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33702. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33703. if (matricesWeights === null || this.skeleton == null) {
  33704. return { skinned: false, valid: true, report: "not skinned" };
  33705. }
  33706. var numWeights = matricesWeights.length;
  33707. var numberNotSorted = 0;
  33708. var missingWeights = 0;
  33709. var maxUsedWeights = 0;
  33710. var numberNotNormalized = 0;
  33711. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  33712. var usedWeightCounts = new Array();
  33713. for (var a = 0; a <= numInfluences; a++) {
  33714. usedWeightCounts[a] = 0;
  33715. }
  33716. var toleranceEpsilon = 0.001;
  33717. for (var a = 0; a < numWeights; a += 4) {
  33718. var lastWeight = matricesWeights[a];
  33719. var t = lastWeight;
  33720. var usedWeights = t === 0 ? 0 : 1;
  33721. for (var b = 1; b < numInfluences; b++) {
  33722. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  33723. if (d > lastWeight) {
  33724. numberNotSorted++;
  33725. }
  33726. if (d !== 0) {
  33727. usedWeights++;
  33728. }
  33729. t += d;
  33730. lastWeight = d;
  33731. }
  33732. // count the buffer weights usage
  33733. usedWeightCounts[usedWeights]++;
  33734. // max influences
  33735. if (usedWeights > maxUsedWeights) {
  33736. maxUsedWeights = usedWeights;
  33737. }
  33738. // check for invalid weight and just set it to 1.
  33739. if (t === 0) {
  33740. missingWeights++;
  33741. }
  33742. else {
  33743. // renormalize so everything adds to 1 use reciprical
  33744. var recip = 1 / t;
  33745. var tolerance = 0;
  33746. for (b = 0; b < numInfluences; b++) {
  33747. if (b < 4) {
  33748. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  33749. }
  33750. else {
  33751. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  33752. }
  33753. }
  33754. // arbitary epsilon value for dicdating not normalized
  33755. if (tolerance > toleranceEpsilon) {
  33756. numberNotNormalized++;
  33757. }
  33758. }
  33759. }
  33760. // validate bone indices are in range of the skeleton
  33761. var numBones = this.skeleton.bones.length;
  33762. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33763. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  33764. var numBadBoneIndices = 0;
  33765. for (var a = 0; a < numWeights; a++) {
  33766. for (var b = 0; b < numInfluences; b++) {
  33767. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  33768. if (index >= numBones || index < 0) {
  33769. numBadBoneIndices++;
  33770. }
  33771. }
  33772. }
  33773. // log mesh stats
  33774. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  33775. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  33776. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  33777. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  33778. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  33779. };
  33780. /** @hidden */
  33781. Mesh.prototype._checkDelayState = function () {
  33782. var scene = this.getScene();
  33783. if (this._geometry) {
  33784. this._geometry.load(scene);
  33785. }
  33786. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  33787. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  33788. this._queueLoad(scene);
  33789. }
  33790. return this;
  33791. };
  33792. Mesh.prototype._queueLoad = function (scene) {
  33793. var _this = this;
  33794. scene._addPendingData(this);
  33795. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  33796. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  33797. if (data instanceof ArrayBuffer) {
  33798. _this._delayLoadingFunction(data, _this);
  33799. }
  33800. else {
  33801. _this._delayLoadingFunction(JSON.parse(data), _this);
  33802. }
  33803. _this.instances.forEach(function (instance) {
  33804. instance._syncSubMeshes();
  33805. });
  33806. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  33807. scene._removePendingData(_this);
  33808. }, function () { }, scene.offlineProvider, getBinaryData);
  33809. return this;
  33810. };
  33811. /**
  33812. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  33813. * A mesh is in the frustum if its bounding box intersects the frustum
  33814. * @param frustumPlanes defines the frustum to test
  33815. * @returns true if the mesh is in the frustum planes
  33816. */
  33817. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  33818. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33819. return false;
  33820. }
  33821. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  33822. return false;
  33823. }
  33824. this._checkDelayState();
  33825. return true;
  33826. };
  33827. /**
  33828. * Sets the mesh material by the material or multiMaterial `id` property
  33829. * @param id is a string identifying the material or the multiMaterial
  33830. * @returns the current mesh
  33831. */
  33832. Mesh.prototype.setMaterialByID = function (id) {
  33833. var materials = this.getScene().materials;
  33834. var index;
  33835. for (index = materials.length - 1; index > -1; index--) {
  33836. if (materials[index].id === id) {
  33837. this.material = materials[index];
  33838. return this;
  33839. }
  33840. }
  33841. // Multi
  33842. var multiMaterials = this.getScene().multiMaterials;
  33843. for (index = multiMaterials.length - 1; index > -1; index--) {
  33844. if (multiMaterials[index].id === id) {
  33845. this.material = multiMaterials[index];
  33846. return this;
  33847. }
  33848. }
  33849. return this;
  33850. };
  33851. /**
  33852. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  33853. * @returns an array of IAnimatable
  33854. */
  33855. Mesh.prototype.getAnimatables = function () {
  33856. var results = new Array();
  33857. if (this.material) {
  33858. results.push(this.material);
  33859. }
  33860. if (this.skeleton) {
  33861. results.push(this.skeleton);
  33862. }
  33863. return results;
  33864. };
  33865. /**
  33866. * Modifies the mesh geometry according to the passed transformation matrix.
  33867. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  33868. * The mesh normals are modified using the same transformation.
  33869. * Note that, under the hood, this method sets a new VertexBuffer each call.
  33870. * @param transform defines the transform matrix to use
  33871. * @see http://doc.babylonjs.com/resources/baking_transformations
  33872. * @returns the current mesh
  33873. */
  33874. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  33875. // Position
  33876. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  33877. return this;
  33878. }
  33879. var submeshes = this.subMeshes.splice(0);
  33880. this._resetPointsArrayCache();
  33881. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33882. var temp = new Array();
  33883. var index;
  33884. for (index = 0; index < data.length; index += 3) {
  33885. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  33886. }
  33887. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  33888. // Normals
  33889. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  33890. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33891. temp = [];
  33892. for (index = 0; index < data.length; index += 3) {
  33893. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  33894. }
  33895. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  33896. }
  33897. // flip faces?
  33898. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  33899. this.flipFaces();
  33900. }
  33901. // Restore submeshes
  33902. this.releaseSubMeshes();
  33903. this.subMeshes = submeshes;
  33904. return this;
  33905. };
  33906. /**
  33907. * Modifies the mesh geometry according to its own current World Matrix.
  33908. * The mesh World Matrix is then reset.
  33909. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  33910. * Note that, under the hood, this method sets a new VertexBuffer each call.
  33911. * @see http://doc.babylonjs.com/resources/baking_transformations
  33912. * @returns the current mesh
  33913. */
  33914. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  33915. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  33916. this.scaling.copyFromFloats(1, 1, 1);
  33917. this.position.copyFromFloats(0, 0, 0);
  33918. this.rotation.copyFromFloats(0, 0, 0);
  33919. //only if quaternion is already set
  33920. if (this.rotationQuaternion) {
  33921. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  33922. }
  33923. this._worldMatrix = BABYLON.Matrix.Identity();
  33924. return this;
  33925. };
  33926. Object.defineProperty(Mesh.prototype, "_positions", {
  33927. // Cache
  33928. /** @hidden */
  33929. get: function () {
  33930. if (this._geometry) {
  33931. return this._geometry._positions;
  33932. }
  33933. return null;
  33934. },
  33935. enumerable: true,
  33936. configurable: true
  33937. });
  33938. /** @hidden */
  33939. Mesh.prototype._resetPointsArrayCache = function () {
  33940. if (this._geometry) {
  33941. this._geometry._resetPointsArrayCache();
  33942. }
  33943. return this;
  33944. };
  33945. /** @hidden */
  33946. Mesh.prototype._generatePointsArray = function () {
  33947. if (this._geometry) {
  33948. return this._geometry._generatePointsArray();
  33949. }
  33950. return false;
  33951. };
  33952. /**
  33953. * Returns a new Mesh object generated from the current mesh properties.
  33954. * This method must not get confused with createInstance()
  33955. * @param name is a string, the name given to the new mesh
  33956. * @param newParent can be any Node object (default `null`)
  33957. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  33958. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  33959. * @returns a new mesh
  33960. */
  33961. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  33962. if (name === void 0) { name = ""; }
  33963. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  33964. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  33965. };
  33966. /**
  33967. * Releases resources associated with this mesh.
  33968. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  33969. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  33970. */
  33971. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  33972. var _this = this;
  33973. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  33974. this.morphTargetManager = null;
  33975. if (this._geometry) {
  33976. this._geometry.releaseForMesh(this, true);
  33977. }
  33978. if (this._onBeforeDrawObservable) {
  33979. this._onBeforeDrawObservable.clear();
  33980. }
  33981. if (this._onBeforeRenderObservable) {
  33982. this._onBeforeRenderObservable.clear();
  33983. }
  33984. if (this._onAfterRenderObservable) {
  33985. this._onAfterRenderObservable.clear();
  33986. }
  33987. // Sources
  33988. var meshes = this.getScene().meshes;
  33989. meshes.forEach(function (abstractMesh) {
  33990. var mesh = abstractMesh;
  33991. if (mesh._source && mesh._source === _this) {
  33992. mesh._source = null;
  33993. }
  33994. });
  33995. this._source = null;
  33996. // Instances
  33997. if (this._instanceDataStorage.instancesBuffer) {
  33998. this._instanceDataStorage.instancesBuffer.dispose();
  33999. this._instanceDataStorage.instancesBuffer = null;
  34000. }
  34001. while (this.instances.length) {
  34002. this.instances[0].dispose();
  34003. }
  34004. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34005. };
  34006. /**
  34007. * Modifies the mesh geometry according to a displacement map.
  34008. * 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.
  34009. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34010. * @param url is a string, the URL from the image file is to be downloaded.
  34011. * @param minHeight is the lower limit of the displacement.
  34012. * @param maxHeight is the upper limit of the displacement.
  34013. * @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.
  34014. * @param uvOffset is an optional vector2 used to offset UV.
  34015. * @param uvScale is an optional vector2 used to scale UV.
  34016. * @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.
  34017. * @returns the Mesh.
  34018. */
  34019. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34020. var _this = this;
  34021. if (forceUpdate === void 0) { forceUpdate = false; }
  34022. var scene = this.getScene();
  34023. var onload = function (img) {
  34024. // Getting height map data
  34025. var canvas = document.createElement("canvas");
  34026. var context = canvas.getContext("2d");
  34027. var heightMapWidth = img.width;
  34028. var heightMapHeight = img.height;
  34029. canvas.width = heightMapWidth;
  34030. canvas.height = heightMapHeight;
  34031. context.drawImage(img, 0, 0);
  34032. // Create VertexData from map data
  34033. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34034. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34035. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34036. //execute success callback, if set
  34037. if (onSuccess) {
  34038. onSuccess(_this);
  34039. }
  34040. };
  34041. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34042. return this;
  34043. };
  34044. /**
  34045. * Modifies the mesh geometry according to a displacementMap buffer.
  34046. * 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.
  34047. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34048. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34049. * @param heightMapWidth is the width of the buffer image.
  34050. * @param heightMapHeight is the height of the buffer image.
  34051. * @param minHeight is the lower limit of the displacement.
  34052. * @param maxHeight is the upper limit of the displacement.
  34053. * @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.
  34054. * @param uvOffset is an optional vector2 used to offset UV.
  34055. * @param uvScale is an optional vector2 used to scale UV.
  34056. * @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.
  34057. * @returns the Mesh.
  34058. */
  34059. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34060. if (forceUpdate === void 0) { forceUpdate = false; }
  34061. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34062. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34063. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34064. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34065. return this;
  34066. }
  34067. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34068. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34069. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34070. var position = BABYLON.Vector3.Zero();
  34071. var normal = BABYLON.Vector3.Zero();
  34072. var uv = BABYLON.Vector2.Zero();
  34073. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34074. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34075. for (var index = 0; index < positions.length; index += 3) {
  34076. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34077. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34078. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34079. // Compute height
  34080. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34081. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34082. var pos = (u + v * heightMapWidth) * 4;
  34083. var r = buffer[pos] / 255.0;
  34084. var g = buffer[pos + 1] / 255.0;
  34085. var b = buffer[pos + 2] / 255.0;
  34086. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34087. normal.normalize();
  34088. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34089. position = position.add(normal);
  34090. position.toArray(positions, index);
  34091. }
  34092. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34093. if (forceUpdate) {
  34094. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34095. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34096. }
  34097. else {
  34098. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34099. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34100. }
  34101. return this;
  34102. };
  34103. /**
  34104. * Modify the mesh to get a flat shading rendering.
  34105. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34106. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34107. * @returns current mesh
  34108. */
  34109. Mesh.prototype.convertToFlatShadedMesh = function () {
  34110. var kinds = this.getVerticesDataKinds();
  34111. var vbs = {};
  34112. var data = {};
  34113. var newdata = {};
  34114. var updatableNormals = false;
  34115. var kindIndex;
  34116. var kind;
  34117. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34118. kind = kinds[kindIndex];
  34119. var vertexBuffer = this.getVertexBuffer(kind);
  34120. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34121. updatableNormals = vertexBuffer.isUpdatable();
  34122. kinds.splice(kindIndex, 1);
  34123. kindIndex--;
  34124. continue;
  34125. }
  34126. vbs[kind] = vertexBuffer;
  34127. data[kind] = vbs[kind].getData();
  34128. newdata[kind] = [];
  34129. }
  34130. // Save previous submeshes
  34131. var previousSubmeshes = this.subMeshes.slice(0);
  34132. var indices = this.getIndices();
  34133. var totalIndices = this.getTotalIndices();
  34134. // Generating unique vertices per face
  34135. var index;
  34136. for (index = 0; index < totalIndices; index++) {
  34137. var vertexIndex = indices[index];
  34138. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34139. kind = kinds[kindIndex];
  34140. var stride = vbs[kind].getStrideSize();
  34141. for (var offset = 0; offset < stride; offset++) {
  34142. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34143. }
  34144. }
  34145. }
  34146. // Updating faces & normal
  34147. var normals = [];
  34148. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34149. for (index = 0; index < totalIndices; index += 3) {
  34150. indices[index] = index;
  34151. indices[index + 1] = index + 1;
  34152. indices[index + 2] = index + 2;
  34153. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34154. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34155. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34156. var p1p2 = p1.subtract(p2);
  34157. var p3p2 = p3.subtract(p2);
  34158. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34159. // Store same normals for every vertex
  34160. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34161. normals.push(normal.x);
  34162. normals.push(normal.y);
  34163. normals.push(normal.z);
  34164. }
  34165. }
  34166. this.setIndices(indices);
  34167. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34168. // Updating vertex buffers
  34169. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34170. kind = kinds[kindIndex];
  34171. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34172. }
  34173. // Updating submeshes
  34174. this.releaseSubMeshes();
  34175. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34176. var previousOne = previousSubmeshes[submeshIndex];
  34177. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34178. }
  34179. this.synchronizeInstances();
  34180. return this;
  34181. };
  34182. /**
  34183. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34184. * In other words, more vertices, no more indices and a single bigger VBO.
  34185. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34186. * @returns current mesh
  34187. */
  34188. Mesh.prototype.convertToUnIndexedMesh = function () {
  34189. var kinds = this.getVerticesDataKinds();
  34190. var vbs = {};
  34191. var data = {};
  34192. var newdata = {};
  34193. var kindIndex;
  34194. var kind;
  34195. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34196. kind = kinds[kindIndex];
  34197. var vertexBuffer = this.getVertexBuffer(kind);
  34198. vbs[kind] = vertexBuffer;
  34199. data[kind] = vbs[kind].getData();
  34200. newdata[kind] = [];
  34201. }
  34202. // Save previous submeshes
  34203. var previousSubmeshes = this.subMeshes.slice(0);
  34204. var indices = this.getIndices();
  34205. var totalIndices = this.getTotalIndices();
  34206. // Generating unique vertices per face
  34207. var index;
  34208. for (index = 0; index < totalIndices; index++) {
  34209. var vertexIndex = indices[index];
  34210. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34211. kind = kinds[kindIndex];
  34212. var stride = vbs[kind].getStrideSize();
  34213. for (var offset = 0; offset < stride; offset++) {
  34214. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34215. }
  34216. }
  34217. }
  34218. // Updating indices
  34219. for (index = 0; index < totalIndices; index += 3) {
  34220. indices[index] = index;
  34221. indices[index + 1] = index + 1;
  34222. indices[index + 2] = index + 2;
  34223. }
  34224. this.setIndices(indices);
  34225. // Updating vertex buffers
  34226. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34227. kind = kinds[kindIndex];
  34228. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34229. }
  34230. // Updating submeshes
  34231. this.releaseSubMeshes();
  34232. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34233. var previousOne = previousSubmeshes[submeshIndex];
  34234. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34235. }
  34236. this._unIndexed = true;
  34237. this.synchronizeInstances();
  34238. return this;
  34239. };
  34240. /**
  34241. * Inverses facet orientations.
  34242. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34243. * @param flipNormals will also inverts the normals
  34244. * @returns current mesh
  34245. */
  34246. Mesh.prototype.flipFaces = function (flipNormals) {
  34247. if (flipNormals === void 0) { flipNormals = false; }
  34248. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34249. var i;
  34250. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34251. for (i = 0; i < vertex_data.normals.length; i++) {
  34252. vertex_data.normals[i] *= -1;
  34253. }
  34254. }
  34255. if (vertex_data.indices) {
  34256. var temp;
  34257. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34258. // reassign indices
  34259. temp = vertex_data.indices[i + 1];
  34260. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34261. vertex_data.indices[i + 2] = temp;
  34262. }
  34263. }
  34264. vertex_data.applyToMesh(this);
  34265. return this;
  34266. };
  34267. // Instances
  34268. /**
  34269. * Creates a new InstancedMesh object from the mesh model.
  34270. * Warning : this method is not supported for Line mesh and LineSystem
  34271. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34272. * @param name defines the name of the new instance
  34273. * @returns a new InstancedMesh
  34274. */
  34275. Mesh.prototype.createInstance = function (name) {
  34276. return new BABYLON.InstancedMesh(name, this);
  34277. };
  34278. /**
  34279. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34280. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34281. * @returns the current mesh
  34282. */
  34283. Mesh.prototype.synchronizeInstances = function () {
  34284. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34285. var instance = this.instances[instanceIndex];
  34286. instance._syncSubMeshes();
  34287. }
  34288. return this;
  34289. };
  34290. /**
  34291. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34292. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34293. * This should be used together with the simplification to avoid disappearing triangles.
  34294. * @param successCallback an optional success callback to be called after the optimization finished.
  34295. * @returns the current mesh
  34296. */
  34297. Mesh.prototype.optimizeIndices = function (successCallback) {
  34298. var _this = this;
  34299. var indices = this.getIndices();
  34300. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34301. if (!positions || !indices) {
  34302. return this;
  34303. }
  34304. var vectorPositions = new Array();
  34305. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34306. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34307. }
  34308. var dupes = new Array();
  34309. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34310. var realPos = vectorPositions.length - 1 - iteration;
  34311. var testedPosition = vectorPositions[realPos];
  34312. for (var j = 0; j < realPos; ++j) {
  34313. var againstPosition = vectorPositions[j];
  34314. if (testedPosition.equals(againstPosition)) {
  34315. dupes[realPos] = j;
  34316. break;
  34317. }
  34318. }
  34319. }, function () {
  34320. for (var i = 0; i < indices.length; ++i) {
  34321. indices[i] = dupes[indices[i]] || indices[i];
  34322. }
  34323. //indices are now reordered
  34324. var originalSubMeshes = _this.subMeshes.slice(0);
  34325. _this.setIndices(indices);
  34326. _this.subMeshes = originalSubMeshes;
  34327. if (successCallback) {
  34328. successCallback(_this);
  34329. }
  34330. });
  34331. return this;
  34332. };
  34333. /**
  34334. * Serialize current mesh
  34335. * @param serializationObject defines the object which will receive the serialization data
  34336. */
  34337. Mesh.prototype.serialize = function (serializationObject) {
  34338. serializationObject.name = this.name;
  34339. serializationObject.id = this.id;
  34340. serializationObject.type = this.getClassName();
  34341. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34342. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34343. }
  34344. serializationObject.position = this.position.asArray();
  34345. if (this.rotationQuaternion) {
  34346. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34347. }
  34348. else if (this.rotation) {
  34349. serializationObject.rotation = this.rotation.asArray();
  34350. }
  34351. serializationObject.scaling = this.scaling.asArray();
  34352. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34353. serializationObject.isEnabled = this.isEnabled(false);
  34354. serializationObject.isVisible = this.isVisible;
  34355. serializationObject.infiniteDistance = this.infiniteDistance;
  34356. serializationObject.pickable = this.isPickable;
  34357. serializationObject.receiveShadows = this.receiveShadows;
  34358. serializationObject.billboardMode = this.billboardMode;
  34359. serializationObject.visibility = this.visibility;
  34360. serializationObject.checkCollisions = this.checkCollisions;
  34361. serializationObject.isBlocker = this.isBlocker;
  34362. // Parent
  34363. if (this.parent) {
  34364. serializationObject.parentId = this.parent.id;
  34365. }
  34366. // Geometry
  34367. serializationObject.isUnIndexed = this.isUnIndexed;
  34368. var geometry = this._geometry;
  34369. if (geometry) {
  34370. var geometryId = geometry.id;
  34371. serializationObject.geometryId = geometryId;
  34372. // SubMeshes
  34373. serializationObject.subMeshes = [];
  34374. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34375. var subMesh = this.subMeshes[subIndex];
  34376. serializationObject.subMeshes.push({
  34377. materialIndex: subMesh.materialIndex,
  34378. verticesStart: subMesh.verticesStart,
  34379. verticesCount: subMesh.verticesCount,
  34380. indexStart: subMesh.indexStart,
  34381. indexCount: subMesh.indexCount
  34382. });
  34383. }
  34384. }
  34385. // Material
  34386. if (this.material) {
  34387. serializationObject.materialId = this.material.id;
  34388. }
  34389. else {
  34390. this.material = null;
  34391. }
  34392. // Morph targets
  34393. if (this.morphTargetManager) {
  34394. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34395. }
  34396. // Skeleton
  34397. if (this.skeleton) {
  34398. serializationObject.skeletonId = this.skeleton.id;
  34399. }
  34400. // Physics
  34401. //TODO implement correct serialization for physics impostors.
  34402. var impostor = this.getPhysicsImpostor();
  34403. if (impostor) {
  34404. serializationObject.physicsMass = impostor.getParam("mass");
  34405. serializationObject.physicsFriction = impostor.getParam("friction");
  34406. serializationObject.physicsRestitution = impostor.getParam("mass");
  34407. serializationObject.physicsImpostor = impostor.type;
  34408. }
  34409. // Metadata
  34410. if (this.metadata) {
  34411. serializationObject.metadata = this.metadata;
  34412. }
  34413. // Instances
  34414. serializationObject.instances = [];
  34415. for (var index = 0; index < this.instances.length; index++) {
  34416. var instance = this.instances[index];
  34417. if (instance.doNotSerialize) {
  34418. continue;
  34419. }
  34420. var serializationInstance = {
  34421. name: instance.name,
  34422. id: instance.id,
  34423. position: instance.position.asArray(),
  34424. scaling: instance.scaling.asArray()
  34425. };
  34426. if (instance.parent) {
  34427. serializationInstance.parentId = instance.parent.id;
  34428. }
  34429. if (instance.rotationQuaternion) {
  34430. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34431. }
  34432. else if (instance.rotation) {
  34433. serializationInstance.rotation = instance.rotation.asArray();
  34434. }
  34435. serializationObject.instances.push(serializationInstance);
  34436. // Animations
  34437. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  34438. serializationInstance.ranges = instance.serializeAnimationRanges();
  34439. }
  34440. //
  34441. // Animations
  34442. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  34443. serializationObject.ranges = this.serializeAnimationRanges();
  34444. // Layer mask
  34445. serializationObject.layerMask = this.layerMask;
  34446. // Alpha
  34447. serializationObject.alphaIndex = this.alphaIndex;
  34448. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  34449. // Overlay
  34450. serializationObject.overlayAlpha = this.overlayAlpha;
  34451. serializationObject.overlayColor = this.overlayColor.asArray();
  34452. serializationObject.renderOverlay = this.renderOverlay;
  34453. // Fog
  34454. serializationObject.applyFog = this.applyFog;
  34455. // Action Manager
  34456. if (this.actionManager) {
  34457. serializationObject.actions = this.actionManager.serialize(this.name);
  34458. }
  34459. };
  34460. /** @hidden */
  34461. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  34462. if (!this.geometry) {
  34463. return;
  34464. }
  34465. this._markSubMeshesAsAttributesDirty();
  34466. var morphTargetManager = this._morphTargetManager;
  34467. if (morphTargetManager && morphTargetManager.vertexCount) {
  34468. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  34469. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  34470. this.morphTargetManager = null;
  34471. return;
  34472. }
  34473. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  34474. var morphTarget = morphTargetManager.getActiveTarget(index);
  34475. var positions = morphTarget.getPositions();
  34476. if (!positions) {
  34477. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  34478. return;
  34479. }
  34480. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  34481. var normals = morphTarget.getNormals();
  34482. if (normals) {
  34483. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  34484. }
  34485. var tangents = morphTarget.getTangents();
  34486. if (tangents) {
  34487. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  34488. }
  34489. }
  34490. }
  34491. else {
  34492. var index = 0;
  34493. // Positions
  34494. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  34495. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  34496. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  34497. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  34498. }
  34499. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  34500. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  34501. }
  34502. index++;
  34503. }
  34504. }
  34505. };
  34506. // Statics
  34507. /**
  34508. * Returns a new Mesh object parsed from the source provided.
  34509. * @param parsedMesh is the source
  34510. * @param scene defines the hosting scene
  34511. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  34512. * @returns a new Mesh
  34513. */
  34514. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  34515. var mesh;
  34516. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  34517. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  34518. }
  34519. else {
  34520. mesh = new Mesh(parsedMesh.name, scene);
  34521. }
  34522. mesh.id = parsedMesh.id;
  34523. if (BABYLON.Tags) {
  34524. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  34525. }
  34526. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  34527. if (parsedMesh.metadata !== undefined) {
  34528. mesh.metadata = parsedMesh.metadata;
  34529. }
  34530. if (parsedMesh.rotationQuaternion) {
  34531. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  34532. }
  34533. else if (parsedMesh.rotation) {
  34534. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  34535. }
  34536. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  34537. if (parsedMesh.localMatrix) {
  34538. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  34539. }
  34540. else if (parsedMesh.pivotMatrix) {
  34541. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  34542. }
  34543. mesh.setEnabled(parsedMesh.isEnabled);
  34544. mesh.isVisible = parsedMesh.isVisible;
  34545. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  34546. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  34547. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  34548. if (parsedMesh.applyFog !== undefined) {
  34549. mesh.applyFog = parsedMesh.applyFog;
  34550. }
  34551. if (parsedMesh.pickable !== undefined) {
  34552. mesh.isPickable = parsedMesh.pickable;
  34553. }
  34554. if (parsedMesh.alphaIndex !== undefined) {
  34555. mesh.alphaIndex = parsedMesh.alphaIndex;
  34556. }
  34557. mesh.receiveShadows = parsedMesh.receiveShadows;
  34558. mesh.billboardMode = parsedMesh.billboardMode;
  34559. if (parsedMesh.visibility !== undefined) {
  34560. mesh.visibility = parsedMesh.visibility;
  34561. }
  34562. mesh.checkCollisions = parsedMesh.checkCollisions;
  34563. if (parsedMesh.isBlocker !== undefined) {
  34564. mesh.isBlocker = parsedMesh.isBlocker;
  34565. }
  34566. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  34567. // freezeWorldMatrix
  34568. if (parsedMesh.freezeWorldMatrix) {
  34569. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  34570. }
  34571. // Parent
  34572. if (parsedMesh.parentId) {
  34573. mesh._waitingParentId = parsedMesh.parentId;
  34574. }
  34575. // Actions
  34576. if (parsedMesh.actions !== undefined) {
  34577. mesh._waitingActions = parsedMesh.actions;
  34578. }
  34579. // Overlay
  34580. if (parsedMesh.overlayAlpha !== undefined) {
  34581. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  34582. }
  34583. if (parsedMesh.overlayColor !== undefined) {
  34584. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  34585. }
  34586. if (parsedMesh.renderOverlay !== undefined) {
  34587. mesh.renderOverlay = parsedMesh.renderOverlay;
  34588. }
  34589. // Geometry
  34590. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  34591. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  34592. if (parsedMesh.delayLoadingFile) {
  34593. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  34594. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  34595. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  34596. if (parsedMesh._binaryInfo) {
  34597. mesh._binaryInfo = parsedMesh._binaryInfo;
  34598. }
  34599. mesh._delayInfo = [];
  34600. if (parsedMesh.hasUVs) {
  34601. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  34602. }
  34603. if (parsedMesh.hasUVs2) {
  34604. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  34605. }
  34606. if (parsedMesh.hasUVs3) {
  34607. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  34608. }
  34609. if (parsedMesh.hasUVs4) {
  34610. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  34611. }
  34612. if (parsedMesh.hasUVs5) {
  34613. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  34614. }
  34615. if (parsedMesh.hasUVs6) {
  34616. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  34617. }
  34618. if (parsedMesh.hasColors) {
  34619. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  34620. }
  34621. if (parsedMesh.hasMatricesIndices) {
  34622. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  34623. }
  34624. if (parsedMesh.hasMatricesWeights) {
  34625. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  34626. }
  34627. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  34628. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  34629. mesh._checkDelayState();
  34630. }
  34631. }
  34632. else {
  34633. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  34634. }
  34635. // Material
  34636. if (parsedMesh.materialId) {
  34637. mesh.setMaterialByID(parsedMesh.materialId);
  34638. }
  34639. else {
  34640. mesh.material = null;
  34641. }
  34642. // Morph targets
  34643. if (parsedMesh.morphTargetManagerId > -1) {
  34644. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  34645. }
  34646. // Skeleton
  34647. if (parsedMesh.skeletonId > -1) {
  34648. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  34649. if (parsedMesh.numBoneInfluencers) {
  34650. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  34651. }
  34652. }
  34653. // Animations
  34654. if (parsedMesh.animations) {
  34655. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  34656. var parsedAnimation = parsedMesh.animations[animationIndex];
  34657. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34658. }
  34659. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  34660. }
  34661. if (parsedMesh.autoAnimate) {
  34662. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  34663. }
  34664. // Layer Mask
  34665. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  34666. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  34667. }
  34668. else {
  34669. mesh.layerMask = 0x0FFFFFFF;
  34670. }
  34671. // Physics
  34672. if (parsedMesh.physicsImpostor) {
  34673. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  34674. mass: parsedMesh.physicsMass,
  34675. friction: parsedMesh.physicsFriction,
  34676. restitution: parsedMesh.physicsRestitution
  34677. }, scene);
  34678. }
  34679. // Instances
  34680. if (parsedMesh.instances) {
  34681. for (var index = 0; index < parsedMesh.instances.length; index++) {
  34682. var parsedInstance = parsedMesh.instances[index];
  34683. var instance = mesh.createInstance(parsedInstance.name);
  34684. if (parsedInstance.id) {
  34685. instance.id = parsedInstance.id;
  34686. }
  34687. if (BABYLON.Tags) {
  34688. if (parsedInstance.tags) {
  34689. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  34690. }
  34691. else {
  34692. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  34693. }
  34694. }
  34695. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  34696. if (parsedInstance.parentId) {
  34697. instance._waitingParentId = parsedInstance.parentId;
  34698. }
  34699. if (parsedInstance.rotationQuaternion) {
  34700. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  34701. }
  34702. else if (parsedInstance.rotation) {
  34703. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  34704. }
  34705. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  34706. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  34707. instance.checkCollisions = parsedInstance.checkCollisions;
  34708. }
  34709. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  34710. instance.isPickable = parsedInstance.pickable;
  34711. }
  34712. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  34713. instance.showBoundingBox = parsedInstance.showBoundingBox;
  34714. }
  34715. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  34716. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  34717. }
  34718. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  34719. instance.alphaIndex = parsedInstance.alphaIndex;
  34720. }
  34721. // Physics
  34722. if (parsedInstance.physicsImpostor) {
  34723. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  34724. mass: parsedInstance.physicsMass,
  34725. friction: parsedInstance.physicsFriction,
  34726. restitution: parsedInstance.physicsRestitution
  34727. }, scene);
  34728. }
  34729. // Animation
  34730. if (parsedInstance.animations) {
  34731. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  34732. parsedAnimation = parsedInstance.animations[animationIndex];
  34733. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34734. }
  34735. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  34736. if (parsedInstance.autoAnimate) {
  34737. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  34738. }
  34739. }
  34740. }
  34741. }
  34742. return mesh;
  34743. };
  34744. /**
  34745. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  34746. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  34747. * @param name defines the name of the mesh to create
  34748. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  34749. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  34750. * @param closePath creates a seam between the first and the last points of each path of the path array
  34751. * @param offset is taken in account only if the `pathArray` is containing a single path
  34752. * @param scene defines the hosting scene
  34753. * @param updatable defines if the mesh must be flagged as updatable
  34754. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34755. * @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)
  34756. * @returns a new Mesh
  34757. */
  34758. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  34759. if (closeArray === void 0) { closeArray = false; }
  34760. if (updatable === void 0) { updatable = false; }
  34761. return BABYLON.MeshBuilder.CreateRibbon(name, {
  34762. pathArray: pathArray,
  34763. closeArray: closeArray,
  34764. closePath: closePath,
  34765. offset: offset,
  34766. updatable: updatable,
  34767. sideOrientation: sideOrientation,
  34768. instance: instance
  34769. }, scene);
  34770. };
  34771. /**
  34772. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  34773. * @param name defines the name of the mesh to create
  34774. * @param radius sets the radius size (float) of the polygon (default 0.5)
  34775. * @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
  34776. * @param scene defines the hosting scene
  34777. * @param updatable defines if the mesh must be flagged as updatable
  34778. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34779. * @returns a new Mesh
  34780. */
  34781. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  34782. if (scene === void 0) { scene = null; }
  34783. var options = {
  34784. radius: radius,
  34785. tessellation: tessellation,
  34786. sideOrientation: sideOrientation,
  34787. updatable: updatable
  34788. };
  34789. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  34790. };
  34791. /**
  34792. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  34793. * @param name defines the name of the mesh to create
  34794. * @param size sets the size (float) of each box side (default 1)
  34795. * @param scene defines the hosting scene
  34796. * @param updatable defines if the mesh must be flagged as updatable
  34797. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34798. * @returns a new Mesh
  34799. */
  34800. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  34801. if (scene === void 0) { scene = null; }
  34802. var options = {
  34803. size: size,
  34804. sideOrientation: sideOrientation,
  34805. updatable: updatable
  34806. };
  34807. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  34808. };
  34809. /**
  34810. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  34811. * @param name defines the name of the mesh to create
  34812. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  34813. * @param diameter sets the diameter size (float) of the sphere (default 1)
  34814. * @param scene defines the hosting scene
  34815. * @param updatable defines if the mesh must be flagged as updatable
  34816. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34817. * @returns a new Mesh
  34818. */
  34819. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  34820. var options = {
  34821. segments: segments,
  34822. diameterX: diameter,
  34823. diameterY: diameter,
  34824. diameterZ: diameter,
  34825. sideOrientation: sideOrientation,
  34826. updatable: updatable
  34827. };
  34828. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  34829. };
  34830. /**
  34831. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  34832. * @param name defines the name of the mesh to create
  34833. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  34834. * @param diameterTop set the top cap diameter (floats, default 1)
  34835. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  34836. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  34837. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  34838. * @param scene defines the hosting scene
  34839. * @param updatable defines if the mesh must be flagged as updatable
  34840. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34841. * @returns a new Mesh
  34842. */
  34843. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  34844. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  34845. if (scene !== undefined) {
  34846. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  34847. updatable = scene;
  34848. }
  34849. scene = subdivisions;
  34850. subdivisions = 1;
  34851. }
  34852. var options = {
  34853. height: height,
  34854. diameterTop: diameterTop,
  34855. diameterBottom: diameterBottom,
  34856. tessellation: tessellation,
  34857. subdivisions: subdivisions,
  34858. sideOrientation: sideOrientation,
  34859. updatable: updatable
  34860. };
  34861. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  34862. };
  34863. // Torus (Code from SharpDX.org)
  34864. /**
  34865. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  34866. * @param name defines the name of the mesh to create
  34867. * @param diameter sets the diameter size (float) of the torus (default 1)
  34868. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  34869. * @param tessellation sets the number of torus sides (postive integer, default 16)
  34870. * @param scene defines the hosting scene
  34871. * @param updatable defines if the mesh must be flagged as updatable
  34872. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34873. * @returns a new Mesh
  34874. */
  34875. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  34876. var options = {
  34877. diameter: diameter,
  34878. thickness: thickness,
  34879. tessellation: tessellation,
  34880. sideOrientation: sideOrientation,
  34881. updatable: updatable
  34882. };
  34883. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  34884. };
  34885. /**
  34886. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  34887. * @param name defines the name of the mesh to create
  34888. * @param radius sets the global radius size (float) of the torus knot (default 2)
  34889. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  34890. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  34891. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  34892. * @param p the number of windings on X axis (positive integers, default 2)
  34893. * @param q the number of windings on Y axis (positive integers, default 3)
  34894. * @param scene defines the hosting scene
  34895. * @param updatable defines if the mesh must be flagged as updatable
  34896. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34897. * @returns a new Mesh
  34898. */
  34899. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  34900. var options = {
  34901. radius: radius,
  34902. tube: tube,
  34903. radialSegments: radialSegments,
  34904. tubularSegments: tubularSegments,
  34905. p: p,
  34906. q: q,
  34907. sideOrientation: sideOrientation,
  34908. updatable: updatable
  34909. };
  34910. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  34911. };
  34912. /**
  34913. * Creates a line 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 points is an array successive Vector3
  34916. * @param scene defines the hosting scene
  34917. * @param updatable defines if the mesh must be flagged as updatable
  34918. * @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).
  34919. * @returns a new Mesh
  34920. */
  34921. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  34922. if (scene === void 0) { scene = null; }
  34923. if (updatable === void 0) { updatable = false; }
  34924. if (instance === void 0) { instance = null; }
  34925. var options = {
  34926. points: points,
  34927. updatable: updatable,
  34928. instance: instance
  34929. };
  34930. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  34931. };
  34932. /**
  34933. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  34934. * @param name defines the name of the mesh to create
  34935. * @param points is an array successive Vector3
  34936. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  34937. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  34938. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  34939. * @param scene defines the hosting scene
  34940. * @param updatable defines if the mesh must be flagged as updatable
  34941. * @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)
  34942. * @returns a new Mesh
  34943. */
  34944. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  34945. if (scene === void 0) { scene = null; }
  34946. var options = {
  34947. points: points,
  34948. dashSize: dashSize,
  34949. gapSize: gapSize,
  34950. dashNb: dashNb,
  34951. updatable: updatable,
  34952. instance: instance
  34953. };
  34954. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  34955. };
  34956. /**
  34957. * Creates a polygon mesh.
  34958. * Please consider using the same method from the MeshBuilder class instead.
  34959. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  34960. * 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.
  34961. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  34962. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  34963. * Remember you can only change the shape positions, not their number when updating a polygon.
  34964. */
  34965. /**
  34966. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  34967. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  34968. * @param name defines the name of the mesh to create
  34969. * @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
  34970. * @param scene defines the hosting scene
  34971. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  34972. * @param updatable defines if the mesh must be flagged as updatable
  34973. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34974. * @returns a new Mesh
  34975. */
  34976. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  34977. var options = {
  34978. shape: shape,
  34979. holes: holes,
  34980. updatable: updatable,
  34981. sideOrientation: sideOrientation
  34982. };
  34983. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  34984. };
  34985. /**
  34986. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  34987. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  34988. * @param name defines the name of the mesh to create
  34989. * @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
  34990. * @param depth defines the height of extrusion
  34991. * @param scene defines the hosting scene
  34992. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  34993. * @param updatable defines if the mesh must be flagged as updatable
  34994. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34995. * @returns a new Mesh
  34996. */
  34997. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  34998. var options = {
  34999. shape: shape,
  35000. holes: holes,
  35001. depth: depth,
  35002. updatable: updatable,
  35003. sideOrientation: sideOrientation
  35004. };
  35005. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35006. };
  35007. /**
  35008. * Creates an extruded shape mesh.
  35009. * 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
  35010. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35011. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35012. * @param name defines the name of the mesh to create
  35013. * @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
  35014. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35015. * @param scale is the value to scale the shape
  35016. * @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
  35017. * @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
  35018. * @param scene defines the hosting scene
  35019. * @param updatable defines if the mesh must be flagged as updatable
  35020. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35021. * @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)
  35022. * @returns a new Mesh
  35023. */
  35024. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35025. if (scene === void 0) { scene = null; }
  35026. var options = {
  35027. shape: shape,
  35028. path: path,
  35029. scale: scale,
  35030. rotation: rotation,
  35031. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35032. sideOrientation: sideOrientation,
  35033. instance: instance,
  35034. updatable: updatable
  35035. };
  35036. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35037. };
  35038. /**
  35039. * Creates an custom extruded shape mesh.
  35040. * The custom extrusion is a parametric shape.
  35041. * It has no predefined shape. Its final shape will depend on the input parameters.
  35042. * Please consider using the same method from the MeshBuilder class instead
  35043. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35044. * @param name defines the name of the mesh to create
  35045. * @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
  35046. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35047. * @param scaleFunction is a custom Javascript function called on each path point
  35048. * @param rotationFunction is a custom Javascript function called on each path point
  35049. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35050. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35051. * @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
  35052. * @param scene defines the hosting scene
  35053. * @param updatable defines if the mesh must be flagged as updatable
  35054. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35055. * @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)
  35056. * @returns a new Mesh
  35057. */
  35058. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35059. var options = {
  35060. shape: shape,
  35061. path: path,
  35062. scaleFunction: scaleFunction,
  35063. rotationFunction: rotationFunction,
  35064. ribbonCloseArray: ribbonCloseArray,
  35065. ribbonClosePath: ribbonClosePath,
  35066. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35067. sideOrientation: sideOrientation,
  35068. instance: instance,
  35069. updatable: updatable
  35070. };
  35071. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35072. };
  35073. /**
  35074. * Creates lathe mesh.
  35075. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35076. * Please consider using the same method from the MeshBuilder class instead
  35077. * @param name defines the name of the mesh to create
  35078. * @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
  35079. * @param radius is the radius value of the lathe
  35080. * @param tessellation is the side number of the lathe.
  35081. * @param scene defines the hosting scene
  35082. * @param updatable defines if the mesh must be flagged as updatable
  35083. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35084. * @returns a new Mesh
  35085. */
  35086. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35087. var options = {
  35088. shape: shape,
  35089. radius: radius,
  35090. tessellation: tessellation,
  35091. sideOrientation: sideOrientation,
  35092. updatable: updatable
  35093. };
  35094. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35095. };
  35096. /**
  35097. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35098. * @param name defines the name of the mesh to create
  35099. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35100. * @param scene defines the hosting scene
  35101. * @param updatable defines if the mesh must be flagged as updatable
  35102. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35103. * @returns a new Mesh
  35104. */
  35105. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35106. var options = {
  35107. size: size,
  35108. width: size,
  35109. height: size,
  35110. sideOrientation: sideOrientation,
  35111. updatable: updatable
  35112. };
  35113. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35114. };
  35115. /**
  35116. * Creates a ground mesh.
  35117. * Please consider using the same method from the MeshBuilder class instead
  35118. * @param name defines the name of the mesh to create
  35119. * @param width set the width of the ground
  35120. * @param height set the height of the ground
  35121. * @param subdivisions sets the number of subdivisions per side
  35122. * @param scene defines the hosting scene
  35123. * @param updatable defines if the mesh must be flagged as updatable
  35124. * @returns a new Mesh
  35125. */
  35126. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35127. var options = {
  35128. width: width,
  35129. height: height,
  35130. subdivisions: subdivisions,
  35131. updatable: updatable
  35132. };
  35133. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35134. };
  35135. /**
  35136. * Creates a tiled ground mesh.
  35137. * Please consider using the same method from the MeshBuilder class instead
  35138. * @param name defines the name of the mesh to create
  35139. * @param xmin set the ground minimum X coordinate
  35140. * @param zmin set the ground minimum Y coordinate
  35141. * @param xmax set the ground maximum X coordinate
  35142. * @param zmax set the ground maximum Z coordinate
  35143. * @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
  35144. * @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
  35145. * @param scene defines the hosting scene
  35146. * @param updatable defines if the mesh must be flagged as updatable
  35147. * @returns a new Mesh
  35148. */
  35149. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35150. var options = {
  35151. xmin: xmin,
  35152. zmin: zmin,
  35153. xmax: xmax,
  35154. zmax: zmax,
  35155. subdivisions: subdivisions,
  35156. precision: precision,
  35157. updatable: updatable
  35158. };
  35159. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35160. };
  35161. /**
  35162. * Creates a ground mesh from a height map.
  35163. * Please consider using the same method from the MeshBuilder class instead
  35164. * @see http://doc.babylonjs.com/babylon101/height_map
  35165. * @param name defines the name of the mesh to create
  35166. * @param url sets the URL of the height map image resource
  35167. * @param width set the ground width size
  35168. * @param height set the ground height size
  35169. * @param subdivisions sets the number of subdivision per side
  35170. * @param minHeight is the minimum altitude on the ground
  35171. * @param maxHeight is the maximum altitude on the ground
  35172. * @param scene defines the hosting scene
  35173. * @param updatable defines if the mesh must be flagged as updatable
  35174. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35175. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35176. * @returns a new Mesh
  35177. */
  35178. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35179. var options = {
  35180. width: width,
  35181. height: height,
  35182. subdivisions: subdivisions,
  35183. minHeight: minHeight,
  35184. maxHeight: maxHeight,
  35185. updatable: updatable,
  35186. onReady: onReady,
  35187. alphaFilter: alphaFilter
  35188. };
  35189. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35190. };
  35191. /**
  35192. * Creates a tube mesh.
  35193. * The tube is a parametric shape.
  35194. * It has no predefined shape. Its final shape will depend on the input parameters.
  35195. * Please consider using the same method from the MeshBuilder class instead
  35196. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35197. * @param name defines the name of the mesh to create
  35198. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35199. * @param radius sets the tube radius size
  35200. * @param tessellation is the number of sides on the tubular surface
  35201. * @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
  35202. * @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
  35203. * @param scene defines the hosting scene
  35204. * @param updatable defines if the mesh must be flagged as updatable
  35205. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35206. * @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)
  35207. * @returns a new Mesh
  35208. */
  35209. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35210. var options = {
  35211. path: path,
  35212. radius: radius,
  35213. tessellation: tessellation,
  35214. radiusFunction: radiusFunction,
  35215. arc: 1,
  35216. cap: cap,
  35217. updatable: updatable,
  35218. sideOrientation: sideOrientation,
  35219. instance: instance
  35220. };
  35221. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35222. };
  35223. /**
  35224. * Creates a polyhedron mesh.
  35225. * Please consider using the same method from the MeshBuilder class instead.
  35226. * * 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
  35227. * * The parameter `size` (positive float, default 1) sets the polygon size
  35228. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35229. * * 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`
  35230. * * 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
  35231. * * 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)`)
  35232. * * 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
  35233. * * 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
  35234. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35235. * * 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
  35236. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35237. * @param name defines the name of the mesh to create
  35238. * @param options defines the options used to create the mesh
  35239. * @param scene defines the hosting scene
  35240. * @returns a new Mesh
  35241. */
  35242. Mesh.CreatePolyhedron = function (name, options, scene) {
  35243. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35244. };
  35245. /**
  35246. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35247. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35248. * * 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`)
  35249. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35250. * * 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
  35251. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35252. * * 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
  35253. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35254. * @param name defines the name of the mesh
  35255. * @param options defines the options used to create the mesh
  35256. * @param scene defines the hosting scene
  35257. * @returns a new Mesh
  35258. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35259. */
  35260. Mesh.CreateIcoSphere = function (name, options, scene) {
  35261. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35262. };
  35263. /**
  35264. * Creates a decal mesh.
  35265. * Please consider using the same method from the MeshBuilder class instead.
  35266. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35267. * @param name defines the name of the mesh
  35268. * @param sourceMesh defines the mesh receiving the decal
  35269. * @param position sets the position of the decal in world coordinates
  35270. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35271. * @param size sets the decal scaling
  35272. * @param angle sets the angle to rotate the decal
  35273. * @returns a new Mesh
  35274. */
  35275. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35276. var options = {
  35277. position: position,
  35278. normal: normal,
  35279. size: size,
  35280. angle: angle
  35281. };
  35282. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35283. };
  35284. // Skeletons
  35285. /**
  35286. * Prepare internal position array for software CPU skinning
  35287. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35288. */
  35289. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35290. if (!this._sourcePositions) {
  35291. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35292. if (!source) {
  35293. return this._sourcePositions;
  35294. }
  35295. this._sourcePositions = new Float32Array(source);
  35296. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35297. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35298. }
  35299. }
  35300. return this._sourcePositions;
  35301. };
  35302. /**
  35303. * Prepare internal normal array for software CPU skinning
  35304. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35305. */
  35306. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35307. if (!this._sourceNormals) {
  35308. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35309. if (!source) {
  35310. return this._sourceNormals;
  35311. }
  35312. this._sourceNormals = new Float32Array(source);
  35313. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35314. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35315. }
  35316. }
  35317. return this._sourceNormals;
  35318. };
  35319. /**
  35320. * Updates the vertex buffer by applying transformation from the bones
  35321. * @param skeleton defines the skeleton to apply to current mesh
  35322. * @returns the current mesh
  35323. */
  35324. Mesh.prototype.applySkeleton = function (skeleton) {
  35325. if (!this.geometry) {
  35326. return this;
  35327. }
  35328. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35329. return this;
  35330. }
  35331. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35332. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35333. return this;
  35334. }
  35335. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35336. return this;
  35337. }
  35338. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35339. return this;
  35340. }
  35341. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35342. return this;
  35343. }
  35344. if (!this._sourcePositions) {
  35345. var submeshes = this.subMeshes.slice();
  35346. this.setPositionsForCPUSkinning();
  35347. this.subMeshes = submeshes;
  35348. }
  35349. if (!this._sourceNormals) {
  35350. this.setNormalsForCPUSkinning();
  35351. }
  35352. // positionsData checks for not being Float32Array will only pass at most once
  35353. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35354. if (!positionsData) {
  35355. return this;
  35356. }
  35357. if (!(positionsData instanceof Float32Array)) {
  35358. positionsData = new Float32Array(positionsData);
  35359. }
  35360. // normalsData checks for not being Float32Array will only pass at most once
  35361. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35362. if (!normalsData) {
  35363. return this;
  35364. }
  35365. if (!(normalsData instanceof Float32Array)) {
  35366. normalsData = new Float32Array(normalsData);
  35367. }
  35368. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35369. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35370. if (!matricesWeightsData || !matricesIndicesData) {
  35371. return this;
  35372. }
  35373. var needExtras = this.numBoneInfluencers > 4;
  35374. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35375. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35376. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35377. var tempVector3 = BABYLON.Vector3.Zero();
  35378. var finalMatrix = new BABYLON.Matrix();
  35379. var tempMatrix = new BABYLON.Matrix();
  35380. var matWeightIdx = 0;
  35381. var inf;
  35382. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35383. var weight;
  35384. for (inf = 0; inf < 4; inf++) {
  35385. weight = matricesWeightsData[matWeightIdx + inf];
  35386. if (weight > 0) {
  35387. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35388. finalMatrix.addToSelf(tempMatrix);
  35389. }
  35390. }
  35391. if (needExtras) {
  35392. for (inf = 0; inf < 4; inf++) {
  35393. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35394. if (weight > 0) {
  35395. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35396. finalMatrix.addToSelf(tempMatrix);
  35397. }
  35398. }
  35399. }
  35400. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35401. tempVector3.toArray(positionsData, index);
  35402. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35403. tempVector3.toArray(normalsData, index);
  35404. finalMatrix.reset();
  35405. }
  35406. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35407. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35408. return this;
  35409. };
  35410. // Tools
  35411. /**
  35412. * 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
  35413. * @param meshes defines the list of meshes to scan
  35414. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35415. */
  35416. Mesh.MinMax = function (meshes) {
  35417. var minVector = null;
  35418. var maxVector = null;
  35419. meshes.forEach(function (mesh, index, array) {
  35420. var boundingInfo = mesh.getBoundingInfo();
  35421. var boundingBox = boundingInfo.boundingBox;
  35422. if (!minVector || !maxVector) {
  35423. minVector = boundingBox.minimumWorld;
  35424. maxVector = boundingBox.maximumWorld;
  35425. }
  35426. else {
  35427. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35428. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35429. }
  35430. });
  35431. if (!minVector || !maxVector) {
  35432. return {
  35433. min: BABYLON.Vector3.Zero(),
  35434. max: BABYLON.Vector3.Zero()
  35435. };
  35436. }
  35437. return {
  35438. min: minVector,
  35439. max: maxVector
  35440. };
  35441. };
  35442. /**
  35443. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  35444. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  35445. * @returns a vector3
  35446. */
  35447. Mesh.Center = function (meshesOrMinMaxVector) {
  35448. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  35449. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  35450. };
  35451. /**
  35452. * Merge the array of meshes into a single mesh for performance reasons.
  35453. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  35454. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  35455. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  35456. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  35457. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  35458. * @returns a new mesh
  35459. */
  35460. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  35461. if (disposeSource === void 0) { disposeSource = true; }
  35462. var index;
  35463. if (!allow32BitsIndices) {
  35464. var totalVertices = 0;
  35465. // Counting vertices
  35466. for (index = 0; index < meshes.length; index++) {
  35467. if (meshes[index]) {
  35468. totalVertices += meshes[index].getTotalVertices();
  35469. if (totalVertices > 65536) {
  35470. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  35471. return null;
  35472. }
  35473. }
  35474. }
  35475. }
  35476. // Merge
  35477. var vertexData = null;
  35478. var otherVertexData;
  35479. var indiceArray = new Array();
  35480. var source = null;
  35481. for (index = 0; index < meshes.length; index++) {
  35482. if (meshes[index]) {
  35483. var wm = meshes[index].computeWorldMatrix(true);
  35484. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  35485. otherVertexData.transform(wm);
  35486. if (vertexData) {
  35487. vertexData.merge(otherVertexData, allow32BitsIndices);
  35488. }
  35489. else {
  35490. vertexData = otherVertexData;
  35491. source = meshes[index];
  35492. }
  35493. if (subdivideWithSubMeshes) {
  35494. indiceArray.push(meshes[index].getTotalIndices());
  35495. }
  35496. }
  35497. }
  35498. source = source;
  35499. if (!meshSubclass) {
  35500. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  35501. }
  35502. vertexData.applyToMesh(meshSubclass);
  35503. // Setting properties
  35504. meshSubclass.material = source.material;
  35505. meshSubclass.checkCollisions = source.checkCollisions;
  35506. // Cleaning
  35507. if (disposeSource) {
  35508. for (index = 0; index < meshes.length; index++) {
  35509. if (meshes[index]) {
  35510. meshes[index].dispose();
  35511. }
  35512. }
  35513. }
  35514. // Subdivide
  35515. if (subdivideWithSubMeshes) {
  35516. //-- removal of global submesh
  35517. meshSubclass.releaseSubMeshes();
  35518. index = 0;
  35519. var offset = 0;
  35520. //-- apply subdivision according to index table
  35521. while (index < indiceArray.length) {
  35522. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  35523. offset += indiceArray[index];
  35524. index++;
  35525. }
  35526. }
  35527. return meshSubclass;
  35528. };
  35529. // Consts
  35530. /**
  35531. * Mesh side orientation : usually the external or front surface
  35532. */
  35533. Mesh.FRONTSIDE = 0;
  35534. /**
  35535. * Mesh side orientation : usually the internal or back surface
  35536. */
  35537. Mesh.BACKSIDE = 1;
  35538. /**
  35539. * Mesh side orientation : both internal and external or front and back surfaces
  35540. */
  35541. Mesh.DOUBLESIDE = 2;
  35542. /**
  35543. * Mesh side orientation : by default, `FRONTSIDE`
  35544. */
  35545. Mesh.DEFAULTSIDE = 0;
  35546. /**
  35547. * Mesh cap setting : no cap
  35548. */
  35549. Mesh.NO_CAP = 0;
  35550. /**
  35551. * Mesh cap setting : one cap at the beginning of the mesh
  35552. */
  35553. Mesh.CAP_START = 1;
  35554. /**
  35555. * Mesh cap setting : one cap at the end of the mesh
  35556. */
  35557. Mesh.CAP_END = 2;
  35558. /**
  35559. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  35560. */
  35561. Mesh.CAP_ALL = 3;
  35562. return Mesh;
  35563. }(BABYLON.AbstractMesh));
  35564. BABYLON.Mesh = Mesh;
  35565. })(BABYLON || (BABYLON = {}));
  35566. //# sourceMappingURL=babylon.mesh.js.map
  35567. var BABYLON;
  35568. (function (BABYLON) {
  35569. /**
  35570. * Base class for submeshes
  35571. */
  35572. var BaseSubMesh = /** @class */ (function () {
  35573. function BaseSubMesh() {
  35574. }
  35575. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  35576. /**
  35577. * Gets associated effect
  35578. */
  35579. get: function () {
  35580. return this._materialEffect;
  35581. },
  35582. enumerable: true,
  35583. configurable: true
  35584. });
  35585. /**
  35586. * Sets associated effect (effect used to render this submesh)
  35587. * @param effect defines the effect to associate with
  35588. * @param defines defines the set of defines used to compile this effect
  35589. */
  35590. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  35591. if (defines === void 0) { defines = null; }
  35592. if (this._materialEffect === effect) {
  35593. if (!effect) {
  35594. this._materialDefines = null;
  35595. }
  35596. return;
  35597. }
  35598. this._materialDefines = defines;
  35599. this._materialEffect = effect;
  35600. };
  35601. return BaseSubMesh;
  35602. }());
  35603. BABYLON.BaseSubMesh = BaseSubMesh;
  35604. /**
  35605. * Defines a subdivision inside a mesh
  35606. */
  35607. var SubMesh = /** @class */ (function (_super) {
  35608. __extends(SubMesh, _super);
  35609. /**
  35610. * Creates a new submesh
  35611. * @param materialIndex defines the material index to use
  35612. * @param verticesStart defines vertex index start
  35613. * @param verticesCount defines vertices count
  35614. * @param indexStart defines index start
  35615. * @param indexCount defines indices count
  35616. * @param mesh defines the parent mesh
  35617. * @param renderingMesh defines an optional rendering mesh
  35618. * @param createBoundingBox defines if bounding box should be created for this submesh
  35619. */
  35620. function SubMesh(
  35621. /** the material index to use */
  35622. materialIndex,
  35623. /** vertex index start */
  35624. verticesStart,
  35625. /** vertices count */
  35626. verticesCount,
  35627. /** index start */
  35628. indexStart,
  35629. /** indices count */
  35630. indexCount, mesh, renderingMesh, createBoundingBox) {
  35631. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35632. var _this = _super.call(this) || this;
  35633. _this.materialIndex = materialIndex;
  35634. _this.verticesStart = verticesStart;
  35635. _this.verticesCount = verticesCount;
  35636. _this.indexStart = indexStart;
  35637. _this.indexCount = indexCount;
  35638. /** @hidden */
  35639. _this._renderId = 0;
  35640. _this._mesh = mesh;
  35641. _this._renderingMesh = renderingMesh || mesh;
  35642. mesh.subMeshes.push(_this);
  35643. _this._trianglePlanes = [];
  35644. _this._id = mesh.subMeshes.length - 1;
  35645. if (createBoundingBox) {
  35646. _this.refreshBoundingInfo();
  35647. mesh.computeWorldMatrix(true);
  35648. }
  35649. return _this;
  35650. }
  35651. /**
  35652. * Add a new submesh to a mesh
  35653. * @param materialIndex defines the material index to use
  35654. * @param verticesStart defines vertex index start
  35655. * @param verticesCount defines vertices count
  35656. * @param indexStart defines index start
  35657. * @param indexCount defines indices count
  35658. * @param mesh defines the parent mesh
  35659. * @param renderingMesh defines an optional rendering mesh
  35660. * @param createBoundingBox defines if bounding box should be created for this submesh
  35661. * @returns the new submesh
  35662. */
  35663. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  35664. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35665. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  35666. };
  35667. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  35668. /**
  35669. * Returns true if this submesh covers the entire parent mesh
  35670. * @ignorenaming
  35671. */
  35672. get: function () {
  35673. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  35674. },
  35675. enumerable: true,
  35676. configurable: true
  35677. });
  35678. /**
  35679. * Returns the submesh BoudingInfo object
  35680. * @returns current bounding info (or mesh's one if the submesh is global)
  35681. */
  35682. SubMesh.prototype.getBoundingInfo = function () {
  35683. if (this.IsGlobal) {
  35684. return this._mesh.getBoundingInfo();
  35685. }
  35686. return this._boundingInfo;
  35687. };
  35688. /**
  35689. * Sets the submesh BoundingInfo
  35690. * @param boundingInfo defines the new bounding info to use
  35691. * @returns the SubMesh
  35692. */
  35693. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  35694. this._boundingInfo = boundingInfo;
  35695. return this;
  35696. };
  35697. /**
  35698. * Returns the mesh of the current submesh
  35699. * @return the parent mesh
  35700. */
  35701. SubMesh.prototype.getMesh = function () {
  35702. return this._mesh;
  35703. };
  35704. /**
  35705. * Returns the rendering mesh of the submesh
  35706. * @returns the rendering mesh (could be different from parent mesh)
  35707. */
  35708. SubMesh.prototype.getRenderingMesh = function () {
  35709. return this._renderingMesh;
  35710. };
  35711. /**
  35712. * Returns the submesh material
  35713. * @returns null or the current material
  35714. */
  35715. SubMesh.prototype.getMaterial = function () {
  35716. var rootMaterial = this._renderingMesh.material;
  35717. if (rootMaterial === null || rootMaterial === undefined) {
  35718. return this._mesh.getScene().defaultMaterial;
  35719. }
  35720. else if (rootMaterial.getSubMaterial) {
  35721. var multiMaterial = rootMaterial;
  35722. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  35723. if (this._currentMaterial !== effectiveMaterial) {
  35724. this._currentMaterial = effectiveMaterial;
  35725. this._materialDefines = null;
  35726. }
  35727. return effectiveMaterial;
  35728. }
  35729. return rootMaterial;
  35730. };
  35731. // Methods
  35732. /**
  35733. * Sets a new updated BoundingInfo object to the submesh
  35734. * @returns the SubMesh
  35735. */
  35736. SubMesh.prototype.refreshBoundingInfo = function () {
  35737. this._lastColliderWorldVertices = null;
  35738. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  35739. return this;
  35740. }
  35741. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35742. if (!data) {
  35743. this._boundingInfo = this._mesh.getBoundingInfo();
  35744. return this;
  35745. }
  35746. var indices = this._renderingMesh.getIndices();
  35747. var extend;
  35748. //is this the only submesh?
  35749. if (this.indexStart === 0 && this.indexCount === indices.length) {
  35750. var boundingInfo = this._renderingMesh.getBoundingInfo();
  35751. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  35752. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  35753. }
  35754. else {
  35755. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  35756. }
  35757. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  35758. return this;
  35759. };
  35760. /** @hidden */
  35761. SubMesh.prototype._checkCollision = function (collider) {
  35762. var boundingInfo = this.getBoundingInfo();
  35763. return boundingInfo._checkCollision(collider);
  35764. };
  35765. /**
  35766. * Updates the submesh BoundingInfo
  35767. * @param world defines the world matrix to use to update the bounding info
  35768. * @returns the submesh
  35769. */
  35770. SubMesh.prototype.updateBoundingInfo = function (world) {
  35771. var boundingInfo = this.getBoundingInfo();
  35772. if (!boundingInfo) {
  35773. this.refreshBoundingInfo();
  35774. boundingInfo = this.getBoundingInfo();
  35775. }
  35776. boundingInfo.update(world);
  35777. return this;
  35778. };
  35779. /**
  35780. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  35781. * @param frustumPlanes defines the frustum planes
  35782. * @returns true if the submesh is intersecting with the frustum
  35783. */
  35784. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  35785. var boundingInfo = this.getBoundingInfo();
  35786. if (!boundingInfo) {
  35787. return false;
  35788. }
  35789. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  35790. };
  35791. /**
  35792. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  35793. * @param frustumPlanes defines the frustum planes
  35794. * @returns true if the submesh is inside the frustum
  35795. */
  35796. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  35797. var boundingInfo = this.getBoundingInfo();
  35798. if (!boundingInfo) {
  35799. return false;
  35800. }
  35801. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  35802. };
  35803. /**
  35804. * Renders the submesh
  35805. * @param enableAlphaMode defines if alpha needs to be used
  35806. * @returns the submesh
  35807. */
  35808. SubMesh.prototype.render = function (enableAlphaMode) {
  35809. this._renderingMesh.render(this, enableAlphaMode);
  35810. return this;
  35811. };
  35812. /**
  35813. * @hidden
  35814. */
  35815. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  35816. if (!this._linesIndexBuffer) {
  35817. var linesIndices = [];
  35818. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  35819. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  35820. }
  35821. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  35822. this._linesIndexCount = linesIndices.length;
  35823. }
  35824. return this._linesIndexBuffer;
  35825. };
  35826. /**
  35827. * Checks if the submesh intersects with a ray
  35828. * @param ray defines the ray to test
  35829. * @returns true is the passed ray intersects the submesh bounding box
  35830. */
  35831. SubMesh.prototype.canIntersects = function (ray) {
  35832. var boundingInfo = this.getBoundingInfo();
  35833. if (!boundingInfo) {
  35834. return false;
  35835. }
  35836. return ray.intersectsBox(boundingInfo.boundingBox);
  35837. };
  35838. /**
  35839. * Intersects current submesh with a ray
  35840. * @param ray defines the ray to test
  35841. * @param positions defines mesh's positions array
  35842. * @param indices defines mesh's indices array
  35843. * @param fastCheck defines if only bounding info should be used
  35844. * @returns intersection info or null if no intersection
  35845. */
  35846. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  35847. var material = this.getMaterial();
  35848. if (!material) {
  35849. return null;
  35850. }
  35851. switch (material.fillMode) {
  35852. case BABYLON.Material.PointListDrawMode:
  35853. case BABYLON.Material.LineListDrawMode:
  35854. case BABYLON.Material.LineLoopDrawMode:
  35855. case BABYLON.Material.LineStripDrawMode:
  35856. case BABYLON.Material.TriangleFanDrawMode:
  35857. case BABYLON.Material.TriangleStripDrawMode:
  35858. return null;
  35859. }
  35860. // LineMesh first as it's also a Mesh...
  35861. if (BABYLON.LinesMesh) {
  35862. var mesh = this._mesh instanceof BABYLON.InstancedMesh ? this._mesh.sourceMesh : this._mesh;
  35863. if (mesh instanceof BABYLON.LinesMesh) {
  35864. var linesMesh = mesh;
  35865. return this._intersectLines(ray, positions, indices, linesMesh.intersectionThreshold, fastCheck);
  35866. }
  35867. }
  35868. return this._intersectTriangles(ray, positions, indices, fastCheck);
  35869. };
  35870. /** @hidden */
  35871. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  35872. var intersectInfo = null;
  35873. // Line test
  35874. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  35875. var p0 = positions[indices[index]];
  35876. var p1 = positions[indices[index + 1]];
  35877. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  35878. if (length < 0) {
  35879. continue;
  35880. }
  35881. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  35882. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  35883. if (fastCheck) {
  35884. break;
  35885. }
  35886. }
  35887. }
  35888. return intersectInfo;
  35889. };
  35890. /** @hidden */
  35891. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  35892. var intersectInfo = null;
  35893. // Triangles test
  35894. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  35895. var p0 = positions[indices[index]];
  35896. var p1 = positions[indices[index + 1]];
  35897. var p2 = positions[indices[index + 2]];
  35898. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  35899. if (currentIntersectInfo) {
  35900. if (currentIntersectInfo.distance < 0) {
  35901. continue;
  35902. }
  35903. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  35904. intersectInfo = currentIntersectInfo;
  35905. intersectInfo.faceId = index / 3;
  35906. if (fastCheck) {
  35907. break;
  35908. }
  35909. }
  35910. }
  35911. }
  35912. return intersectInfo;
  35913. };
  35914. /** @hidden */
  35915. SubMesh.prototype._rebuild = function () {
  35916. if (this._linesIndexBuffer) {
  35917. this._linesIndexBuffer = null;
  35918. }
  35919. };
  35920. // Clone
  35921. /**
  35922. * Creates a new submesh from the passed mesh
  35923. * @param newMesh defines the new hosting mesh
  35924. * @param newRenderingMesh defines an optional rendering mesh
  35925. * @returns the new submesh
  35926. */
  35927. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  35928. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  35929. if (!this.IsGlobal) {
  35930. var boundingInfo = this.getBoundingInfo();
  35931. if (!boundingInfo) {
  35932. return result;
  35933. }
  35934. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  35935. }
  35936. return result;
  35937. };
  35938. // Dispose
  35939. /**
  35940. * Release associated resources
  35941. */
  35942. SubMesh.prototype.dispose = function () {
  35943. if (this._linesIndexBuffer) {
  35944. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  35945. this._linesIndexBuffer = null;
  35946. }
  35947. // Remove from mesh
  35948. var index = this._mesh.subMeshes.indexOf(this);
  35949. this._mesh.subMeshes.splice(index, 1);
  35950. };
  35951. // Statics
  35952. /**
  35953. * Creates a new submesh from indices data
  35954. * @param materialIndex the index of the main mesh material
  35955. * @param startIndex the index where to start the copy in the mesh indices array
  35956. * @param indexCount the number of indices to copy then from the startIndex
  35957. * @param mesh the main mesh to create the submesh from
  35958. * @param renderingMesh the optional rendering mesh
  35959. * @returns a new submesh
  35960. */
  35961. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  35962. var minVertexIndex = Number.MAX_VALUE;
  35963. var maxVertexIndex = -Number.MAX_VALUE;
  35964. renderingMesh = (renderingMesh || mesh);
  35965. var indices = renderingMesh.getIndices();
  35966. for (var index = startIndex; index < startIndex + indexCount; index++) {
  35967. var vertexIndex = indices[index];
  35968. if (vertexIndex < minVertexIndex) {
  35969. minVertexIndex = vertexIndex;
  35970. }
  35971. if (vertexIndex > maxVertexIndex) {
  35972. maxVertexIndex = vertexIndex;
  35973. }
  35974. }
  35975. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  35976. };
  35977. return SubMesh;
  35978. }(BaseSubMesh));
  35979. BABYLON.SubMesh = SubMesh;
  35980. })(BABYLON || (BABYLON = {}));
  35981. //# sourceMappingURL=babylon.subMesh.js.map
  35982. var __assign = (this && this.__assign) || function () {
  35983. __assign = Object.assign || function(t) {
  35984. for (var s, i = 1, n = arguments.length; i < n; i++) {
  35985. s = arguments[i];
  35986. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  35987. t[p] = s[p];
  35988. }
  35989. return t;
  35990. };
  35991. return __assign.apply(this, arguments);
  35992. };
  35993. var BABYLON;
  35994. (function (BABYLON) {
  35995. /**
  35996. * Manages the defines for the Material
  35997. */
  35998. var MaterialDefines = /** @class */ (function () {
  35999. function MaterialDefines() {
  36000. this._isDirty = true;
  36001. /** @hidden */
  36002. this._areLightsDirty = true;
  36003. /** @hidden */
  36004. this._areAttributesDirty = true;
  36005. /** @hidden */
  36006. this._areTexturesDirty = true;
  36007. /** @hidden */
  36008. this._areFresnelDirty = true;
  36009. /** @hidden */
  36010. this._areMiscDirty = true;
  36011. /** @hidden */
  36012. this._areImageProcessingDirty = true;
  36013. /** @hidden */
  36014. this._normals = false;
  36015. /** @hidden */
  36016. this._uvs = false;
  36017. /** @hidden */
  36018. this._needNormals = false;
  36019. /** @hidden */
  36020. this._needUVs = false;
  36021. }
  36022. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36023. /**
  36024. * Specifies if the material needs to be re-calculated
  36025. */
  36026. get: function () {
  36027. return this._isDirty;
  36028. },
  36029. enumerable: true,
  36030. configurable: true
  36031. });
  36032. /**
  36033. * Marks the material to indicate that it has been re-calculated
  36034. */
  36035. MaterialDefines.prototype.markAsProcessed = function () {
  36036. this._isDirty = false;
  36037. this._areAttributesDirty = false;
  36038. this._areTexturesDirty = false;
  36039. this._areFresnelDirty = false;
  36040. this._areLightsDirty = false;
  36041. this._areMiscDirty = false;
  36042. this._areImageProcessingDirty = false;
  36043. };
  36044. /**
  36045. * Marks the material to indicate that it needs to be re-calculated
  36046. */
  36047. MaterialDefines.prototype.markAsUnprocessed = function () {
  36048. this._isDirty = true;
  36049. };
  36050. /**
  36051. * Marks the material to indicate all of its defines need to be re-calculated
  36052. */
  36053. MaterialDefines.prototype.markAllAsDirty = function () {
  36054. this._areTexturesDirty = true;
  36055. this._areAttributesDirty = true;
  36056. this._areLightsDirty = true;
  36057. this._areFresnelDirty = true;
  36058. this._areMiscDirty = true;
  36059. this._areImageProcessingDirty = true;
  36060. this._isDirty = true;
  36061. };
  36062. /**
  36063. * Marks the material to indicate that image processing needs to be re-calculated
  36064. */
  36065. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36066. this._areImageProcessingDirty = true;
  36067. this._isDirty = true;
  36068. };
  36069. /**
  36070. * Marks the material to indicate the lights need to be re-calculated
  36071. */
  36072. MaterialDefines.prototype.markAsLightDirty = function () {
  36073. this._areLightsDirty = true;
  36074. this._isDirty = true;
  36075. };
  36076. /**
  36077. * Marks the attribute state as changed
  36078. */
  36079. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36080. this._areAttributesDirty = true;
  36081. this._isDirty = true;
  36082. };
  36083. /**
  36084. * Marks the texture state as changed
  36085. */
  36086. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36087. this._areTexturesDirty = true;
  36088. this._isDirty = true;
  36089. };
  36090. /**
  36091. * Marks the fresnel state as changed
  36092. */
  36093. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36094. this._areFresnelDirty = true;
  36095. this._isDirty = true;
  36096. };
  36097. /**
  36098. * Marks the misc state as changed
  36099. */
  36100. MaterialDefines.prototype.markAsMiscDirty = function () {
  36101. this._areMiscDirty = true;
  36102. this._isDirty = true;
  36103. };
  36104. /**
  36105. * Rebuilds the material defines
  36106. */
  36107. MaterialDefines.prototype.rebuild = function () {
  36108. if (this._keys) {
  36109. delete this._keys;
  36110. }
  36111. this._keys = [];
  36112. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36113. var key = _a[_i];
  36114. if (key[0] === "_") {
  36115. continue;
  36116. }
  36117. this._keys.push(key);
  36118. }
  36119. };
  36120. /**
  36121. * Specifies if two material defines are equal
  36122. * @param other - A material define instance to compare to
  36123. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36124. */
  36125. MaterialDefines.prototype.isEqual = function (other) {
  36126. if (this._keys.length !== other._keys.length) {
  36127. return false;
  36128. }
  36129. for (var index = 0; index < this._keys.length; index++) {
  36130. var prop = this._keys[index];
  36131. if (this[prop] !== other[prop]) {
  36132. return false;
  36133. }
  36134. }
  36135. return true;
  36136. };
  36137. /**
  36138. * Clones this instance's defines to another instance
  36139. * @param other - material defines to clone values to
  36140. */
  36141. MaterialDefines.prototype.cloneTo = function (other) {
  36142. if (this._keys.length !== other._keys.length) {
  36143. other._keys = this._keys.slice(0);
  36144. }
  36145. for (var index = 0; index < this._keys.length; index++) {
  36146. var prop = this._keys[index];
  36147. other[prop] = this[prop];
  36148. }
  36149. };
  36150. /**
  36151. * Resets the material define values
  36152. */
  36153. MaterialDefines.prototype.reset = function () {
  36154. for (var index = 0; index < this._keys.length; index++) {
  36155. var prop = this._keys[index];
  36156. var type = typeof this[prop];
  36157. switch (type) {
  36158. case "number":
  36159. this[prop] = 0;
  36160. break;
  36161. case "string":
  36162. this[prop] = "";
  36163. break;
  36164. default:
  36165. this[prop] = false;
  36166. break;
  36167. }
  36168. }
  36169. };
  36170. /**
  36171. * Converts the material define values to a string
  36172. * @returns - String of material define information
  36173. */
  36174. MaterialDefines.prototype.toString = function () {
  36175. var result = "";
  36176. for (var index = 0; index < this._keys.length; index++) {
  36177. var prop = this._keys[index];
  36178. var value = this[prop];
  36179. var type = typeof value;
  36180. switch (type) {
  36181. case "number":
  36182. case "string":
  36183. result += "#define " + prop + " " + value + "\n";
  36184. break;
  36185. default:
  36186. if (value) {
  36187. result += "#define " + prop + "\n";
  36188. }
  36189. break;
  36190. }
  36191. }
  36192. return result;
  36193. };
  36194. return MaterialDefines;
  36195. }());
  36196. BABYLON.MaterialDefines = MaterialDefines;
  36197. /**
  36198. * Base class for the main features of a material in Babylon.js
  36199. */
  36200. var Material = /** @class */ (function () {
  36201. /**
  36202. * Creates a material instance
  36203. * @param name defines the name of the material
  36204. * @param scene defines the scene to reference
  36205. * @param doNotAdd specifies if the material should be added to the scene
  36206. */
  36207. function Material(name, scene, doNotAdd) {
  36208. /**
  36209. * Specifies if the ready state should be checked on each call
  36210. */
  36211. this.checkReadyOnEveryCall = false;
  36212. /**
  36213. * Specifies if the ready state should be checked once
  36214. */
  36215. this.checkReadyOnlyOnce = false;
  36216. /**
  36217. * The state of the material
  36218. */
  36219. this.state = "";
  36220. /**
  36221. * The alpha value of the material
  36222. */
  36223. this._alpha = 1.0;
  36224. /**
  36225. * Specifies if back face culling is enabled
  36226. */
  36227. this._backFaceCulling = true;
  36228. /**
  36229. * Specifies if the material should be serialized
  36230. */
  36231. this.doNotSerialize = false;
  36232. /**
  36233. * @hidden
  36234. */
  36235. this._storeEffectOnSubMeshes = false;
  36236. /**
  36237. * An event triggered when the material is disposed
  36238. */
  36239. this.onDisposeObservable = new BABYLON.Observable();
  36240. /**
  36241. * Stores the value of the alpha mode
  36242. */
  36243. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36244. /**
  36245. * Stores the state of the need depth pre-pass value
  36246. */
  36247. this._needDepthPrePass = false;
  36248. /**
  36249. * Specifies if depth writing should be disabled
  36250. */
  36251. this.disableDepthWrite = false;
  36252. /**
  36253. * Specifies if depth writing should be forced
  36254. */
  36255. this.forceDepthWrite = false;
  36256. /**
  36257. * Specifies if there should be a separate pass for culling
  36258. */
  36259. this.separateCullingPass = false;
  36260. /**
  36261. * Stores the state specifing if fog should be enabled
  36262. */
  36263. this._fogEnabled = true;
  36264. /**
  36265. * Stores the size of points
  36266. */
  36267. this.pointSize = 1.0;
  36268. /**
  36269. * Stores the z offset value
  36270. */
  36271. this.zOffset = 0;
  36272. /**
  36273. * @hidden
  36274. * Specifies if the material was previously ready
  36275. */
  36276. this._wasPreviouslyReady = false;
  36277. /**
  36278. * Stores the fill mode state
  36279. */
  36280. this._fillMode = Material.TriangleFillMode;
  36281. this.name = name;
  36282. this.id = name || BABYLON.Tools.RandomId();
  36283. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36284. this.uniqueId = this._scene.getUniqueId();
  36285. if (this._scene.useRightHandedSystem) {
  36286. this.sideOrientation = Material.ClockWiseSideOrientation;
  36287. }
  36288. else {
  36289. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36290. }
  36291. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36292. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36293. if (!doNotAdd) {
  36294. this._scene.materials.push(this);
  36295. this._scene.onNewMaterialAddedObservable.notifyObservers(this);
  36296. }
  36297. }
  36298. Object.defineProperty(Material, "TriangleFillMode", {
  36299. /**
  36300. * Returns the triangle fill mode
  36301. */
  36302. get: function () {
  36303. return Material._TriangleFillMode;
  36304. },
  36305. enumerable: true,
  36306. configurable: true
  36307. });
  36308. Object.defineProperty(Material, "WireFrameFillMode", {
  36309. /**
  36310. * Returns the wireframe mode
  36311. */
  36312. get: function () {
  36313. return Material._WireFrameFillMode;
  36314. },
  36315. enumerable: true,
  36316. configurable: true
  36317. });
  36318. Object.defineProperty(Material, "PointFillMode", {
  36319. /**
  36320. * Returns the point fill mode
  36321. */
  36322. get: function () {
  36323. return Material._PointFillMode;
  36324. },
  36325. enumerable: true,
  36326. configurable: true
  36327. });
  36328. Object.defineProperty(Material, "PointListDrawMode", {
  36329. /**
  36330. * Returns the point list draw mode
  36331. */
  36332. get: function () {
  36333. return Material._PointListDrawMode;
  36334. },
  36335. enumerable: true,
  36336. configurable: true
  36337. });
  36338. Object.defineProperty(Material, "LineListDrawMode", {
  36339. /**
  36340. * Returns the line list draw mode
  36341. */
  36342. get: function () {
  36343. return Material._LineListDrawMode;
  36344. },
  36345. enumerable: true,
  36346. configurable: true
  36347. });
  36348. Object.defineProperty(Material, "LineLoopDrawMode", {
  36349. /**
  36350. * Returns the line loop draw mode
  36351. */
  36352. get: function () {
  36353. return Material._LineLoopDrawMode;
  36354. },
  36355. enumerable: true,
  36356. configurable: true
  36357. });
  36358. Object.defineProperty(Material, "LineStripDrawMode", {
  36359. /**
  36360. * Returns the line strip draw mode
  36361. */
  36362. get: function () {
  36363. return Material._LineStripDrawMode;
  36364. },
  36365. enumerable: true,
  36366. configurable: true
  36367. });
  36368. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36369. /**
  36370. * Returns the triangle strip draw mode
  36371. */
  36372. get: function () {
  36373. return Material._TriangleStripDrawMode;
  36374. },
  36375. enumerable: true,
  36376. configurable: true
  36377. });
  36378. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36379. /**
  36380. * Returns the triangle fan draw mode
  36381. */
  36382. get: function () {
  36383. return Material._TriangleFanDrawMode;
  36384. },
  36385. enumerable: true,
  36386. configurable: true
  36387. });
  36388. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36389. /**
  36390. * Returns the clock-wise side orientation
  36391. */
  36392. get: function () {
  36393. return Material._ClockWiseSideOrientation;
  36394. },
  36395. enumerable: true,
  36396. configurable: true
  36397. });
  36398. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36399. /**
  36400. * Returns the counter clock-wise side orientation
  36401. */
  36402. get: function () {
  36403. return Material._CounterClockWiseSideOrientation;
  36404. },
  36405. enumerable: true,
  36406. configurable: true
  36407. });
  36408. Object.defineProperty(Material.prototype, "alpha", {
  36409. /**
  36410. * Gets the alpha value of the material
  36411. */
  36412. get: function () {
  36413. return this._alpha;
  36414. },
  36415. /**
  36416. * Sets the alpha value of the material
  36417. */
  36418. set: function (value) {
  36419. if (this._alpha === value) {
  36420. return;
  36421. }
  36422. this._alpha = value;
  36423. this.markAsDirty(Material.MiscDirtyFlag);
  36424. },
  36425. enumerable: true,
  36426. configurable: true
  36427. });
  36428. Object.defineProperty(Material.prototype, "backFaceCulling", {
  36429. /**
  36430. * Gets the back-face culling state
  36431. */
  36432. get: function () {
  36433. return this._backFaceCulling;
  36434. },
  36435. /**
  36436. * Sets the back-face culling state
  36437. */
  36438. set: function (value) {
  36439. if (this._backFaceCulling === value) {
  36440. return;
  36441. }
  36442. this._backFaceCulling = value;
  36443. this.markAsDirty(Material.TextureDirtyFlag);
  36444. },
  36445. enumerable: true,
  36446. configurable: true
  36447. });
  36448. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  36449. /**
  36450. * Gets a boolean indicating that current material needs to register RTT
  36451. */
  36452. get: function () {
  36453. return false;
  36454. },
  36455. enumerable: true,
  36456. configurable: true
  36457. });
  36458. Object.defineProperty(Material.prototype, "onDispose", {
  36459. /**
  36460. * Called during a dispose event
  36461. */
  36462. set: function (callback) {
  36463. if (this._onDisposeObserver) {
  36464. this.onDisposeObservable.remove(this._onDisposeObserver);
  36465. }
  36466. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  36467. },
  36468. enumerable: true,
  36469. configurable: true
  36470. });
  36471. Object.defineProperty(Material.prototype, "onBindObservable", {
  36472. /**
  36473. * An event triggered when the material is bound
  36474. */
  36475. get: function () {
  36476. if (!this._onBindObservable) {
  36477. this._onBindObservable = new BABYLON.Observable();
  36478. }
  36479. return this._onBindObservable;
  36480. },
  36481. enumerable: true,
  36482. configurable: true
  36483. });
  36484. Object.defineProperty(Material.prototype, "onBind", {
  36485. /**
  36486. * Called during a bind event
  36487. */
  36488. set: function (callback) {
  36489. if (this._onBindObserver) {
  36490. this.onBindObservable.remove(this._onBindObserver);
  36491. }
  36492. this._onBindObserver = this.onBindObservable.add(callback);
  36493. },
  36494. enumerable: true,
  36495. configurable: true
  36496. });
  36497. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  36498. /**
  36499. * An event triggered when the material is unbound
  36500. */
  36501. get: function () {
  36502. if (!this._onUnBindObservable) {
  36503. this._onUnBindObservable = new BABYLON.Observable();
  36504. }
  36505. return this._onUnBindObservable;
  36506. },
  36507. enumerable: true,
  36508. configurable: true
  36509. });
  36510. Object.defineProperty(Material.prototype, "alphaMode", {
  36511. /**
  36512. * Gets the value of the alpha mode
  36513. */
  36514. get: function () {
  36515. return this._alphaMode;
  36516. },
  36517. /**
  36518. * Sets the value of the alpha mode.
  36519. *
  36520. * | Value | Type | Description |
  36521. * | --- | --- | --- |
  36522. * | 0 | ALPHA_DISABLE | |
  36523. * | 1 | ALPHA_ADD | |
  36524. * | 2 | ALPHA_COMBINE | |
  36525. * | 3 | ALPHA_SUBTRACT | |
  36526. * | 4 | ALPHA_MULTIPLY | |
  36527. * | 5 | ALPHA_MAXIMIZED | |
  36528. * | 6 | ALPHA_ONEONE | |
  36529. * | 7 | ALPHA_PREMULTIPLIED | |
  36530. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  36531. * | 9 | ALPHA_INTERPOLATE | |
  36532. * | 10 | ALPHA_SCREENMODE | |
  36533. *
  36534. */
  36535. set: function (value) {
  36536. if (this._alphaMode === value) {
  36537. return;
  36538. }
  36539. this._alphaMode = value;
  36540. this.markAsDirty(Material.TextureDirtyFlag);
  36541. },
  36542. enumerable: true,
  36543. configurable: true
  36544. });
  36545. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  36546. /**
  36547. * Gets the depth pre-pass value
  36548. */
  36549. get: function () {
  36550. return this._needDepthPrePass;
  36551. },
  36552. /**
  36553. * Sets the need depth pre-pass value
  36554. */
  36555. set: function (value) {
  36556. if (this._needDepthPrePass === value) {
  36557. return;
  36558. }
  36559. this._needDepthPrePass = value;
  36560. if (this._needDepthPrePass) {
  36561. this.checkReadyOnEveryCall = true;
  36562. }
  36563. },
  36564. enumerable: true,
  36565. configurable: true
  36566. });
  36567. Object.defineProperty(Material.prototype, "fogEnabled", {
  36568. /**
  36569. * Gets the value of the fog enabled state
  36570. */
  36571. get: function () {
  36572. return this._fogEnabled;
  36573. },
  36574. /**
  36575. * Sets the state for enabling fog
  36576. */
  36577. set: function (value) {
  36578. if (this._fogEnabled === value) {
  36579. return;
  36580. }
  36581. this._fogEnabled = value;
  36582. this.markAsDirty(Material.MiscDirtyFlag);
  36583. },
  36584. enumerable: true,
  36585. configurable: true
  36586. });
  36587. Object.defineProperty(Material.prototype, "wireframe", {
  36588. /**
  36589. * Gets a value specifying if wireframe mode is enabled
  36590. */
  36591. get: function () {
  36592. switch (this._fillMode) {
  36593. case Material.WireFrameFillMode:
  36594. case Material.LineListDrawMode:
  36595. case Material.LineLoopDrawMode:
  36596. case Material.LineStripDrawMode:
  36597. return true;
  36598. }
  36599. return this._scene.forceWireframe;
  36600. },
  36601. /**
  36602. * Sets the state of wireframe mode
  36603. */
  36604. set: function (value) {
  36605. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  36606. },
  36607. enumerable: true,
  36608. configurable: true
  36609. });
  36610. Object.defineProperty(Material.prototype, "pointsCloud", {
  36611. /**
  36612. * Gets the value specifying if point clouds are enabled
  36613. */
  36614. get: function () {
  36615. switch (this._fillMode) {
  36616. case Material.PointFillMode:
  36617. case Material.PointListDrawMode:
  36618. return true;
  36619. }
  36620. return this._scene.forcePointsCloud;
  36621. },
  36622. /**
  36623. * Sets the state of point cloud mode
  36624. */
  36625. set: function (value) {
  36626. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  36627. },
  36628. enumerable: true,
  36629. configurable: true
  36630. });
  36631. Object.defineProperty(Material.prototype, "fillMode", {
  36632. /**
  36633. * Gets the material fill mode
  36634. */
  36635. get: function () {
  36636. return this._fillMode;
  36637. },
  36638. /**
  36639. * Sets the material fill mode
  36640. */
  36641. set: function (value) {
  36642. if (this._fillMode === value) {
  36643. return;
  36644. }
  36645. this._fillMode = value;
  36646. this.markAsDirty(Material.MiscDirtyFlag);
  36647. },
  36648. enumerable: true,
  36649. configurable: true
  36650. });
  36651. /**
  36652. * Returns a string representation of the current material
  36653. * @param fullDetails defines a boolean indicating which levels of logging is desired
  36654. * @returns a string with material information
  36655. */
  36656. Material.prototype.toString = function (fullDetails) {
  36657. var ret = "Name: " + this.name;
  36658. if (fullDetails) {
  36659. }
  36660. return ret;
  36661. };
  36662. /**
  36663. * Gets the class name of the material
  36664. * @returns a string with the class name of the material
  36665. */
  36666. Material.prototype.getClassName = function () {
  36667. return "Material";
  36668. };
  36669. Object.defineProperty(Material.prototype, "isFrozen", {
  36670. /**
  36671. * Specifies if updates for the material been locked
  36672. */
  36673. get: function () {
  36674. return this.checkReadyOnlyOnce;
  36675. },
  36676. enumerable: true,
  36677. configurable: true
  36678. });
  36679. /**
  36680. * Locks updates for the material
  36681. */
  36682. Material.prototype.freeze = function () {
  36683. this.checkReadyOnlyOnce = true;
  36684. };
  36685. /**
  36686. * Unlocks updates for the material
  36687. */
  36688. Material.prototype.unfreeze = function () {
  36689. this.checkReadyOnlyOnce = false;
  36690. };
  36691. /**
  36692. * Specifies if the material is ready to be used
  36693. * @param mesh defines the mesh to check
  36694. * @param useInstances specifies if instances should be used
  36695. * @returns a boolean indicating if the material is ready to be used
  36696. */
  36697. Material.prototype.isReady = function (mesh, useInstances) {
  36698. return true;
  36699. };
  36700. /**
  36701. * Specifies that the submesh is ready to be used
  36702. * @param mesh defines the mesh to check
  36703. * @param subMesh defines which submesh to check
  36704. * @param useInstances specifies that instances should be used
  36705. * @returns a boolean indicating that the submesh is ready or not
  36706. */
  36707. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  36708. return false;
  36709. };
  36710. /**
  36711. * Returns the material effect
  36712. * @returns the effect associated with the material
  36713. */
  36714. Material.prototype.getEffect = function () {
  36715. return this._effect;
  36716. };
  36717. /**
  36718. * Returns the current scene
  36719. * @returns a Scene
  36720. */
  36721. Material.prototype.getScene = function () {
  36722. return this._scene;
  36723. };
  36724. /**
  36725. * Specifies if the material will require alpha blending
  36726. * @returns a boolean specifying if alpha blending is needed
  36727. */
  36728. Material.prototype.needAlphaBlending = function () {
  36729. return (this.alpha < 1.0);
  36730. };
  36731. /**
  36732. * Specifies if the mesh will require alpha blending
  36733. * @param mesh defines the mesh to check
  36734. * @returns a boolean specifying if alpha blending is needed for the mesh
  36735. */
  36736. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  36737. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  36738. };
  36739. /**
  36740. * Specifies if this material should be rendered in alpha test mode
  36741. * @returns a boolean specifying if an alpha test is needed.
  36742. */
  36743. Material.prototype.needAlphaTesting = function () {
  36744. return false;
  36745. };
  36746. /**
  36747. * Gets the texture used for the alpha test
  36748. * @returns the texture to use for alpha testing
  36749. */
  36750. Material.prototype.getAlphaTestTexture = function () {
  36751. return null;
  36752. };
  36753. /**
  36754. * Marks the material to indicate that it needs to be re-calculated
  36755. */
  36756. Material.prototype.markDirty = function () {
  36757. this._wasPreviouslyReady = false;
  36758. };
  36759. /** @hidden */
  36760. Material.prototype._preBind = function (effect, overrideOrientation) {
  36761. if (overrideOrientation === void 0) { overrideOrientation = null; }
  36762. var engine = this._scene.getEngine();
  36763. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  36764. var reverse = orientation === Material.ClockWiseSideOrientation;
  36765. engine.enableEffect(effect ? effect : this._effect);
  36766. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  36767. return reverse;
  36768. };
  36769. /**
  36770. * Binds the material to the mesh
  36771. * @param world defines the world transformation matrix
  36772. * @param mesh defines the mesh to bind the material to
  36773. */
  36774. Material.prototype.bind = function (world, mesh) {
  36775. };
  36776. /**
  36777. * Binds the submesh to the material
  36778. * @param world defines the world transformation matrix
  36779. * @param mesh defines the mesh containing the submesh
  36780. * @param subMesh defines the submesh to bind the material to
  36781. */
  36782. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  36783. };
  36784. /**
  36785. * Binds the world matrix to the material
  36786. * @param world defines the world transformation matrix
  36787. */
  36788. Material.prototype.bindOnlyWorldMatrix = function (world) {
  36789. };
  36790. /**
  36791. * Binds the scene's uniform buffer to the effect.
  36792. * @param effect defines the effect to bind to the scene uniform buffer
  36793. * @param sceneUbo defines the uniform buffer storing scene data
  36794. */
  36795. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  36796. sceneUbo.bindToEffect(effect, "Scene");
  36797. };
  36798. /**
  36799. * Binds the view matrix to the effect
  36800. * @param effect defines the effect to bind the view matrix to
  36801. */
  36802. Material.prototype.bindView = function (effect) {
  36803. if (!this._useUBO) {
  36804. effect.setMatrix("view", this.getScene().getViewMatrix());
  36805. }
  36806. else {
  36807. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  36808. }
  36809. };
  36810. /**
  36811. * Binds the view projection matrix to the effect
  36812. * @param effect defines the effect to bind the view projection matrix to
  36813. */
  36814. Material.prototype.bindViewProjection = function (effect) {
  36815. if (!this._useUBO) {
  36816. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  36817. }
  36818. else {
  36819. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  36820. }
  36821. };
  36822. /**
  36823. * Specifies if material alpha testing should be turned on for the mesh
  36824. * @param mesh defines the mesh to check
  36825. */
  36826. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  36827. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  36828. };
  36829. /**
  36830. * Processes to execute after binding the material to a mesh
  36831. * @param mesh defines the rendered mesh
  36832. */
  36833. Material.prototype._afterBind = function (mesh) {
  36834. this._scene._cachedMaterial = this;
  36835. if (mesh) {
  36836. this._scene._cachedVisibility = mesh.visibility;
  36837. }
  36838. else {
  36839. this._scene._cachedVisibility = 1;
  36840. }
  36841. if (this._onBindObservable && mesh) {
  36842. this._onBindObservable.notifyObservers(mesh);
  36843. }
  36844. if (this.disableDepthWrite) {
  36845. var engine = this._scene.getEngine();
  36846. this._cachedDepthWriteState = engine.getDepthWrite();
  36847. engine.setDepthWrite(false);
  36848. }
  36849. };
  36850. /**
  36851. * Unbinds the material from the mesh
  36852. */
  36853. Material.prototype.unbind = function () {
  36854. if (this._onUnBindObservable) {
  36855. this._onUnBindObservable.notifyObservers(this);
  36856. }
  36857. if (this.disableDepthWrite) {
  36858. var engine = this._scene.getEngine();
  36859. engine.setDepthWrite(this._cachedDepthWriteState);
  36860. }
  36861. };
  36862. /**
  36863. * Gets the active textures from the material
  36864. * @returns an array of textures
  36865. */
  36866. Material.prototype.getActiveTextures = function () {
  36867. return [];
  36868. };
  36869. /**
  36870. * Specifies if the material uses a texture
  36871. * @param texture defines the texture to check against the material
  36872. * @returns a boolean specifying if the material uses the texture
  36873. */
  36874. Material.prototype.hasTexture = function (texture) {
  36875. return false;
  36876. };
  36877. /**
  36878. * Makes a duplicate of the material, and gives it a new name
  36879. * @param name defines the new name for the duplicated material
  36880. * @returns the cloned material
  36881. */
  36882. Material.prototype.clone = function (name) {
  36883. return null;
  36884. };
  36885. /**
  36886. * Gets the meshes bound to the material
  36887. * @returns an array of meshes bound to the material
  36888. */
  36889. Material.prototype.getBindedMeshes = function () {
  36890. var result = new Array();
  36891. for (var index = 0; index < this._scene.meshes.length; index++) {
  36892. var mesh = this._scene.meshes[index];
  36893. if (mesh.material === this) {
  36894. result.push(mesh);
  36895. }
  36896. }
  36897. return result;
  36898. };
  36899. /**
  36900. * Force shader compilation
  36901. * @param mesh defines the mesh associated with this material
  36902. * @param onCompiled defines a function to execute once the material is compiled
  36903. * @param options defines the options to configure the compilation
  36904. */
  36905. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  36906. var _this = this;
  36907. var localOptions = __assign({ clipPlane: false }, options);
  36908. var subMesh = new BABYLON.BaseSubMesh();
  36909. var scene = this.getScene();
  36910. var checkReady = function () {
  36911. if (!_this._scene || !_this._scene.getEngine()) {
  36912. return;
  36913. }
  36914. if (subMesh._materialDefines) {
  36915. subMesh._materialDefines._renderId = -1;
  36916. }
  36917. var clipPlaneState = scene.clipPlane;
  36918. if (localOptions.clipPlane) {
  36919. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  36920. }
  36921. if (_this._storeEffectOnSubMeshes) {
  36922. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  36923. if (onCompiled) {
  36924. onCompiled(_this);
  36925. }
  36926. }
  36927. else {
  36928. setTimeout(checkReady, 16);
  36929. }
  36930. }
  36931. else {
  36932. if (_this.isReady(mesh)) {
  36933. if (onCompiled) {
  36934. onCompiled(_this);
  36935. }
  36936. }
  36937. else {
  36938. setTimeout(checkReady, 16);
  36939. }
  36940. }
  36941. if (localOptions.clipPlane) {
  36942. scene.clipPlane = clipPlaneState;
  36943. }
  36944. };
  36945. checkReady();
  36946. };
  36947. /**
  36948. * Force shader compilation
  36949. * @param mesh defines the mesh that will use this material
  36950. * @param options defines additional options for compiling the shaders
  36951. * @returns a promise that resolves when the compilation completes
  36952. */
  36953. Material.prototype.forceCompilationAsync = function (mesh, options) {
  36954. var _this = this;
  36955. return new Promise(function (resolve) {
  36956. _this.forceCompilation(mesh, function () {
  36957. resolve();
  36958. }, options);
  36959. });
  36960. };
  36961. /**
  36962. * Marks a define in the material to indicate that it needs to be re-computed
  36963. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  36964. */
  36965. Material.prototype.markAsDirty = function (flag) {
  36966. if (flag & Material.TextureDirtyFlag) {
  36967. this._markAllSubMeshesAsTexturesDirty();
  36968. }
  36969. if (flag & Material.LightDirtyFlag) {
  36970. this._markAllSubMeshesAsLightsDirty();
  36971. }
  36972. if (flag & Material.FresnelDirtyFlag) {
  36973. this._markAllSubMeshesAsFresnelDirty();
  36974. }
  36975. if (flag & Material.AttributesDirtyFlag) {
  36976. this._markAllSubMeshesAsAttributesDirty();
  36977. }
  36978. if (flag & Material.MiscDirtyFlag) {
  36979. this._markAllSubMeshesAsMiscDirty();
  36980. }
  36981. this.getScene().resetCachedMaterial();
  36982. };
  36983. /**
  36984. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  36985. * @param func defines a function which checks material defines against the submeshes
  36986. */
  36987. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  36988. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  36989. var mesh = _a[_i];
  36990. if (!mesh.subMeshes) {
  36991. continue;
  36992. }
  36993. for (var _b = 0, _c = mesh.subMeshes; _b < _c.length; _b++) {
  36994. var subMesh = _c[_b];
  36995. if (subMesh.getMaterial() !== this) {
  36996. continue;
  36997. }
  36998. if (!subMesh._materialDefines) {
  36999. continue;
  37000. }
  37001. func(subMesh._materialDefines);
  37002. }
  37003. }
  37004. };
  37005. /**
  37006. * Indicates that image processing needs to be re-calculated for all submeshes
  37007. */
  37008. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37009. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsImageProcessingDirty(); });
  37010. };
  37011. /**
  37012. * Indicates that textures need to be re-calculated for all submeshes
  37013. */
  37014. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37015. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsTexturesDirty(); });
  37016. };
  37017. /**
  37018. * Indicates that fresnel needs to be re-calculated for all submeshes
  37019. */
  37020. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37021. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsFresnelDirty(); });
  37022. };
  37023. /**
  37024. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37025. */
  37026. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37027. this._markAllSubMeshesAsDirty(function (defines) {
  37028. defines.markAsFresnelDirty();
  37029. defines.markAsMiscDirty();
  37030. });
  37031. };
  37032. /**
  37033. * Indicates that lights need to be re-calculated for all submeshes
  37034. */
  37035. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37036. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  37037. };
  37038. /**
  37039. * Indicates that attributes need to be re-calculated for all submeshes
  37040. */
  37041. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37042. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  37043. };
  37044. /**
  37045. * Indicates that misc needs to be re-calculated for all submeshes
  37046. */
  37047. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37048. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsMiscDirty(); });
  37049. };
  37050. /**
  37051. * Indicates that textures and misc need to be re-calculated for all submeshes
  37052. */
  37053. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37054. this._markAllSubMeshesAsDirty(function (defines) {
  37055. defines.markAsTexturesDirty();
  37056. defines.markAsMiscDirty();
  37057. });
  37058. };
  37059. /**
  37060. * Disposes the material
  37061. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37062. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37063. */
  37064. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  37065. // Animations
  37066. this.getScene().stopAnimation(this);
  37067. this.getScene().freeProcessedMaterials();
  37068. // Remove from scene
  37069. var index = this._scene.materials.indexOf(this);
  37070. if (index >= 0) {
  37071. this._scene.materials.splice(index, 1);
  37072. }
  37073. this._scene.onMaterialRemovedObservable.notifyObservers(this);
  37074. // Remove from meshes
  37075. for (index = 0; index < this._scene.meshes.length; index++) {
  37076. var mesh = this._scene.meshes[index];
  37077. if (mesh.material === this) {
  37078. mesh.material = null;
  37079. if (mesh.geometry) {
  37080. var geometry = (mesh.geometry);
  37081. if (this._storeEffectOnSubMeshes) {
  37082. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37083. var subMesh = _a[_i];
  37084. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37085. if (forceDisposeEffect && subMesh._materialEffect) {
  37086. this._scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37087. }
  37088. }
  37089. }
  37090. else {
  37091. geometry._releaseVertexArrayObject(this._effect);
  37092. }
  37093. }
  37094. }
  37095. }
  37096. this._uniformBuffer.dispose();
  37097. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37098. if (forceDisposeEffect && this._effect) {
  37099. if (!this._storeEffectOnSubMeshes) {
  37100. this._scene.getEngine()._releaseEffect(this._effect);
  37101. }
  37102. this._effect = null;
  37103. }
  37104. // Callback
  37105. this.onDisposeObservable.notifyObservers(this);
  37106. this.onDisposeObservable.clear();
  37107. if (this._onBindObservable) {
  37108. this._onBindObservable.clear();
  37109. }
  37110. if (this._onUnBindObservable) {
  37111. this._onUnBindObservable.clear();
  37112. }
  37113. };
  37114. /**
  37115. * Serializes this material
  37116. * @returns the serialized material object
  37117. */
  37118. Material.prototype.serialize = function () {
  37119. return BABYLON.SerializationHelper.Serialize(this);
  37120. };
  37121. /**
  37122. * Creates a MultiMaterial from parsed MultiMaterial data.
  37123. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37124. * @param scene defines the hosting scene
  37125. * @returns a new MultiMaterial
  37126. */
  37127. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37128. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37129. multiMaterial.id = parsedMultiMaterial.id;
  37130. if (BABYLON.Tags) {
  37131. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37132. }
  37133. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37134. var subMatId = parsedMultiMaterial.materials[matIndex];
  37135. if (subMatId) {
  37136. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37137. }
  37138. else {
  37139. multiMaterial.subMaterials.push(null);
  37140. }
  37141. }
  37142. return multiMaterial;
  37143. };
  37144. /**
  37145. * Creates a material from parsed material data
  37146. * @param parsedMaterial defines parsed material data
  37147. * @param scene defines the hosting scene
  37148. * @param rootUrl defines the root URL to use to load textures
  37149. * @returns a new material
  37150. */
  37151. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37152. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37153. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37154. }
  37155. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37156. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37157. if (!BABYLON.LegacyPBRMaterial) {
  37158. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37159. return;
  37160. }
  37161. }
  37162. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37163. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37164. };
  37165. // Triangle views
  37166. Material._TriangleFillMode = 0;
  37167. Material._WireFrameFillMode = 1;
  37168. Material._PointFillMode = 2;
  37169. // Draw modes
  37170. Material._PointListDrawMode = 3;
  37171. Material._LineListDrawMode = 4;
  37172. Material._LineLoopDrawMode = 5;
  37173. Material._LineStripDrawMode = 6;
  37174. Material._TriangleStripDrawMode = 7;
  37175. Material._TriangleFanDrawMode = 8;
  37176. /**
  37177. * Stores the clock-wise side orientation
  37178. */
  37179. Material._ClockWiseSideOrientation = 0;
  37180. /**
  37181. * Stores the counter clock-wise side orientation
  37182. */
  37183. Material._CounterClockWiseSideOrientation = 1;
  37184. /**
  37185. * The dirty texture flag value
  37186. */
  37187. Material.TextureDirtyFlag = 1;
  37188. /**
  37189. * The dirty light flag value
  37190. */
  37191. Material.LightDirtyFlag = 2;
  37192. /**
  37193. * The dirty fresnel flag value
  37194. */
  37195. Material.FresnelDirtyFlag = 4;
  37196. /**
  37197. * The dirty attribute flag value
  37198. */
  37199. Material.AttributesDirtyFlag = 8;
  37200. /**
  37201. * The dirty misc flag value
  37202. */
  37203. Material.MiscDirtyFlag = 16;
  37204. /**
  37205. * The all dirty flag value
  37206. */
  37207. Material.AllDirtyFlag = 31;
  37208. __decorate([
  37209. BABYLON.serialize()
  37210. ], Material.prototype, "id", void 0);
  37211. __decorate([
  37212. BABYLON.serialize()
  37213. ], Material.prototype, "uniqueId", void 0);
  37214. __decorate([
  37215. BABYLON.serialize()
  37216. ], Material.prototype, "name", void 0);
  37217. __decorate([
  37218. BABYLON.serialize()
  37219. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37220. __decorate([
  37221. BABYLON.serialize()
  37222. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37223. __decorate([
  37224. BABYLON.serialize()
  37225. ], Material.prototype, "state", void 0);
  37226. __decorate([
  37227. BABYLON.serialize("alpha")
  37228. ], Material.prototype, "_alpha", void 0);
  37229. __decorate([
  37230. BABYLON.serialize("backFaceCulling")
  37231. ], Material.prototype, "_backFaceCulling", void 0);
  37232. __decorate([
  37233. BABYLON.serialize()
  37234. ], Material.prototype, "sideOrientation", void 0);
  37235. __decorate([
  37236. BABYLON.serialize("alphaMode")
  37237. ], Material.prototype, "_alphaMode", void 0);
  37238. __decorate([
  37239. BABYLON.serialize()
  37240. ], Material.prototype, "_needDepthPrePass", void 0);
  37241. __decorate([
  37242. BABYLON.serialize()
  37243. ], Material.prototype, "disableDepthWrite", void 0);
  37244. __decorate([
  37245. BABYLON.serialize()
  37246. ], Material.prototype, "forceDepthWrite", void 0);
  37247. __decorate([
  37248. BABYLON.serialize()
  37249. ], Material.prototype, "separateCullingPass", void 0);
  37250. __decorate([
  37251. BABYLON.serialize("fogEnabled")
  37252. ], Material.prototype, "_fogEnabled", void 0);
  37253. __decorate([
  37254. BABYLON.serialize()
  37255. ], Material.prototype, "pointSize", void 0);
  37256. __decorate([
  37257. BABYLON.serialize()
  37258. ], Material.prototype, "zOffset", void 0);
  37259. __decorate([
  37260. BABYLON.serialize()
  37261. ], Material.prototype, "wireframe", null);
  37262. __decorate([
  37263. BABYLON.serialize()
  37264. ], Material.prototype, "pointsCloud", null);
  37265. __decorate([
  37266. BABYLON.serialize()
  37267. ], Material.prototype, "fillMode", null);
  37268. return Material;
  37269. }());
  37270. BABYLON.Material = Material;
  37271. })(BABYLON || (BABYLON = {}));
  37272. //# sourceMappingURL=babylon.material.js.map
  37273. var BABYLON;
  37274. (function (BABYLON) {
  37275. /**
  37276. * Uniform buffer objects.
  37277. *
  37278. * Handles blocks of uniform on the GPU.
  37279. *
  37280. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37281. *
  37282. * For more information, please refer to :
  37283. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37284. */
  37285. var UniformBuffer = /** @class */ (function () {
  37286. /**
  37287. * Instantiates a new Uniform buffer objects.
  37288. *
  37289. * Handles blocks of uniform on the GPU.
  37290. *
  37291. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37292. *
  37293. * For more information, please refer to :
  37294. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37295. * @param engine Define the engine the buffer is associated with
  37296. * @param data Define the data contained in the buffer
  37297. * @param dynamic Define if the buffer is updatable
  37298. */
  37299. function UniformBuffer(engine, data, dynamic) {
  37300. this._engine = engine;
  37301. this._noUBO = !engine.supportsUniformBuffers;
  37302. this._dynamic = dynamic;
  37303. this._data = data || [];
  37304. this._uniformLocations = {};
  37305. this._uniformSizes = {};
  37306. this._uniformLocationPointer = 0;
  37307. this._needSync = false;
  37308. if (this._noUBO) {
  37309. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37310. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37311. this.updateFloat = this._updateFloatForEffect;
  37312. this.updateFloat2 = this._updateFloat2ForEffect;
  37313. this.updateFloat3 = this._updateFloat3ForEffect;
  37314. this.updateFloat4 = this._updateFloat4ForEffect;
  37315. this.updateMatrix = this._updateMatrixForEffect;
  37316. this.updateVector3 = this._updateVector3ForEffect;
  37317. this.updateVector4 = this._updateVector4ForEffect;
  37318. this.updateColor3 = this._updateColor3ForEffect;
  37319. this.updateColor4 = this._updateColor4ForEffect;
  37320. }
  37321. else {
  37322. this._engine._uniformBuffers.push(this);
  37323. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37324. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37325. this.updateFloat = this._updateFloatForUniform;
  37326. this.updateFloat2 = this._updateFloat2ForUniform;
  37327. this.updateFloat3 = this._updateFloat3ForUniform;
  37328. this.updateFloat4 = this._updateFloat4ForUniform;
  37329. this.updateMatrix = this._updateMatrixForUniform;
  37330. this.updateVector3 = this._updateVector3ForUniform;
  37331. this.updateVector4 = this._updateVector4ForUniform;
  37332. this.updateColor3 = this._updateColor3ForUniform;
  37333. this.updateColor4 = this._updateColor4ForUniform;
  37334. }
  37335. }
  37336. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37337. /**
  37338. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37339. * or just falling back on setUniformXXX calls.
  37340. */
  37341. get: function () {
  37342. return !this._noUBO;
  37343. },
  37344. enumerable: true,
  37345. configurable: true
  37346. });
  37347. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37348. /**
  37349. * Indicates if the WebGL underlying uniform buffer is in sync
  37350. * with the javascript cache data.
  37351. */
  37352. get: function () {
  37353. return !this._needSync;
  37354. },
  37355. enumerable: true,
  37356. configurable: true
  37357. });
  37358. /**
  37359. * Indicates if the WebGL underlying uniform buffer is dynamic.
  37360. * Also, a dynamic UniformBuffer will disable cache verification and always
  37361. * update the underlying WebGL uniform buffer to the GPU.
  37362. * @returns if Dynamic, otherwise false
  37363. */
  37364. UniformBuffer.prototype.isDynamic = function () {
  37365. return this._dynamic !== undefined;
  37366. };
  37367. /**
  37368. * The data cache on JS side.
  37369. * @returns the underlying data as a float array
  37370. */
  37371. UniformBuffer.prototype.getData = function () {
  37372. return this._bufferData;
  37373. };
  37374. /**
  37375. * The underlying WebGL Uniform buffer.
  37376. * @returns the webgl buffer
  37377. */
  37378. UniformBuffer.prototype.getBuffer = function () {
  37379. return this._buffer;
  37380. };
  37381. /**
  37382. * std140 layout specifies how to align data within an UBO structure.
  37383. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  37384. * for specs.
  37385. */
  37386. UniformBuffer.prototype._fillAlignment = function (size) {
  37387. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  37388. // and 4x4 matrices
  37389. // TODO : change if other types are used
  37390. var alignment;
  37391. if (size <= 2) {
  37392. alignment = size;
  37393. }
  37394. else {
  37395. alignment = 4;
  37396. }
  37397. if ((this._uniformLocationPointer % alignment) !== 0) {
  37398. var oldPointer = this._uniformLocationPointer;
  37399. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  37400. var diff = this._uniformLocationPointer - oldPointer;
  37401. for (var i = 0; i < diff; i++) {
  37402. this._data.push(0);
  37403. }
  37404. }
  37405. };
  37406. /**
  37407. * Adds an uniform in the buffer.
  37408. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  37409. * for the layout to be correct !
  37410. * @param name Name of the uniform, as used in the uniform block in the shader.
  37411. * @param size Data size, or data directly.
  37412. */
  37413. UniformBuffer.prototype.addUniform = function (name, size) {
  37414. if (this._noUBO) {
  37415. return;
  37416. }
  37417. if (this._uniformLocations[name] !== undefined) {
  37418. // Already existing uniform
  37419. return;
  37420. }
  37421. // This function must be called in the order of the shader layout !
  37422. // size can be the size of the uniform, or data directly
  37423. var data;
  37424. if (size instanceof Array) {
  37425. data = size;
  37426. size = data.length;
  37427. }
  37428. else {
  37429. size = size;
  37430. data = [];
  37431. // Fill with zeros
  37432. for (var i = 0; i < size; i++) {
  37433. data.push(0);
  37434. }
  37435. }
  37436. this._fillAlignment(size);
  37437. this._uniformSizes[name] = size;
  37438. this._uniformLocations[name] = this._uniformLocationPointer;
  37439. this._uniformLocationPointer += size;
  37440. for (var i = 0; i < size; i++) {
  37441. this._data.push(data[i]);
  37442. }
  37443. this._needSync = true;
  37444. };
  37445. /**
  37446. * Adds a Matrix 4x4 to the uniform buffer.
  37447. * @param name Name of the uniform, as used in the uniform block in the shader.
  37448. * @param mat A 4x4 matrix.
  37449. */
  37450. UniformBuffer.prototype.addMatrix = function (name, mat) {
  37451. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  37452. };
  37453. /**
  37454. * Adds a vec2 to the uniform buffer.
  37455. * @param name Name of the uniform, as used in the uniform block in the shader.
  37456. * @param x Define the x component value of the vec2
  37457. * @param y Define the y component value of the vec2
  37458. */
  37459. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  37460. var temp = [x, y];
  37461. this.addUniform(name, temp);
  37462. };
  37463. /**
  37464. * Adds a vec3 to the uniform buffer.
  37465. * @param name Name of the uniform, as used in the uniform block in the shader.
  37466. * @param x Define the x component value of the vec3
  37467. * @param y Define the y component value of the vec3
  37468. * @param z Define the z component value of the vec3
  37469. */
  37470. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  37471. var temp = [x, y, z];
  37472. this.addUniform(name, temp);
  37473. };
  37474. /**
  37475. * Adds a vec3 to the uniform buffer.
  37476. * @param name Name of the uniform, as used in the uniform block in the shader.
  37477. * @param color Define the vec3 from a Color
  37478. */
  37479. UniformBuffer.prototype.addColor3 = function (name, color) {
  37480. var temp = new Array();
  37481. color.toArray(temp);
  37482. this.addUniform(name, temp);
  37483. };
  37484. /**
  37485. * Adds a vec4 to the uniform buffer.
  37486. * @param name Name of the uniform, as used in the uniform block in the shader.
  37487. * @param color Define the rgb components from a Color
  37488. * @param alpha Define the a component of the vec4
  37489. */
  37490. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  37491. var temp = new Array();
  37492. color.toArray(temp);
  37493. temp.push(alpha);
  37494. this.addUniform(name, temp);
  37495. };
  37496. /**
  37497. * Adds a vec3 to the uniform buffer.
  37498. * @param name Name of the uniform, as used in the uniform block in the shader.
  37499. * @param vector Define the vec3 components from a Vector
  37500. */
  37501. UniformBuffer.prototype.addVector3 = function (name, vector) {
  37502. var temp = new Array();
  37503. vector.toArray(temp);
  37504. this.addUniform(name, temp);
  37505. };
  37506. /**
  37507. * Adds a Matrix 3x3 to the uniform buffer.
  37508. * @param name Name of the uniform, as used in the uniform block in the shader.
  37509. */
  37510. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  37511. this.addUniform(name, 12);
  37512. };
  37513. /**
  37514. * Adds a Matrix 2x2 to the uniform buffer.
  37515. * @param name Name of the uniform, as used in the uniform block in the shader.
  37516. */
  37517. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  37518. this.addUniform(name, 8);
  37519. };
  37520. /**
  37521. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  37522. */
  37523. UniformBuffer.prototype.create = function () {
  37524. if (this._noUBO) {
  37525. return;
  37526. }
  37527. if (this._buffer) {
  37528. return; // nothing to do
  37529. }
  37530. // See spec, alignment must be filled as a vec4
  37531. this._fillAlignment(4);
  37532. this._bufferData = new Float32Array(this._data);
  37533. this._rebuild();
  37534. this._needSync = true;
  37535. };
  37536. /** @hidden */
  37537. UniformBuffer.prototype._rebuild = function () {
  37538. if (this._noUBO) {
  37539. return;
  37540. }
  37541. if (this._dynamic) {
  37542. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  37543. }
  37544. else {
  37545. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  37546. }
  37547. };
  37548. /**
  37549. * Updates the WebGL Uniform Buffer on the GPU.
  37550. * If the `dynamic` flag is set to true, no cache comparison is done.
  37551. * Otherwise, the buffer will be updated only if the cache differs.
  37552. */
  37553. UniformBuffer.prototype.update = function () {
  37554. if (!this._buffer) {
  37555. this.create();
  37556. return;
  37557. }
  37558. if (!this._dynamic && !this._needSync) {
  37559. return;
  37560. }
  37561. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  37562. this._needSync = false;
  37563. };
  37564. /**
  37565. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  37566. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37567. * @param data Define the flattened data
  37568. * @param size Define the size of the data.
  37569. */
  37570. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  37571. var location = this._uniformLocations[uniformName];
  37572. if (location === undefined) {
  37573. if (this._buffer) {
  37574. // Cannot add an uniform if the buffer is already created
  37575. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  37576. return;
  37577. }
  37578. this.addUniform(uniformName, size);
  37579. location = this._uniformLocations[uniformName];
  37580. }
  37581. if (!this._buffer) {
  37582. this.create();
  37583. }
  37584. if (!this._dynamic) {
  37585. // Cache for static uniform buffers
  37586. var changed = false;
  37587. for (var i = 0; i < size; i++) {
  37588. if (this._bufferData[location + i] !== data[i]) {
  37589. changed = true;
  37590. this._bufferData[location + i] = data[i];
  37591. }
  37592. }
  37593. this._needSync = this._needSync || changed;
  37594. }
  37595. else {
  37596. // No cache for dynamic
  37597. for (var i = 0; i < size; i++) {
  37598. this._bufferData[location + i] = data[i];
  37599. }
  37600. }
  37601. };
  37602. // Update methods
  37603. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  37604. // To match std140, matrix must be realigned
  37605. for (var i = 0; i < 3; i++) {
  37606. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  37607. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  37608. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  37609. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37610. }
  37611. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  37612. };
  37613. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  37614. this._currentEffect.setMatrix3x3(name, matrix);
  37615. };
  37616. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  37617. this._currentEffect.setMatrix2x2(name, matrix);
  37618. };
  37619. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  37620. // To match std140, matrix must be realigned
  37621. for (var i = 0; i < 2; i++) {
  37622. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  37623. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  37624. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  37625. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37626. }
  37627. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  37628. };
  37629. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  37630. this._currentEffect.setFloat(name, x);
  37631. };
  37632. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  37633. UniformBuffer._tempBuffer[0] = x;
  37634. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  37635. };
  37636. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  37637. if (suffix === void 0) { suffix = ""; }
  37638. this._currentEffect.setFloat2(name + suffix, x, y);
  37639. };
  37640. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  37641. if (suffix === void 0) { suffix = ""; }
  37642. UniformBuffer._tempBuffer[0] = x;
  37643. UniformBuffer._tempBuffer[1] = y;
  37644. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  37645. };
  37646. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  37647. if (suffix === void 0) { suffix = ""; }
  37648. this._currentEffect.setFloat3(name + suffix, x, y, z);
  37649. };
  37650. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  37651. if (suffix === void 0) { suffix = ""; }
  37652. UniformBuffer._tempBuffer[0] = x;
  37653. UniformBuffer._tempBuffer[1] = y;
  37654. UniformBuffer._tempBuffer[2] = z;
  37655. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37656. };
  37657. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  37658. if (suffix === void 0) { suffix = ""; }
  37659. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  37660. };
  37661. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  37662. if (suffix === void 0) { suffix = ""; }
  37663. UniformBuffer._tempBuffer[0] = x;
  37664. UniformBuffer._tempBuffer[1] = y;
  37665. UniformBuffer._tempBuffer[2] = z;
  37666. UniformBuffer._tempBuffer[3] = w;
  37667. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37668. };
  37669. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  37670. this._currentEffect.setMatrix(name, mat);
  37671. };
  37672. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  37673. this.updateUniform(name, mat.toArray(), 16);
  37674. };
  37675. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  37676. this._currentEffect.setVector3(name, vector);
  37677. };
  37678. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  37679. vector.toArray(UniformBuffer._tempBuffer);
  37680. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37681. };
  37682. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  37683. this._currentEffect.setVector4(name, vector);
  37684. };
  37685. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  37686. vector.toArray(UniformBuffer._tempBuffer);
  37687. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37688. };
  37689. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  37690. if (suffix === void 0) { suffix = ""; }
  37691. this._currentEffect.setColor3(name + suffix, color);
  37692. };
  37693. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  37694. if (suffix === void 0) { suffix = ""; }
  37695. color.toArray(UniformBuffer._tempBuffer);
  37696. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37697. };
  37698. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  37699. if (suffix === void 0) { suffix = ""; }
  37700. this._currentEffect.setColor4(name + suffix, color, alpha);
  37701. };
  37702. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  37703. if (suffix === void 0) { suffix = ""; }
  37704. color.toArray(UniformBuffer._tempBuffer);
  37705. UniformBuffer._tempBuffer[3] = alpha;
  37706. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37707. };
  37708. /**
  37709. * Sets a sampler uniform on the effect.
  37710. * @param name Define the name of the sampler.
  37711. * @param texture Define the texture to set in the sampler
  37712. */
  37713. UniformBuffer.prototype.setTexture = function (name, texture) {
  37714. this._currentEffect.setTexture(name, texture);
  37715. };
  37716. /**
  37717. * Directly updates the value of the uniform in the cache AND on the GPU.
  37718. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37719. * @param data Define the flattened data
  37720. */
  37721. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  37722. this.updateUniform(uniformName, data, data.length);
  37723. this.update();
  37724. };
  37725. /**
  37726. * Binds this uniform buffer to an effect.
  37727. * @param effect Define the effect to bind the buffer to
  37728. * @param name Name of the uniform block in the shader.
  37729. */
  37730. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  37731. this._currentEffect = effect;
  37732. if (this._noUBO || !this._buffer) {
  37733. return;
  37734. }
  37735. effect.bindUniformBuffer(this._buffer, name);
  37736. };
  37737. /**
  37738. * Disposes the uniform buffer.
  37739. */
  37740. UniformBuffer.prototype.dispose = function () {
  37741. if (this._noUBO) {
  37742. return;
  37743. }
  37744. var index = this._engine._uniformBuffers.indexOf(this);
  37745. if (index !== -1) {
  37746. this._engine._uniformBuffers.splice(index, 1);
  37747. }
  37748. if (!this._buffer) {
  37749. return;
  37750. }
  37751. if (this._engine._releaseBuffer(this._buffer)) {
  37752. this._buffer = null;
  37753. }
  37754. };
  37755. // Pool for avoiding memory leaks
  37756. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  37757. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  37758. return UniformBuffer;
  37759. }());
  37760. BABYLON.UniformBuffer = UniformBuffer;
  37761. })(BABYLON || (BABYLON = {}));
  37762. //# sourceMappingURL=babylon.uniformBuffer.js.map
  37763. var BABYLON;
  37764. (function (BABYLON) {
  37765. /**
  37766. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  37767. */
  37768. var VertexData = /** @class */ (function () {
  37769. function VertexData() {
  37770. }
  37771. /**
  37772. * Uses the passed data array to set the set the values for the specified kind of data
  37773. * @param data a linear array of floating numbers
  37774. * @param kind the type of data that is being set, eg positions, colors etc
  37775. */
  37776. VertexData.prototype.set = function (data, kind) {
  37777. switch (kind) {
  37778. case BABYLON.VertexBuffer.PositionKind:
  37779. this.positions = data;
  37780. break;
  37781. case BABYLON.VertexBuffer.NormalKind:
  37782. this.normals = data;
  37783. break;
  37784. case BABYLON.VertexBuffer.TangentKind:
  37785. this.tangents = data;
  37786. break;
  37787. case BABYLON.VertexBuffer.UVKind:
  37788. this.uvs = data;
  37789. break;
  37790. case BABYLON.VertexBuffer.UV2Kind:
  37791. this.uvs2 = data;
  37792. break;
  37793. case BABYLON.VertexBuffer.UV3Kind:
  37794. this.uvs3 = data;
  37795. break;
  37796. case BABYLON.VertexBuffer.UV4Kind:
  37797. this.uvs4 = data;
  37798. break;
  37799. case BABYLON.VertexBuffer.UV5Kind:
  37800. this.uvs5 = data;
  37801. break;
  37802. case BABYLON.VertexBuffer.UV6Kind:
  37803. this.uvs6 = data;
  37804. break;
  37805. case BABYLON.VertexBuffer.ColorKind:
  37806. this.colors = data;
  37807. break;
  37808. case BABYLON.VertexBuffer.MatricesIndicesKind:
  37809. this.matricesIndices = data;
  37810. break;
  37811. case BABYLON.VertexBuffer.MatricesWeightsKind:
  37812. this.matricesWeights = data;
  37813. break;
  37814. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  37815. this.matricesIndicesExtra = data;
  37816. break;
  37817. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  37818. this.matricesWeightsExtra = data;
  37819. break;
  37820. }
  37821. };
  37822. /**
  37823. * Associates the vertexData to the passed Mesh.
  37824. * Sets it as updatable or not (default `false`)
  37825. * @param mesh the mesh the vertexData is applied to
  37826. * @param updatable when used and having the value true allows new data to update the vertexData
  37827. * @returns the VertexData
  37828. */
  37829. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  37830. this._applyTo(mesh, updatable);
  37831. return this;
  37832. };
  37833. /**
  37834. * Associates the vertexData to the passed Geometry.
  37835. * Sets it as updatable or not (default `false`)
  37836. * @param geometry the geometry the vertexData is applied to
  37837. * @param updatable when used and having the value true allows new data to update the vertexData
  37838. * @returns VertexData
  37839. */
  37840. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  37841. this._applyTo(geometry, updatable);
  37842. return this;
  37843. };
  37844. /**
  37845. * Updates the associated mesh
  37846. * @param mesh the mesh to be updated
  37847. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  37848. * @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
  37849. * @returns VertexData
  37850. */
  37851. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  37852. this._update(mesh);
  37853. return this;
  37854. };
  37855. /**
  37856. * Updates the associated geometry
  37857. * @param geometry the geometry to be updated
  37858. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  37859. * @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
  37860. * @returns VertexData.
  37861. */
  37862. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  37863. this._update(geometry);
  37864. return this;
  37865. };
  37866. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  37867. if (updatable === void 0) { updatable = false; }
  37868. if (this.positions) {
  37869. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  37870. }
  37871. if (this.normals) {
  37872. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  37873. }
  37874. if (this.tangents) {
  37875. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  37876. }
  37877. if (this.uvs) {
  37878. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  37879. }
  37880. if (this.uvs2) {
  37881. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  37882. }
  37883. if (this.uvs3) {
  37884. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  37885. }
  37886. if (this.uvs4) {
  37887. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  37888. }
  37889. if (this.uvs5) {
  37890. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  37891. }
  37892. if (this.uvs6) {
  37893. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  37894. }
  37895. if (this.colors) {
  37896. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  37897. }
  37898. if (this.matricesIndices) {
  37899. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  37900. }
  37901. if (this.matricesWeights) {
  37902. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  37903. }
  37904. if (this.matricesIndicesExtra) {
  37905. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  37906. }
  37907. if (this.matricesWeightsExtra) {
  37908. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  37909. }
  37910. if (this.indices) {
  37911. meshOrGeometry.setIndices(this.indices, null, updatable);
  37912. }
  37913. else {
  37914. meshOrGeometry.setIndices([], null);
  37915. }
  37916. return this;
  37917. };
  37918. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  37919. if (this.positions) {
  37920. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  37921. }
  37922. if (this.normals) {
  37923. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  37924. }
  37925. if (this.tangents) {
  37926. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  37927. }
  37928. if (this.uvs) {
  37929. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  37930. }
  37931. if (this.uvs2) {
  37932. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  37933. }
  37934. if (this.uvs3) {
  37935. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  37936. }
  37937. if (this.uvs4) {
  37938. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  37939. }
  37940. if (this.uvs5) {
  37941. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  37942. }
  37943. if (this.uvs6) {
  37944. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  37945. }
  37946. if (this.colors) {
  37947. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  37948. }
  37949. if (this.matricesIndices) {
  37950. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  37951. }
  37952. if (this.matricesWeights) {
  37953. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  37954. }
  37955. if (this.matricesIndicesExtra) {
  37956. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  37957. }
  37958. if (this.matricesWeightsExtra) {
  37959. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  37960. }
  37961. if (this.indices) {
  37962. meshOrGeometry.setIndices(this.indices, null);
  37963. }
  37964. return this;
  37965. };
  37966. /**
  37967. * Transforms each position and each normal of the vertexData according to the passed Matrix
  37968. * @param matrix the transforming matrix
  37969. * @returns the VertexData
  37970. */
  37971. VertexData.prototype.transform = function (matrix) {
  37972. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  37973. var transformed = BABYLON.Vector3.Zero();
  37974. var index;
  37975. if (this.positions) {
  37976. var position = BABYLON.Vector3.Zero();
  37977. for (index = 0; index < this.positions.length; index += 3) {
  37978. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  37979. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  37980. this.positions[index] = transformed.x;
  37981. this.positions[index + 1] = transformed.y;
  37982. this.positions[index + 2] = transformed.z;
  37983. }
  37984. }
  37985. if (this.normals) {
  37986. var normal = BABYLON.Vector3.Zero();
  37987. for (index = 0; index < this.normals.length; index += 3) {
  37988. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  37989. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  37990. this.normals[index] = transformed.x;
  37991. this.normals[index + 1] = transformed.y;
  37992. this.normals[index + 2] = transformed.z;
  37993. }
  37994. }
  37995. if (this.tangents) {
  37996. var tangent = BABYLON.Vector4.Zero();
  37997. var tangentTransformed = BABYLON.Vector4.Zero();
  37998. for (index = 0; index < this.tangents.length; index += 4) {
  37999. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38000. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38001. this.tangents[index] = tangentTransformed.x;
  38002. this.tangents[index + 1] = tangentTransformed.y;
  38003. this.tangents[index + 2] = tangentTransformed.z;
  38004. this.tangents[index + 3] = tangentTransformed.w;
  38005. }
  38006. }
  38007. if (flip && this.indices) {
  38008. for (index = 0; index < this.indices.length; index += 3) {
  38009. var tmp = this.indices[index + 1];
  38010. this.indices[index + 1] = this.indices[index + 2];
  38011. this.indices[index + 2] = tmp;
  38012. }
  38013. }
  38014. return this;
  38015. };
  38016. /**
  38017. * Merges the passed VertexData into the current one
  38018. * @param other the VertexData to be merged into the current one
  38019. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38020. * @returns the modified VertexData
  38021. */
  38022. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38023. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38024. this._validate();
  38025. other._validate();
  38026. if (!this.normals !== !other.normals ||
  38027. !this.tangents !== !other.tangents ||
  38028. !this.uvs !== !other.uvs ||
  38029. !this.uvs2 !== !other.uvs2 ||
  38030. !this.uvs3 !== !other.uvs3 ||
  38031. !this.uvs4 !== !other.uvs4 ||
  38032. !this.uvs5 !== !other.uvs5 ||
  38033. !this.uvs6 !== !other.uvs6 ||
  38034. !this.colors !== !other.colors ||
  38035. !this.matricesIndices !== !other.matricesIndices ||
  38036. !this.matricesWeights !== !other.matricesWeights ||
  38037. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38038. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38039. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38040. }
  38041. if (other.indices) {
  38042. if (!this.indices) {
  38043. this.indices = [];
  38044. }
  38045. var offset = this.positions ? this.positions.length / 3 : 0;
  38046. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38047. if (isSrcTypedArray) {
  38048. var len = this.indices.length + other.indices.length;
  38049. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38050. temp.set(this.indices);
  38051. var decal = this.indices.length;
  38052. for (var index = 0; index < other.indices.length; index++) {
  38053. temp[decal + index] = other.indices[index] + offset;
  38054. }
  38055. this.indices = temp;
  38056. }
  38057. else {
  38058. for (var index = 0; index < other.indices.length; index++) {
  38059. this.indices.push(other.indices[index] + offset);
  38060. }
  38061. }
  38062. }
  38063. this.positions = this._mergeElement(this.positions, other.positions);
  38064. this.normals = this._mergeElement(this.normals, other.normals);
  38065. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38066. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38067. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38068. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38069. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38070. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38071. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38072. this.colors = this._mergeElement(this.colors, other.colors);
  38073. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38074. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38075. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38076. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38077. return this;
  38078. };
  38079. VertexData.prototype._mergeElement = function (source, other) {
  38080. if (!source) {
  38081. return other;
  38082. }
  38083. if (!other) {
  38084. return source;
  38085. }
  38086. var len = other.length + source.length;
  38087. var isSrcTypedArray = source instanceof Float32Array;
  38088. var isOthTypedArray = other instanceof Float32Array;
  38089. // use non-loop method when the source is Float32Array
  38090. if (isSrcTypedArray) {
  38091. var ret32 = new Float32Array(len);
  38092. ret32.set(source);
  38093. ret32.set(other, source.length);
  38094. return ret32;
  38095. // source is number[], when other is also use concat
  38096. }
  38097. else if (!isOthTypedArray) {
  38098. return source.concat(other);
  38099. // source is a number[], but other is a Float32Array, loop required
  38100. }
  38101. else {
  38102. var ret = source.slice(0); // copy source to a separate array
  38103. for (var i = 0, len = other.length; i < len; i++) {
  38104. ret.push(other[i]);
  38105. }
  38106. return ret;
  38107. }
  38108. };
  38109. VertexData.prototype._validate = function () {
  38110. if (!this.positions) {
  38111. throw new Error("Positions are required");
  38112. }
  38113. var getElementCount = function (kind, values) {
  38114. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38115. if ((values.length % stride) !== 0) {
  38116. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38117. }
  38118. return values.length / stride;
  38119. };
  38120. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38121. var validateElementCount = function (kind, values) {
  38122. var elementCount = getElementCount(kind, values);
  38123. if (elementCount !== positionsElementCount) {
  38124. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38125. }
  38126. };
  38127. if (this.normals) {
  38128. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38129. }
  38130. if (this.tangents) {
  38131. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38132. }
  38133. if (this.uvs) {
  38134. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38135. }
  38136. if (this.uvs2) {
  38137. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38138. }
  38139. if (this.uvs3) {
  38140. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38141. }
  38142. if (this.uvs4) {
  38143. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38144. }
  38145. if (this.uvs5) {
  38146. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38147. }
  38148. if (this.uvs6) {
  38149. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38150. }
  38151. if (this.colors) {
  38152. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38153. }
  38154. if (this.matricesIndices) {
  38155. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38156. }
  38157. if (this.matricesWeights) {
  38158. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38159. }
  38160. if (this.matricesIndicesExtra) {
  38161. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38162. }
  38163. if (this.matricesWeightsExtra) {
  38164. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38165. }
  38166. };
  38167. /**
  38168. * Serializes the VertexData
  38169. * @returns a serialized object
  38170. */
  38171. VertexData.prototype.serialize = function () {
  38172. var serializationObject = this.serialize();
  38173. if (this.positions) {
  38174. serializationObject.positions = this.positions;
  38175. }
  38176. if (this.normals) {
  38177. serializationObject.normals = this.normals;
  38178. }
  38179. if (this.tangents) {
  38180. serializationObject.tangents = this.tangents;
  38181. }
  38182. if (this.uvs) {
  38183. serializationObject.uvs = this.uvs;
  38184. }
  38185. if (this.uvs2) {
  38186. serializationObject.uvs2 = this.uvs2;
  38187. }
  38188. if (this.uvs3) {
  38189. serializationObject.uvs3 = this.uvs3;
  38190. }
  38191. if (this.uvs4) {
  38192. serializationObject.uvs4 = this.uvs4;
  38193. }
  38194. if (this.uvs5) {
  38195. serializationObject.uvs5 = this.uvs5;
  38196. }
  38197. if (this.uvs6) {
  38198. serializationObject.uvs6 = this.uvs6;
  38199. }
  38200. if (this.colors) {
  38201. serializationObject.colors = this.colors;
  38202. }
  38203. if (this.matricesIndices) {
  38204. serializationObject.matricesIndices = this.matricesIndices;
  38205. serializationObject.matricesIndices._isExpanded = true;
  38206. }
  38207. if (this.matricesWeights) {
  38208. serializationObject.matricesWeights = this.matricesWeights;
  38209. }
  38210. if (this.matricesIndicesExtra) {
  38211. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38212. serializationObject.matricesIndicesExtra._isExpanded = true;
  38213. }
  38214. if (this.matricesWeightsExtra) {
  38215. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38216. }
  38217. serializationObject.indices = this.indices;
  38218. return serializationObject;
  38219. };
  38220. // Statics
  38221. /**
  38222. * Extracts the vertexData from a mesh
  38223. * @param mesh the mesh from which to extract the VertexData
  38224. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38225. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38226. * @returns the object VertexData associated to the passed mesh
  38227. */
  38228. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38229. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38230. };
  38231. /**
  38232. * Extracts the vertexData from the geometry
  38233. * @param geometry the geometry from which to extract the VertexData
  38234. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38235. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38236. * @returns the object VertexData associated to the passed mesh
  38237. */
  38238. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38239. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38240. };
  38241. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38242. var result = new VertexData();
  38243. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38244. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38245. }
  38246. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38247. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38248. }
  38249. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38250. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38251. }
  38252. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38253. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38254. }
  38255. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38256. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38257. }
  38258. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38259. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38260. }
  38261. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38262. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38263. }
  38264. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38265. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38266. }
  38267. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38268. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38269. }
  38270. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38271. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38272. }
  38273. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38274. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38275. }
  38276. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38277. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38278. }
  38279. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38280. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38281. }
  38282. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38283. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38284. }
  38285. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38286. return result;
  38287. };
  38288. /**
  38289. * Creates the VertexData for a Ribbon
  38290. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38291. * * pathArray array of paths, each of which an array of successive Vector3
  38292. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38293. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38294. * * 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
  38295. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38296. * * 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)
  38297. * * 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)
  38298. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38299. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38300. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38301. * @returns the VertexData of the ribbon
  38302. */
  38303. VertexData.CreateRibbon = function (options) {
  38304. var pathArray = options.pathArray;
  38305. var closeArray = options.closeArray || false;
  38306. var closePath = options.closePath || false;
  38307. var invertUV = options.invertUV || false;
  38308. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38309. var offset = options.offset || defaultOffset;
  38310. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38311. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38312. var customUV = options.uvs;
  38313. var customColors = options.colors;
  38314. var positions = [];
  38315. var indices = [];
  38316. var normals = [];
  38317. var uvs = [];
  38318. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38319. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38320. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38321. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38322. var minlg; // minimal length among all paths from pathArray
  38323. var lg = []; // array of path lengths : nb of vertex per path
  38324. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38325. var p; // path iterator
  38326. var i; // point iterator
  38327. var j; // point iterator
  38328. // if single path in pathArray
  38329. if (pathArray.length < 2) {
  38330. var ar1 = [];
  38331. var ar2 = [];
  38332. for (i = 0; i < pathArray[0].length - offset; i++) {
  38333. ar1.push(pathArray[0][i]);
  38334. ar2.push(pathArray[0][i + offset]);
  38335. }
  38336. pathArray = [ar1, ar2];
  38337. }
  38338. // positions and horizontal distances (u)
  38339. var idc = 0;
  38340. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38341. var path;
  38342. var l;
  38343. minlg = pathArray[0].length;
  38344. var vectlg;
  38345. var dist;
  38346. for (p = 0; p < pathArray.length; p++) {
  38347. uTotalDistance[p] = 0;
  38348. us[p] = [0];
  38349. path = pathArray[p];
  38350. l = path.length;
  38351. minlg = (minlg < l) ? minlg : l;
  38352. j = 0;
  38353. while (j < l) {
  38354. positions.push(path[j].x, path[j].y, path[j].z);
  38355. if (j > 0) {
  38356. vectlg = path[j].subtract(path[j - 1]).length();
  38357. dist = vectlg + uTotalDistance[p];
  38358. us[p].push(dist);
  38359. uTotalDistance[p] = dist;
  38360. }
  38361. j++;
  38362. }
  38363. if (closePath) { // an extra hidden vertex is added in the "positions" array
  38364. j--;
  38365. positions.push(path[0].x, path[0].y, path[0].z);
  38366. vectlg = path[j].subtract(path[0]).length();
  38367. dist = vectlg + uTotalDistance[p];
  38368. us[p].push(dist);
  38369. uTotalDistance[p] = dist;
  38370. }
  38371. lg[p] = l + closePathCorr;
  38372. idx[p] = idc;
  38373. idc += (l + closePathCorr);
  38374. }
  38375. // vertical distances (v)
  38376. var path1;
  38377. var path2;
  38378. var vertex1 = null;
  38379. var vertex2 = null;
  38380. for (i = 0; i < minlg + closePathCorr; i++) {
  38381. vTotalDistance[i] = 0;
  38382. vs[i] = [0];
  38383. for (p = 0; p < pathArray.length - 1; p++) {
  38384. path1 = pathArray[p];
  38385. path2 = pathArray[p + 1];
  38386. if (i === minlg) { // closePath
  38387. vertex1 = path1[0];
  38388. vertex2 = path2[0];
  38389. }
  38390. else {
  38391. vertex1 = path1[i];
  38392. vertex2 = path2[i];
  38393. }
  38394. vectlg = vertex2.subtract(vertex1).length();
  38395. dist = vectlg + vTotalDistance[i];
  38396. vs[i].push(dist);
  38397. vTotalDistance[i] = dist;
  38398. }
  38399. if (closeArray && vertex2 && vertex1) {
  38400. path1 = pathArray[p];
  38401. path2 = pathArray[0];
  38402. if (i === minlg) { // closePath
  38403. vertex2 = path2[0];
  38404. }
  38405. vectlg = vertex2.subtract(vertex1).length();
  38406. dist = vectlg + vTotalDistance[i];
  38407. vTotalDistance[i] = dist;
  38408. }
  38409. }
  38410. // uvs
  38411. var u;
  38412. var v;
  38413. if (customUV) {
  38414. for (p = 0; p < customUV.length; p++) {
  38415. uvs.push(customUV[p].x, customUV[p].y);
  38416. }
  38417. }
  38418. else {
  38419. for (p = 0; p < pathArray.length; p++) {
  38420. for (i = 0; i < minlg + closePathCorr; i++) {
  38421. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  38422. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  38423. if (invertUV) {
  38424. uvs.push(v, u);
  38425. }
  38426. else {
  38427. uvs.push(u, v);
  38428. }
  38429. }
  38430. }
  38431. }
  38432. // indices
  38433. p = 0; // path index
  38434. var pi = 0; // positions array index
  38435. var l1 = lg[p] - 1; // path1 length
  38436. var l2 = lg[p + 1] - 1; // path2 length
  38437. var min = (l1 < l2) ? l1 : l2; // current path stop index
  38438. var shft = idx[1] - idx[0]; // shift
  38439. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  38440. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  38441. // 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
  38442. indices.push(pi, pi + shft, pi + 1);
  38443. indices.push(pi + shft + 1, pi + 1, pi + shft);
  38444. pi += 1;
  38445. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  38446. p++;
  38447. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  38448. shft = idx[0] - idx[p];
  38449. l1 = lg[p] - 1;
  38450. l2 = lg[0] - 1;
  38451. }
  38452. else {
  38453. shft = idx[p + 1] - idx[p];
  38454. l1 = lg[p] - 1;
  38455. l2 = lg[p + 1] - 1;
  38456. }
  38457. pi = idx[p];
  38458. min = (l1 < l2) ? l1 + pi : l2 + pi;
  38459. }
  38460. }
  38461. // normals
  38462. VertexData.ComputeNormals(positions, indices, normals);
  38463. if (closePath) { // update both the first and last vertex normals to their average value
  38464. var indexFirst = 0;
  38465. var indexLast = 0;
  38466. for (p = 0; p < pathArray.length; p++) {
  38467. indexFirst = idx[p] * 3;
  38468. if (p + 1 < pathArray.length) {
  38469. indexLast = (idx[p + 1] - 1) * 3;
  38470. }
  38471. else {
  38472. indexLast = normals.length - 3;
  38473. }
  38474. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  38475. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  38476. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  38477. normals[indexLast] = normals[indexFirst];
  38478. normals[indexLast + 1] = normals[indexFirst + 1];
  38479. normals[indexLast + 2] = normals[indexFirst + 2];
  38480. }
  38481. }
  38482. // sides
  38483. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38484. // Colors
  38485. var colors = null;
  38486. if (customColors) {
  38487. colors = new Float32Array(customColors.length * 4);
  38488. for (var c = 0; c < customColors.length; c++) {
  38489. colors[c * 4] = customColors[c].r;
  38490. colors[c * 4 + 1] = customColors[c].g;
  38491. colors[c * 4 + 2] = customColors[c].b;
  38492. colors[c * 4 + 3] = customColors[c].a;
  38493. }
  38494. }
  38495. // Result
  38496. var vertexData = new VertexData();
  38497. var positions32 = new Float32Array(positions);
  38498. var normals32 = new Float32Array(normals);
  38499. var uvs32 = new Float32Array(uvs);
  38500. vertexData.indices = indices;
  38501. vertexData.positions = positions32;
  38502. vertexData.normals = normals32;
  38503. vertexData.uvs = uvs32;
  38504. if (colors) {
  38505. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  38506. }
  38507. if (closePath) {
  38508. vertexData._idx = idx;
  38509. }
  38510. return vertexData;
  38511. };
  38512. /**
  38513. * Creates the VertexData for a box
  38514. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38515. * * size sets the width, height and depth of the box to the value of size, optional default 1
  38516. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  38517. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  38518. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  38519. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  38520. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  38521. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38522. * * 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)
  38523. * * 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)
  38524. * @returns the VertexData of the box
  38525. */
  38526. VertexData.CreateBox = function (options) {
  38527. var normalsSource = [
  38528. new BABYLON.Vector3(0, 0, 1),
  38529. new BABYLON.Vector3(0, 0, -1),
  38530. new BABYLON.Vector3(1, 0, 0),
  38531. new BABYLON.Vector3(-1, 0, 0),
  38532. new BABYLON.Vector3(0, 1, 0),
  38533. new BABYLON.Vector3(0, -1, 0)
  38534. ];
  38535. var indices = [];
  38536. var positions = [];
  38537. var normals = [];
  38538. var uvs = [];
  38539. var width = options.width || options.size || 1;
  38540. var height = options.height || options.size || 1;
  38541. var depth = options.depth || options.size || 1;
  38542. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38543. var faceUV = options.faceUV || new Array(6);
  38544. var faceColors = options.faceColors;
  38545. var colors = [];
  38546. // default face colors and UV if undefined
  38547. for (var f = 0; f < 6; f++) {
  38548. if (faceUV[f] === undefined) {
  38549. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38550. }
  38551. if (faceColors && faceColors[f] === undefined) {
  38552. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38553. }
  38554. }
  38555. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  38556. // Create each face in turn.
  38557. for (var index = 0; index < normalsSource.length; index++) {
  38558. var normal = normalsSource[index];
  38559. // Get two vectors perpendicular to the face normal and to each other.
  38560. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  38561. var side2 = BABYLON.Vector3.Cross(normal, side1);
  38562. // Six indices (two triangles) per face.
  38563. var verticesLength = positions.length / 3;
  38564. indices.push(verticesLength);
  38565. indices.push(verticesLength + 1);
  38566. indices.push(verticesLength + 2);
  38567. indices.push(verticesLength);
  38568. indices.push(verticesLength + 2);
  38569. indices.push(verticesLength + 3);
  38570. // Four vertices per face.
  38571. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  38572. positions.push(vertex.x, vertex.y, vertex.z);
  38573. normals.push(normal.x, normal.y, normal.z);
  38574. uvs.push(faceUV[index].z, faceUV[index].w);
  38575. if (faceColors) {
  38576. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38577. }
  38578. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  38579. positions.push(vertex.x, vertex.y, vertex.z);
  38580. normals.push(normal.x, normal.y, normal.z);
  38581. uvs.push(faceUV[index].x, faceUV[index].w);
  38582. if (faceColors) {
  38583. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38584. }
  38585. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  38586. positions.push(vertex.x, vertex.y, vertex.z);
  38587. normals.push(normal.x, normal.y, normal.z);
  38588. uvs.push(faceUV[index].x, faceUV[index].y);
  38589. if (faceColors) {
  38590. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38591. }
  38592. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  38593. positions.push(vertex.x, vertex.y, vertex.z);
  38594. normals.push(normal.x, normal.y, normal.z);
  38595. uvs.push(faceUV[index].z, faceUV[index].y);
  38596. if (faceColors) {
  38597. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38598. }
  38599. }
  38600. // sides
  38601. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38602. // Result
  38603. var vertexData = new VertexData();
  38604. vertexData.indices = indices;
  38605. vertexData.positions = positions;
  38606. vertexData.normals = normals;
  38607. vertexData.uvs = uvs;
  38608. if (faceColors) {
  38609. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  38610. vertexData.colors = totalColors;
  38611. }
  38612. return vertexData;
  38613. };
  38614. /**
  38615. * Creates the VertexData for an ellipsoid, defaults to a sphere
  38616. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38617. * * segments sets the number of horizontal strips optional, default 32
  38618. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  38619. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  38620. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  38621. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  38622. * * 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
  38623. * * 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
  38624. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38625. * * 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)
  38626. * * 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)
  38627. * @returns the VertexData of the ellipsoid
  38628. */
  38629. VertexData.CreateSphere = function (options) {
  38630. var segments = options.segments || 32;
  38631. var diameterX = options.diameterX || options.diameter || 1;
  38632. var diameterY = options.diameterY || options.diameter || 1;
  38633. var diameterZ = options.diameterZ || options.diameter || 1;
  38634. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  38635. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  38636. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38637. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  38638. var totalZRotationSteps = 2 + segments;
  38639. var totalYRotationSteps = 2 * totalZRotationSteps;
  38640. var indices = [];
  38641. var positions = [];
  38642. var normals = [];
  38643. var uvs = [];
  38644. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  38645. var normalizedZ = zRotationStep / totalZRotationSteps;
  38646. var angleZ = normalizedZ * Math.PI * slice;
  38647. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  38648. var normalizedY = yRotationStep / totalYRotationSteps;
  38649. var angleY = normalizedY * Math.PI * 2 * arc;
  38650. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  38651. var rotationY = BABYLON.Matrix.RotationY(angleY);
  38652. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  38653. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  38654. var vertex = complete.multiply(radius);
  38655. var normal = complete.divide(radius).normalize();
  38656. positions.push(vertex.x, vertex.y, vertex.z);
  38657. normals.push(normal.x, normal.y, normal.z);
  38658. uvs.push(normalizedY, normalizedZ);
  38659. }
  38660. if (zRotationStep > 0) {
  38661. var verticesCount = positions.length / 3;
  38662. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  38663. indices.push((firstIndex));
  38664. indices.push((firstIndex + 1));
  38665. indices.push(firstIndex + totalYRotationSteps + 1);
  38666. indices.push((firstIndex + totalYRotationSteps + 1));
  38667. indices.push((firstIndex + 1));
  38668. indices.push((firstIndex + totalYRotationSteps + 2));
  38669. }
  38670. }
  38671. }
  38672. // Sides
  38673. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38674. // Result
  38675. var vertexData = new VertexData();
  38676. vertexData.indices = indices;
  38677. vertexData.positions = positions;
  38678. vertexData.normals = normals;
  38679. vertexData.uvs = uvs;
  38680. return vertexData;
  38681. };
  38682. /**
  38683. * Creates the VertexData for a cylinder, cone or prism
  38684. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38685. * * height sets the height (y direction) of the cylinder, optional, default 2
  38686. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  38687. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  38688. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  38689. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  38690. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  38691. * * 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
  38692. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  38693. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  38694. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  38695. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  38696. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38697. * * 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)
  38698. * * 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)
  38699. * @returns the VertexData of the cylinder, cone or prism
  38700. */
  38701. VertexData.CreateCylinder = function (options) {
  38702. var height = options.height || 2;
  38703. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  38704. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  38705. var tessellation = options.tessellation || 24;
  38706. var subdivisions = options.subdivisions || 1;
  38707. var hasRings = options.hasRings ? true : false;
  38708. var enclose = options.enclose ? true : false;
  38709. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  38710. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38711. var faceUV = options.faceUV || new Array(3);
  38712. var faceColors = options.faceColors;
  38713. // default face colors and UV if undefined
  38714. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  38715. var ringNb = (hasRings) ? subdivisions : 1;
  38716. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  38717. var f;
  38718. for (f = 0; f < surfaceNb; f++) {
  38719. if (faceColors && faceColors[f] === undefined) {
  38720. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38721. }
  38722. }
  38723. for (f = 0; f < surfaceNb; f++) {
  38724. if (faceUV && faceUV[f] === undefined) {
  38725. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38726. }
  38727. }
  38728. var indices = new Array();
  38729. var positions = new Array();
  38730. var normals = new Array();
  38731. var uvs = new Array();
  38732. var colors = new Array();
  38733. var angle_step = Math.PI * 2 * arc / tessellation;
  38734. var angle;
  38735. var h;
  38736. var radius;
  38737. var tan = (diameterBottom - diameterTop) / 2 / height;
  38738. var ringVertex = BABYLON.Vector3.Zero();
  38739. var ringNormal = BABYLON.Vector3.Zero();
  38740. var ringFirstVertex = BABYLON.Vector3.Zero();
  38741. var ringFirstNormal = BABYLON.Vector3.Zero();
  38742. var quadNormal = BABYLON.Vector3.Zero();
  38743. var Y = BABYLON.Axis.Y;
  38744. // positions, normals, uvs
  38745. var i;
  38746. var j;
  38747. var r;
  38748. var ringIdx = 1;
  38749. var s = 1; // surface index
  38750. var cs = 0;
  38751. var v = 0;
  38752. for (i = 0; i <= subdivisions; i++) {
  38753. h = i / subdivisions;
  38754. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  38755. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  38756. for (r = 0; r < ringIdx; r++) {
  38757. if (hasRings) {
  38758. s += r;
  38759. }
  38760. if (enclose) {
  38761. s += 2 * r;
  38762. }
  38763. for (j = 0; j <= tessellation; j++) {
  38764. angle = j * angle_step;
  38765. // position
  38766. ringVertex.x = Math.cos(-angle) * radius;
  38767. ringVertex.y = -height / 2 + h * height;
  38768. ringVertex.z = Math.sin(-angle) * radius;
  38769. // normal
  38770. if (diameterTop === 0 && i === subdivisions) {
  38771. // if no top cap, reuse former normals
  38772. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  38773. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  38774. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  38775. }
  38776. else {
  38777. ringNormal.x = ringVertex.x;
  38778. ringNormal.z = ringVertex.z;
  38779. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  38780. ringNormal.normalize();
  38781. }
  38782. // keep first ring vertex values for enclose
  38783. if (j === 0) {
  38784. ringFirstVertex.copyFrom(ringVertex);
  38785. ringFirstNormal.copyFrom(ringNormal);
  38786. }
  38787. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  38788. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  38789. if (hasRings) {
  38790. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  38791. }
  38792. else {
  38793. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  38794. }
  38795. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  38796. if (faceColors) {
  38797. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  38798. }
  38799. }
  38800. // if enclose, add four vertices and their dedicated normals
  38801. if (arc !== 1 && enclose) {
  38802. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  38803. positions.push(0, ringVertex.y, 0);
  38804. positions.push(0, ringVertex.y, 0);
  38805. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  38806. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  38807. quadNormal.normalize();
  38808. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  38809. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  38810. quadNormal.normalize();
  38811. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  38812. if (hasRings) {
  38813. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  38814. }
  38815. else {
  38816. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  38817. }
  38818. uvs.push(faceUV[s + 1].x, v);
  38819. uvs.push(faceUV[s + 1].z, v);
  38820. if (hasRings) {
  38821. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  38822. }
  38823. else {
  38824. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  38825. }
  38826. uvs.push(faceUV[s + 2].x, v);
  38827. uvs.push(faceUV[s + 2].z, v);
  38828. if (faceColors) {
  38829. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  38830. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  38831. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  38832. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  38833. }
  38834. }
  38835. if (cs !== s) {
  38836. cs = s;
  38837. }
  38838. }
  38839. }
  38840. // indices
  38841. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  38842. var s;
  38843. i = 0;
  38844. for (s = 0; s < subdivisions; s++) {
  38845. var i0 = 0;
  38846. var i1 = 0;
  38847. var i2 = 0;
  38848. var i3 = 0;
  38849. for (j = 0; j < tessellation; j++) {
  38850. i0 = i * (e + 1) + j;
  38851. i1 = (i + 1) * (e + 1) + j;
  38852. i2 = i * (e + 1) + (j + 1);
  38853. i3 = (i + 1) * (e + 1) + (j + 1);
  38854. indices.push(i0, i1, i2);
  38855. indices.push(i3, i2, i1);
  38856. }
  38857. if (arc !== 1 && enclose) { // if enclose, add two quads
  38858. indices.push(i0 + 2, i1 + 2, i2 + 2);
  38859. indices.push(i3 + 2, i2 + 2, i1 + 2);
  38860. indices.push(i0 + 4, i1 + 4, i2 + 4);
  38861. indices.push(i3 + 4, i2 + 4, i1 + 4);
  38862. }
  38863. i = (hasRings) ? (i + 2) : (i + 1);
  38864. }
  38865. // Caps
  38866. var createCylinderCap = function (isTop) {
  38867. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  38868. if (radius === 0) {
  38869. return;
  38870. }
  38871. // Cap positions, normals & uvs
  38872. var angle;
  38873. var circleVector;
  38874. var i;
  38875. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  38876. var c = null;
  38877. if (faceColors) {
  38878. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  38879. }
  38880. // cap center
  38881. var vbase = positions.length / 3;
  38882. var offset = isTop ? height / 2 : -height / 2;
  38883. var center = new BABYLON.Vector3(0, offset, 0);
  38884. positions.push(center.x, center.y, center.z);
  38885. normals.push(0, isTop ? 1 : -1, 0);
  38886. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  38887. if (c) {
  38888. colors.push(c.r, c.g, c.b, c.a);
  38889. }
  38890. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  38891. for (i = 0; i <= tessellation; i++) {
  38892. angle = Math.PI * 2 * i * arc / tessellation;
  38893. var cos = Math.cos(-angle);
  38894. var sin = Math.sin(-angle);
  38895. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  38896. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  38897. positions.push(circleVector.x, circleVector.y, circleVector.z);
  38898. normals.push(0, isTop ? 1 : -1, 0);
  38899. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  38900. if (c) {
  38901. colors.push(c.r, c.g, c.b, c.a);
  38902. }
  38903. }
  38904. // Cap indices
  38905. for (i = 0; i < tessellation; i++) {
  38906. if (!isTop) {
  38907. indices.push(vbase);
  38908. indices.push(vbase + (i + 1));
  38909. indices.push(vbase + (i + 2));
  38910. }
  38911. else {
  38912. indices.push(vbase);
  38913. indices.push(vbase + (i + 2));
  38914. indices.push(vbase + (i + 1));
  38915. }
  38916. }
  38917. };
  38918. // add caps to geometry
  38919. createCylinderCap(false);
  38920. createCylinderCap(true);
  38921. // Sides
  38922. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38923. var vertexData = new VertexData();
  38924. vertexData.indices = indices;
  38925. vertexData.positions = positions;
  38926. vertexData.normals = normals;
  38927. vertexData.uvs = uvs;
  38928. if (faceColors) {
  38929. vertexData.colors = colors;
  38930. }
  38931. return vertexData;
  38932. };
  38933. /**
  38934. * Creates the VertexData for a torus
  38935. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38936. * * diameter the diameter of the torus, optional default 1
  38937. * * thickness the diameter of the tube forming the torus, optional default 0.5
  38938. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  38939. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38940. * * 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)
  38941. * * 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)
  38942. * @returns the VertexData of the torus
  38943. */
  38944. VertexData.CreateTorus = function (options) {
  38945. var indices = [];
  38946. var positions = [];
  38947. var normals = [];
  38948. var uvs = [];
  38949. var diameter = options.diameter || 1;
  38950. var thickness = options.thickness || 0.5;
  38951. var tessellation = options.tessellation || 16;
  38952. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38953. var stride = tessellation + 1;
  38954. for (var i = 0; i <= tessellation; i++) {
  38955. var u = i / tessellation;
  38956. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  38957. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  38958. for (var j = 0; j <= tessellation; j++) {
  38959. var v = 1 - j / tessellation;
  38960. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  38961. var dx = Math.cos(innerAngle);
  38962. var dy = Math.sin(innerAngle);
  38963. // Create a vertex.
  38964. var normal = new BABYLON.Vector3(dx, dy, 0);
  38965. var position = normal.scale(thickness / 2);
  38966. var textureCoordinate = new BABYLON.Vector2(u, v);
  38967. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  38968. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  38969. positions.push(position.x, position.y, position.z);
  38970. normals.push(normal.x, normal.y, normal.z);
  38971. uvs.push(textureCoordinate.x, textureCoordinate.y);
  38972. // And create indices for two triangles.
  38973. var nextI = (i + 1) % stride;
  38974. var nextJ = (j + 1) % stride;
  38975. indices.push(i * stride + j);
  38976. indices.push(i * stride + nextJ);
  38977. indices.push(nextI * stride + j);
  38978. indices.push(i * stride + nextJ);
  38979. indices.push(nextI * stride + nextJ);
  38980. indices.push(nextI * stride + j);
  38981. }
  38982. }
  38983. // Sides
  38984. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38985. // Result
  38986. var vertexData = new VertexData();
  38987. vertexData.indices = indices;
  38988. vertexData.positions = positions;
  38989. vertexData.normals = normals;
  38990. vertexData.uvs = uvs;
  38991. return vertexData;
  38992. };
  38993. /**
  38994. * Creates the VertexData of the LineSystem
  38995. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  38996. * - lines an array of lines, each line being an array of successive Vector3
  38997. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  38998. * @returns the VertexData of the LineSystem
  38999. */
  39000. VertexData.CreateLineSystem = function (options) {
  39001. var indices = [];
  39002. var positions = [];
  39003. var lines = options.lines;
  39004. var colors = options.colors;
  39005. var vertexColors = [];
  39006. var idx = 0;
  39007. for (var l = 0; l < lines.length; l++) {
  39008. var points = lines[l];
  39009. for (var index = 0; index < points.length; index++) {
  39010. positions.push(points[index].x, points[index].y, points[index].z);
  39011. if (colors) {
  39012. var color = colors[l];
  39013. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39014. }
  39015. if (index > 0) {
  39016. indices.push(idx - 1);
  39017. indices.push(idx);
  39018. }
  39019. idx++;
  39020. }
  39021. }
  39022. var vertexData = new VertexData();
  39023. vertexData.indices = indices;
  39024. vertexData.positions = positions;
  39025. if (colors) {
  39026. vertexData.colors = vertexColors;
  39027. }
  39028. return vertexData;
  39029. };
  39030. /**
  39031. * Create the VertexData for a DashedLines
  39032. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39033. * - points an array successive Vector3
  39034. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39035. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39036. * - dashNb the intended total number of dashes, optional, default 200
  39037. * @returns the VertexData for the DashedLines
  39038. */
  39039. VertexData.CreateDashedLines = function (options) {
  39040. var dashSize = options.dashSize || 3;
  39041. var gapSize = options.gapSize || 1;
  39042. var dashNb = options.dashNb || 200;
  39043. var points = options.points;
  39044. var positions = new Array();
  39045. var indices = new Array();
  39046. var curvect = BABYLON.Vector3.Zero();
  39047. var lg = 0;
  39048. var nb = 0;
  39049. var shft = 0;
  39050. var dashshft = 0;
  39051. var curshft = 0;
  39052. var idx = 0;
  39053. var i = 0;
  39054. for (i = 0; i < points.length - 1; i++) {
  39055. points[i + 1].subtractToRef(points[i], curvect);
  39056. lg += curvect.length();
  39057. }
  39058. shft = lg / dashNb;
  39059. dashshft = dashSize * shft / (dashSize + gapSize);
  39060. for (i = 0; i < points.length - 1; i++) {
  39061. points[i + 1].subtractToRef(points[i], curvect);
  39062. nb = Math.floor(curvect.length() / shft);
  39063. curvect.normalize();
  39064. for (var j = 0; j < nb; j++) {
  39065. curshft = shft * j;
  39066. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39067. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39068. indices.push(idx, idx + 1);
  39069. idx += 2;
  39070. }
  39071. }
  39072. // Result
  39073. var vertexData = new VertexData();
  39074. vertexData.positions = positions;
  39075. vertexData.indices = indices;
  39076. return vertexData;
  39077. };
  39078. /**
  39079. * Creates the VertexData for a Ground
  39080. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39081. * - width the width (x direction) of the ground, optional, default 1
  39082. * - height the height (z direction) of the ground, optional, default 1
  39083. * - subdivisions the number of subdivisions per side, optional, default 1
  39084. * @returns the VertexData of the Ground
  39085. */
  39086. VertexData.CreateGround = function (options) {
  39087. var indices = [];
  39088. var positions = [];
  39089. var normals = [];
  39090. var uvs = [];
  39091. var row, col;
  39092. var width = options.width || 1;
  39093. var height = options.height || 1;
  39094. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39095. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39096. for (row = 0; row <= subdivisionsY; row++) {
  39097. for (col = 0; col <= subdivisionsX; col++) {
  39098. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39099. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39100. positions.push(position.x, position.y, position.z);
  39101. normals.push(normal.x, normal.y, normal.z);
  39102. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39103. }
  39104. }
  39105. for (row = 0; row < subdivisionsY; row++) {
  39106. for (col = 0; col < subdivisionsX; col++) {
  39107. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39108. indices.push(col + 1 + row * (subdivisionsX + 1));
  39109. indices.push(col + row * (subdivisionsX + 1));
  39110. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39111. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39112. indices.push(col + row * (subdivisionsX + 1));
  39113. }
  39114. }
  39115. // Result
  39116. var vertexData = new VertexData();
  39117. vertexData.indices = indices;
  39118. vertexData.positions = positions;
  39119. vertexData.normals = normals;
  39120. vertexData.uvs = uvs;
  39121. return vertexData;
  39122. };
  39123. /**
  39124. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39125. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39126. * * xmin the ground minimum X coordinate, optional, default -1
  39127. * * zmin the ground minimum Z coordinate, optional, default -1
  39128. * * xmax the ground maximum X coordinate, optional, default 1
  39129. * * zmax the ground maximum Z coordinate, optional, default 1
  39130. * * 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}
  39131. * * 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}
  39132. * @returns the VertexData of the TiledGround
  39133. */
  39134. VertexData.CreateTiledGround = function (options) {
  39135. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39136. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39137. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39138. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39139. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39140. var precision = options.precision || { w: 1, h: 1 };
  39141. var indices = new Array();
  39142. var positions = new Array();
  39143. var normals = new Array();
  39144. var uvs = new Array();
  39145. var row, col, tileRow, tileCol;
  39146. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39147. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39148. precision.w = (precision.w < 1) ? 1 : precision.w;
  39149. precision.h = (precision.h < 1) ? 1 : precision.h;
  39150. var tileSize = {
  39151. 'w': (xmax - xmin) / subdivisions.w,
  39152. 'h': (zmax - zmin) / subdivisions.h
  39153. };
  39154. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39155. // Indices
  39156. var base = positions.length / 3;
  39157. var rowLength = precision.w + 1;
  39158. for (row = 0; row < precision.h; row++) {
  39159. for (col = 0; col < precision.w; col++) {
  39160. var square = [
  39161. base + col + row * rowLength,
  39162. base + (col + 1) + row * rowLength,
  39163. base + (col + 1) + (row + 1) * rowLength,
  39164. base + col + (row + 1) * rowLength
  39165. ];
  39166. indices.push(square[1]);
  39167. indices.push(square[2]);
  39168. indices.push(square[3]);
  39169. indices.push(square[0]);
  39170. indices.push(square[1]);
  39171. indices.push(square[3]);
  39172. }
  39173. }
  39174. // Position, normals and uvs
  39175. var position = BABYLON.Vector3.Zero();
  39176. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39177. for (row = 0; row <= precision.h; row++) {
  39178. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39179. for (col = 0; col <= precision.w; col++) {
  39180. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39181. position.y = 0;
  39182. positions.push(position.x, position.y, position.z);
  39183. normals.push(normal.x, normal.y, normal.z);
  39184. uvs.push(col / precision.w, row / precision.h);
  39185. }
  39186. }
  39187. }
  39188. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39189. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39190. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39191. }
  39192. }
  39193. // Result
  39194. var vertexData = new VertexData();
  39195. vertexData.indices = indices;
  39196. vertexData.positions = positions;
  39197. vertexData.normals = normals;
  39198. vertexData.uvs = uvs;
  39199. return vertexData;
  39200. };
  39201. /**
  39202. * Creates the VertexData of the Ground designed from a heightmap
  39203. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39204. * * width the width (x direction) of the ground
  39205. * * height the height (z direction) of the ground
  39206. * * subdivisions the number of subdivisions per side
  39207. * * minHeight the minimum altitude on the ground, optional, default 0
  39208. * * maxHeight the maximum altitude on the ground, optional default 1
  39209. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39210. * * buffer the array holding the image color data
  39211. * * bufferWidth the width of image
  39212. * * bufferHeight the height of image
  39213. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39214. * @returns the VertexData of the Ground designed from a heightmap
  39215. */
  39216. VertexData.CreateGroundFromHeightMap = function (options) {
  39217. var indices = [];
  39218. var positions = [];
  39219. var normals = [];
  39220. var uvs = [];
  39221. var row, col;
  39222. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39223. var alphaFilter = options.alphaFilter || 0.0;
  39224. // Vertices
  39225. for (row = 0; row <= options.subdivisions; row++) {
  39226. for (col = 0; col <= options.subdivisions; col++) {
  39227. 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));
  39228. // Compute height
  39229. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39230. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39231. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39232. var r = options.buffer[pos] / 255.0;
  39233. var g = options.buffer[pos + 1] / 255.0;
  39234. var b = options.buffer[pos + 2] / 255.0;
  39235. var a = options.buffer[pos + 3] / 255.0;
  39236. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39237. // If our alpha channel is not within our filter then we will assign a 'special' height
  39238. // Then when building the indices, we will ignore any vertex that is using the special height
  39239. if (a >= alphaFilter) {
  39240. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39241. }
  39242. else {
  39243. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39244. }
  39245. // Add vertex
  39246. positions.push(position.x, position.y, position.z);
  39247. normals.push(0, 0, 0);
  39248. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39249. }
  39250. }
  39251. // Indices
  39252. for (row = 0; row < options.subdivisions; row++) {
  39253. for (col = 0; col < options.subdivisions; col++) {
  39254. // Calculate Indices
  39255. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39256. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39257. var idx3 = (col + row * (options.subdivisions + 1));
  39258. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39259. // Check that all indices are visible (based on our special height)
  39260. // Only display the vertex if all Indices are visible
  39261. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39262. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39263. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39264. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39265. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39266. indices.push(idx1);
  39267. indices.push(idx2);
  39268. indices.push(idx3);
  39269. }
  39270. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39271. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39272. indices.push(idx4);
  39273. indices.push(idx1);
  39274. indices.push(idx3);
  39275. }
  39276. }
  39277. }
  39278. // Normals
  39279. VertexData.ComputeNormals(positions, indices, normals);
  39280. // Result
  39281. var vertexData = new VertexData();
  39282. vertexData.indices = indices;
  39283. vertexData.positions = positions;
  39284. vertexData.normals = normals;
  39285. vertexData.uvs = uvs;
  39286. return vertexData;
  39287. };
  39288. /**
  39289. * Creates the VertexData for a Plane
  39290. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39291. * * size sets the width and height of the plane to the value of size, optional default 1
  39292. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39293. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39294. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39295. * * 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)
  39296. * * 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)
  39297. * @returns the VertexData of the box
  39298. */
  39299. VertexData.CreatePlane = function (options) {
  39300. var indices = [];
  39301. var positions = [];
  39302. var normals = [];
  39303. var uvs = [];
  39304. var width = options.width || options.size || 1;
  39305. var height = options.height || options.size || 1;
  39306. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39307. // Vertices
  39308. var halfWidth = width / 2.0;
  39309. var halfHeight = height / 2.0;
  39310. positions.push(-halfWidth, -halfHeight, 0);
  39311. normals.push(0, 0, -1.0);
  39312. uvs.push(0.0, 0.0);
  39313. positions.push(halfWidth, -halfHeight, 0);
  39314. normals.push(0, 0, -1.0);
  39315. uvs.push(1.0, 0.0);
  39316. positions.push(halfWidth, halfHeight, 0);
  39317. normals.push(0, 0, -1.0);
  39318. uvs.push(1.0, 1.0);
  39319. positions.push(-halfWidth, halfHeight, 0);
  39320. normals.push(0, 0, -1.0);
  39321. uvs.push(0.0, 1.0);
  39322. // Indices
  39323. indices.push(0);
  39324. indices.push(1);
  39325. indices.push(2);
  39326. indices.push(0);
  39327. indices.push(2);
  39328. indices.push(3);
  39329. // Sides
  39330. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39331. // Result
  39332. var vertexData = new VertexData();
  39333. vertexData.indices = indices;
  39334. vertexData.positions = positions;
  39335. vertexData.normals = normals;
  39336. vertexData.uvs = uvs;
  39337. return vertexData;
  39338. };
  39339. /**
  39340. * Creates the VertexData of the Disc or regular Polygon
  39341. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39342. * * radius the radius of the disc, optional default 0.5
  39343. * * tessellation the number of polygon sides, optional, default 64
  39344. * * 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
  39345. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39346. * * 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)
  39347. * * 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)
  39348. * @returns the VertexData of the box
  39349. */
  39350. VertexData.CreateDisc = function (options) {
  39351. var positions = new Array();
  39352. var indices = new Array();
  39353. var normals = new Array();
  39354. var uvs = new Array();
  39355. var radius = options.radius || 0.5;
  39356. var tessellation = options.tessellation || 64;
  39357. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39358. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39359. // positions and uvs
  39360. positions.push(0, 0, 0); // disc center first
  39361. uvs.push(0.5, 0.5);
  39362. var theta = Math.PI * 2 * arc;
  39363. var step = theta / tessellation;
  39364. for (var a = 0; a < theta; a += step) {
  39365. var x = Math.cos(a);
  39366. var y = Math.sin(a);
  39367. var u = (x + 1) / 2;
  39368. var v = (1 - y) / 2;
  39369. positions.push(radius * x, radius * y, 0);
  39370. uvs.push(u, v);
  39371. }
  39372. if (arc === 1) {
  39373. positions.push(positions[3], positions[4], positions[5]); // close the circle
  39374. uvs.push(uvs[2], uvs[3]);
  39375. }
  39376. //indices
  39377. var vertexNb = positions.length / 3;
  39378. for (var i = 1; i < vertexNb - 1; i++) {
  39379. indices.push(i + 1, 0, i);
  39380. }
  39381. // result
  39382. VertexData.ComputeNormals(positions, indices, normals);
  39383. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39384. var vertexData = new VertexData();
  39385. vertexData.indices = indices;
  39386. vertexData.positions = positions;
  39387. vertexData.normals = normals;
  39388. vertexData.uvs = uvs;
  39389. return vertexData;
  39390. };
  39391. /**
  39392. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  39393. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  39394. * @param polygon a mesh built from polygonTriangulation.build()
  39395. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39396. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39397. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39398. * @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)
  39399. * @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)
  39400. * @returns the VertexData of the Polygon
  39401. */
  39402. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  39403. var faceUV = fUV || new Array(3);
  39404. var faceColors = fColors;
  39405. var colors = [];
  39406. // default face colors and UV if undefined
  39407. for (var f = 0; f < 3; f++) {
  39408. if (faceUV[f] === undefined) {
  39409. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39410. }
  39411. if (faceColors && faceColors[f] === undefined) {
  39412. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39413. }
  39414. }
  39415. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39416. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  39417. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  39418. var indices = polygon.getIndices();
  39419. // set face colours and textures
  39420. var idx = 0;
  39421. var face = 0;
  39422. for (var index = 0; index < normals.length; index += 3) {
  39423. //Edge Face no. 1
  39424. if (Math.abs(normals[index + 1]) < 0.001) {
  39425. face = 1;
  39426. }
  39427. //Top Face no. 0
  39428. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  39429. face = 0;
  39430. }
  39431. //Bottom Face no. 2
  39432. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  39433. face = 2;
  39434. }
  39435. idx = index / 3;
  39436. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  39437. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  39438. if (faceColors) {
  39439. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  39440. }
  39441. }
  39442. // sides
  39443. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  39444. // Result
  39445. var vertexData = new VertexData();
  39446. vertexData.indices = indices;
  39447. vertexData.positions = positions;
  39448. vertexData.normals = normals;
  39449. vertexData.uvs = uvs;
  39450. if (faceColors) {
  39451. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39452. vertexData.colors = totalColors;
  39453. }
  39454. return vertexData;
  39455. };
  39456. /**
  39457. * Creates the VertexData of the IcoSphere
  39458. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  39459. * * radius the radius of the IcoSphere, optional default 1
  39460. * * radiusX allows stretching in the x direction, optional, default radius
  39461. * * radiusY allows stretching in the y direction, optional, default radius
  39462. * * radiusZ allows stretching in the z direction, optional, default radius
  39463. * * flat when true creates a flat shaded mesh, optional, default true
  39464. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39465. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39466. * * 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)
  39467. * * 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)
  39468. * @returns the VertexData of the IcoSphere
  39469. */
  39470. VertexData.CreateIcoSphere = function (options) {
  39471. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39472. var radius = options.radius || 1;
  39473. var flat = (options.flat === undefined) ? true : options.flat;
  39474. var subdivisions = options.subdivisions || 4;
  39475. var radiusX = options.radiusX || radius;
  39476. var radiusY = options.radiusY || radius;
  39477. var radiusZ = options.radiusZ || radius;
  39478. var t = (1 + Math.sqrt(5)) / 2;
  39479. // 12 vertex x,y,z
  39480. var ico_vertices = [
  39481. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  39482. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  39483. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  39484. ];
  39485. // index of 3 vertex makes a face of icopshere
  39486. var ico_indices = [
  39487. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  39488. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  39489. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  39490. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  39491. ];
  39492. // vertex for uv have aliased position, not for UV
  39493. var vertices_unalias_id = [
  39494. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  39495. // vertex alias
  39496. 0,
  39497. 2,
  39498. 3,
  39499. 3,
  39500. 3,
  39501. 4,
  39502. 7,
  39503. 8,
  39504. 9,
  39505. 9,
  39506. 10,
  39507. 11 // 23: B + 12
  39508. ];
  39509. // uv as integer step (not pixels !)
  39510. var ico_vertexuv = [
  39511. 5, 1, 3, 1, 6, 4, 0, 0,
  39512. 5, 3, 4, 2, 2, 2, 4, 0,
  39513. 2, 0, 1, 1, 6, 0, 6, 2,
  39514. // vertex alias (for same vertex on different faces)
  39515. 0, 4,
  39516. 3, 3,
  39517. 4, 4,
  39518. 3, 1,
  39519. 4, 2,
  39520. 4, 4,
  39521. 0, 2,
  39522. 1, 1,
  39523. 2, 2,
  39524. 3, 3,
  39525. 1, 3,
  39526. 2, 4 // 23: B + 12
  39527. ];
  39528. // Vertices[0, 1, ...9, A, B] : position on UV plane
  39529. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  39530. // First island of uv mapping
  39531. // v = 4h 3+ 2
  39532. // v = 3h 9+ 4
  39533. // v = 2h 9+ 5 B
  39534. // v = 1h 9 1 0
  39535. // v = 0h 3 8 7 A
  39536. // u = 0 1 2 3 4 5 6 *a
  39537. // Second island of uv mapping
  39538. // v = 4h 0+ B+ 4+
  39539. // v = 3h A+ 2+
  39540. // v = 2h 7+ 6 3+
  39541. // v = 1h 8+ 3+
  39542. // v = 0h
  39543. // u = 0 1 2 3 4 5 6 *a
  39544. // Face layout on texture UV mapping
  39545. // ============
  39546. // \ 4 /\ 16 / ======
  39547. // \ / \ / /\ 11 /
  39548. // \/ 7 \/ / \ /
  39549. // ======= / 10 \/
  39550. // /\ 17 /\ =======
  39551. // / \ / \ \ 15 /\
  39552. // / 8 \/ 12 \ \ / \
  39553. // ============ \/ 6 \
  39554. // \ 18 /\ ============
  39555. // \ / \ \ 5 /\ 0 /
  39556. // \/ 13 \ \ / \ /
  39557. // ======= \/ 1 \/
  39558. // =============
  39559. // /\ 19 /\ 2 /\
  39560. // / \ / \ / \
  39561. // / 14 \/ 9 \/ 3 \
  39562. // ===================
  39563. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  39564. var ustep = 138 / 1024;
  39565. var vstep = 239 / 1024;
  39566. var uoffset = 60 / 1024;
  39567. var voffset = 26 / 1024;
  39568. // Second island should have margin, not to touch the first island
  39569. // avoid any borderline artefact in pixel rounding
  39570. var island_u_offset = -40 / 1024;
  39571. var island_v_offset = +20 / 1024;
  39572. // face is either island 0 or 1 :
  39573. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  39574. var island = [
  39575. 0, 0, 0, 0, 1,
  39576. 0, 0, 1, 1, 0,
  39577. 0, 0, 1, 1, 0,
  39578. 0, 1, 1, 1, 0 // 15 - 19
  39579. ];
  39580. var indices = new Array();
  39581. var positions = new Array();
  39582. var normals = new Array();
  39583. var uvs = new Array();
  39584. var current_indice = 0;
  39585. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  39586. var face_vertex_pos = new Array(3);
  39587. var face_vertex_uv = new Array(3);
  39588. var v012;
  39589. for (v012 = 0; v012 < 3; v012++) {
  39590. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  39591. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  39592. }
  39593. // create all with normals
  39594. for (var face = 0; face < 20; face++) {
  39595. // 3 vertex per face
  39596. for (v012 = 0; v012 < 3; v012++) {
  39597. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  39598. var v_id = ico_indices[3 * face + v012];
  39599. // vertex have 3D position (x,y,z)
  39600. 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]);
  39601. // Normalize to get normal, then scale to radius
  39602. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  39603. // uv Coordinates from vertex ID
  39604. 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);
  39605. }
  39606. // Subdivide the face (interpolate pos, norm, uv)
  39607. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  39608. // - norm is linear interpolation of vertex corner normal
  39609. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  39610. // - uv is linear interpolation
  39611. //
  39612. // Topology is as below for sub-divide by 2
  39613. // vertex shown as v0,v1,v2
  39614. // interp index is i1 to progress in range [v0,v1[
  39615. // interp index is i2 to progress in range [v0,v2[
  39616. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  39617. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39618. //
  39619. //
  39620. // i2 v2
  39621. // ^ ^
  39622. // / / \
  39623. // / / \
  39624. // / / \
  39625. // / / (0,1) \
  39626. // / #---------\
  39627. // / / \ (0,0)'/ \
  39628. // / / \ / \
  39629. // / / \ / \
  39630. // / / (0,0) \ / (1,0) \
  39631. // / #---------#---------\
  39632. // v0 v1
  39633. //
  39634. // --------------------> i1
  39635. //
  39636. // interp of (i1,i2):
  39637. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  39638. // along i1 : lerp(x0,x1, i1/(S-i2))
  39639. //
  39640. // centroid of triangle is needed to get help normal computation
  39641. // (c1,c2) are used for centroid location
  39642. var interp_vertex = function (i1, i2, c1, c2) {
  39643. // vertex is interpolated from
  39644. // - face_vertex_pos[0..2]
  39645. // - face_vertex_uv[0..2]
  39646. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  39647. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  39648. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  39649. pos_interp.normalize();
  39650. var vertex_normal;
  39651. if (flat) {
  39652. // in flat mode, recalculate normal as face centroid normal
  39653. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  39654. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  39655. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  39656. }
  39657. else {
  39658. // in smooth mode, recalculate normal from each single vertex position
  39659. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  39660. }
  39661. // Vertex normal need correction due to X,Y,Z radius scaling
  39662. vertex_normal.x /= radiusX;
  39663. vertex_normal.y /= radiusY;
  39664. vertex_normal.z /= radiusZ;
  39665. vertex_normal.normalize();
  39666. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  39667. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  39668. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  39669. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  39670. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  39671. uvs.push(uv_interp.x, uv_interp.y);
  39672. // push each vertex has member of a face
  39673. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  39674. indices.push(current_indice);
  39675. current_indice++;
  39676. };
  39677. for (var i2 = 0; i2 < subdivisions; i2++) {
  39678. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  39679. // face : (i1,i2) for /\ :
  39680. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  39681. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39682. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39683. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39684. if (i1 + i2 + 1 < subdivisions) {
  39685. // face : (i1,i2)' for \/ :
  39686. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39687. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39688. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39689. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39690. }
  39691. }
  39692. }
  39693. }
  39694. // Sides
  39695. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39696. // Result
  39697. var vertexData = new VertexData();
  39698. vertexData.indices = indices;
  39699. vertexData.positions = positions;
  39700. vertexData.normals = normals;
  39701. vertexData.uvs = uvs;
  39702. return vertexData;
  39703. };
  39704. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  39705. /**
  39706. * Creates the VertexData for a Polyhedron
  39707. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  39708. * * type provided types are:
  39709. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  39710. * * 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)
  39711. * * size the size of the IcoSphere, optional default 1
  39712. * * sizeX allows stretching in the x direction, optional, default size
  39713. * * sizeY allows stretching in the y direction, optional, default size
  39714. * * sizeZ allows stretching in the z direction, optional, default size
  39715. * * 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
  39716. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39717. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39718. * * flat when true creates a flat shaded mesh, optional, default true
  39719. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39720. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39721. * * 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)
  39722. * * 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)
  39723. * @returns the VertexData of the Polyhedron
  39724. */
  39725. VertexData.CreatePolyhedron = function (options) {
  39726. // provided polyhedron types :
  39727. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  39728. // 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)
  39729. var polyhedra = [];
  39730. 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]] };
  39731. 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]] };
  39732. polyhedra[2] = {
  39733. 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]],
  39734. 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]]
  39735. };
  39736. polyhedra[3] = {
  39737. 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]],
  39738. 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]]
  39739. };
  39740. polyhedra[4] = {
  39741. 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]],
  39742. 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]]
  39743. };
  39744. 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]] };
  39745. 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]] };
  39746. 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]] };
  39747. 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]] };
  39748. 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]] };
  39749. 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]] };
  39750. 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]] };
  39751. 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]] };
  39752. 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]] };
  39753. polyhedra[14] = {
  39754. 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]],
  39755. 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]]
  39756. };
  39757. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  39758. var size = options.size;
  39759. var sizeX = options.sizeX || size || 1;
  39760. var sizeY = options.sizeY || size || 1;
  39761. var sizeZ = options.sizeZ || size || 1;
  39762. var data = options.custom || polyhedra[type];
  39763. var nbfaces = data.face.length;
  39764. var faceUV = options.faceUV || new Array(nbfaces);
  39765. var faceColors = options.faceColors;
  39766. var flat = (options.flat === undefined) ? true : options.flat;
  39767. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39768. var positions = new Array();
  39769. var indices = new Array();
  39770. var normals = new Array();
  39771. var uvs = new Array();
  39772. var colors = new Array();
  39773. var index = 0;
  39774. var faceIdx = 0; // face cursor in the array "indexes"
  39775. var indexes = new Array();
  39776. var i = 0;
  39777. var f = 0;
  39778. var u, v, ang, x, y, tmp;
  39779. // default face colors and UV if undefined
  39780. if (flat) {
  39781. for (f = 0; f < nbfaces; f++) {
  39782. if (faceColors && faceColors[f] === undefined) {
  39783. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39784. }
  39785. if (faceUV && faceUV[f] === undefined) {
  39786. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39787. }
  39788. }
  39789. }
  39790. if (!flat) {
  39791. for (i = 0; i < data.vertex.length; i++) {
  39792. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  39793. uvs.push(0, 0);
  39794. }
  39795. for (f = 0; f < nbfaces; f++) {
  39796. for (i = 0; i < data.face[f].length - 2; i++) {
  39797. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  39798. }
  39799. }
  39800. }
  39801. else {
  39802. for (f = 0; f < nbfaces; f++) {
  39803. var fl = data.face[f].length; // number of vertices of the current face
  39804. ang = 2 * Math.PI / fl;
  39805. x = 0.5 * Math.tan(ang / 2);
  39806. y = 0.5;
  39807. // positions, uvs, colors
  39808. for (i = 0; i < fl; i++) {
  39809. // positions
  39810. 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);
  39811. indexes.push(index);
  39812. index++;
  39813. // uvs
  39814. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  39815. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  39816. uvs.push(u, v);
  39817. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  39818. y = x * Math.sin(ang) + y * Math.cos(ang);
  39819. x = tmp;
  39820. // colors
  39821. if (faceColors) {
  39822. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  39823. }
  39824. }
  39825. // indices from indexes
  39826. for (i = 0; i < fl - 2; i++) {
  39827. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  39828. }
  39829. faceIdx += fl;
  39830. }
  39831. }
  39832. VertexData.ComputeNormals(positions, indices, normals);
  39833. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39834. var vertexData = new VertexData();
  39835. vertexData.positions = positions;
  39836. vertexData.indices = indices;
  39837. vertexData.normals = normals;
  39838. vertexData.uvs = uvs;
  39839. if (faceColors && flat) {
  39840. vertexData.colors = colors;
  39841. }
  39842. return vertexData;
  39843. };
  39844. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  39845. /**
  39846. * Creates the VertexData for a TorusKnot
  39847. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  39848. * * radius the radius of the torus knot, optional, default 2
  39849. * * tube the thickness of the tube, optional, default 0.5
  39850. * * radialSegments the number of sides on each tube segments, optional, default 32
  39851. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  39852. * * p the number of windings around the z axis, optional, default 2
  39853. * * q the number of windings around the x axis, optional, default 3
  39854. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39855. * * 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)
  39856. * * 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)
  39857. * @returns the VertexData of the Torus Knot
  39858. */
  39859. VertexData.CreateTorusKnot = function (options) {
  39860. var indices = new Array();
  39861. var positions = new Array();
  39862. var normals = new Array();
  39863. var uvs = new Array();
  39864. var radius = options.radius || 2;
  39865. var tube = options.tube || 0.5;
  39866. var radialSegments = options.radialSegments || 32;
  39867. var tubularSegments = options.tubularSegments || 32;
  39868. var p = options.p || 2;
  39869. var q = options.q || 3;
  39870. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39871. // Helper
  39872. var getPos = function (angle) {
  39873. var cu = Math.cos(angle);
  39874. var su = Math.sin(angle);
  39875. var quOverP = q / p * angle;
  39876. var cs = Math.cos(quOverP);
  39877. var tx = radius * (2 + cs) * 0.5 * cu;
  39878. var ty = radius * (2 + cs) * su * 0.5;
  39879. var tz = radius * Math.sin(quOverP) * 0.5;
  39880. return new BABYLON.Vector3(tx, ty, tz);
  39881. };
  39882. // Vertices
  39883. var i;
  39884. var j;
  39885. for (i = 0; i <= radialSegments; i++) {
  39886. var modI = i % radialSegments;
  39887. var u = modI / radialSegments * 2 * p * Math.PI;
  39888. var p1 = getPos(u);
  39889. var p2 = getPos(u + 0.01);
  39890. var tang = p2.subtract(p1);
  39891. var n = p2.add(p1);
  39892. var bitan = BABYLON.Vector3.Cross(tang, n);
  39893. n = BABYLON.Vector3.Cross(bitan, tang);
  39894. bitan.normalize();
  39895. n.normalize();
  39896. for (j = 0; j < tubularSegments; j++) {
  39897. var modJ = j % tubularSegments;
  39898. var v = modJ / tubularSegments * 2 * Math.PI;
  39899. var cx = -tube * Math.cos(v);
  39900. var cy = tube * Math.sin(v);
  39901. positions.push(p1.x + cx * n.x + cy * bitan.x);
  39902. positions.push(p1.y + cx * n.y + cy * bitan.y);
  39903. positions.push(p1.z + cx * n.z + cy * bitan.z);
  39904. uvs.push(i / radialSegments);
  39905. uvs.push(j / tubularSegments);
  39906. }
  39907. }
  39908. for (i = 0; i < radialSegments; i++) {
  39909. for (j = 0; j < tubularSegments; j++) {
  39910. var jNext = (j + 1) % tubularSegments;
  39911. var a = i * tubularSegments + j;
  39912. var b = (i + 1) * tubularSegments + j;
  39913. var c = (i + 1) * tubularSegments + jNext;
  39914. var d = i * tubularSegments + jNext;
  39915. indices.push(d);
  39916. indices.push(b);
  39917. indices.push(a);
  39918. indices.push(d);
  39919. indices.push(c);
  39920. indices.push(b);
  39921. }
  39922. }
  39923. // Normals
  39924. VertexData.ComputeNormals(positions, indices, normals);
  39925. // Sides
  39926. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39927. // Result
  39928. var vertexData = new VertexData();
  39929. vertexData.indices = indices;
  39930. vertexData.positions = positions;
  39931. vertexData.normals = normals;
  39932. vertexData.uvs = uvs;
  39933. return vertexData;
  39934. };
  39935. // Tools
  39936. /**
  39937. * Compute normals for given positions and indices
  39938. * @param positions an array of vertex positions, [...., x, y, z, ......]
  39939. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  39940. * @param normals an array of vertex normals, [...., x, y, z, ......]
  39941. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  39942. * * facetNormals : optional array of facet normals (vector3)
  39943. * * facetPositions : optional array of facet positions (vector3)
  39944. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  39945. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  39946. * * bInfo : optional bounding info, required for facetPartitioning computation
  39947. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  39948. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  39949. * * useRightHandedSystem: optional boolean to for right handed system computation
  39950. * * depthSort : optional boolean to enable the facet depth sort computation
  39951. * * distanceTo : optional Vector3 to compute the facet depth from this location
  39952. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  39953. */
  39954. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  39955. // temporary scalar variables
  39956. var index = 0; // facet index
  39957. var p1p2x = 0.0; // p1p2 vector x coordinate
  39958. var p1p2y = 0.0; // p1p2 vector y coordinate
  39959. var p1p2z = 0.0; // p1p2 vector z coordinate
  39960. var p3p2x = 0.0; // p3p2 vector x coordinate
  39961. var p3p2y = 0.0; // p3p2 vector y coordinate
  39962. var p3p2z = 0.0; // p3p2 vector z coordinate
  39963. var faceNormalx = 0.0; // facet normal x coordinate
  39964. var faceNormaly = 0.0; // facet normal y coordinate
  39965. var faceNormalz = 0.0; // facet normal z coordinate
  39966. var length = 0.0; // facet normal length before normalization
  39967. var v1x = 0; // vector1 x index in the positions array
  39968. var v1y = 0; // vector1 y index in the positions array
  39969. var v1z = 0; // vector1 z index in the positions array
  39970. var v2x = 0; // vector2 x index in the positions array
  39971. var v2y = 0; // vector2 y index in the positions array
  39972. var v2z = 0; // vector2 z index in the positions array
  39973. var v3x = 0; // vector3 x index in the positions array
  39974. var v3y = 0; // vector3 y index in the positions array
  39975. var v3z = 0; // vector3 z index in the positions array
  39976. var computeFacetNormals = false;
  39977. var computeFacetPositions = false;
  39978. var computeFacetPartitioning = false;
  39979. var computeDepthSort = false;
  39980. var faceNormalSign = 1;
  39981. var ratio = 0;
  39982. var distanceTo = null;
  39983. if (options) {
  39984. computeFacetNormals = (options.facetNormals) ? true : false;
  39985. computeFacetPositions = (options.facetPositions) ? true : false;
  39986. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  39987. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  39988. ratio = options.ratio || 0;
  39989. computeDepthSort = (options.depthSort) ? true : false;
  39990. distanceTo = (options.distanceTo);
  39991. if (computeDepthSort) {
  39992. if (distanceTo === undefined) {
  39993. distanceTo = BABYLON.Vector3.Zero();
  39994. }
  39995. var depthSortedFacets = options.depthSortedFacets;
  39996. }
  39997. }
  39998. // facetPartitioning reinit if needed
  39999. var xSubRatio = 0;
  40000. var ySubRatio = 0;
  40001. var zSubRatio = 0;
  40002. var subSq = 0;
  40003. if (computeFacetPartitioning && options && options.bbSize) {
  40004. var ox = 0; // X partitioning index for facet position
  40005. var oy = 0; // Y partinioning index for facet position
  40006. var oz = 0; // Z partinioning index for facet position
  40007. var b1x = 0; // X partitioning index for facet v1 vertex
  40008. var b1y = 0; // Y partitioning index for facet v1 vertex
  40009. var b1z = 0; // z partitioning index for facet v1 vertex
  40010. var b2x = 0; // X partitioning index for facet v2 vertex
  40011. var b2y = 0; // Y partitioning index for facet v2 vertex
  40012. var b2z = 0; // Z partitioning index for facet v2 vertex
  40013. var b3x = 0; // X partitioning index for facet v3 vertex
  40014. var b3y = 0; // Y partitioning index for facet v3 vertex
  40015. var b3z = 0; // Z partitioning index for facet v3 vertex
  40016. var block_idx_o = 0; // facet barycenter block index
  40017. var block_idx_v1 = 0; // v1 vertex block index
  40018. var block_idx_v2 = 0; // v2 vertex block index
  40019. var block_idx_v3 = 0; // v3 vertex block index
  40020. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40021. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40022. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40023. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40024. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40025. subSq = options.subDiv.max * options.subDiv.max;
  40026. options.facetPartitioning.length = 0;
  40027. }
  40028. // reset the normals
  40029. for (index = 0; index < positions.length; index++) {
  40030. normals[index] = 0.0;
  40031. }
  40032. // Loop : 1 indice triplet = 1 facet
  40033. var nbFaces = (indices.length / 3) | 0;
  40034. for (index = 0; index < nbFaces; index++) {
  40035. // get the indexes of the coordinates of each vertex of the facet
  40036. v1x = indices[index * 3] * 3;
  40037. v1y = v1x + 1;
  40038. v1z = v1x + 2;
  40039. v2x = indices[index * 3 + 1] * 3;
  40040. v2y = v2x + 1;
  40041. v2z = v2x + 2;
  40042. v3x = indices[index * 3 + 2] * 3;
  40043. v3y = v3x + 1;
  40044. v3z = v3x + 2;
  40045. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40046. p1p2y = positions[v1y] - positions[v2y];
  40047. p1p2z = positions[v1z] - positions[v2z];
  40048. p3p2x = positions[v3x] - positions[v2x];
  40049. p3p2y = positions[v3y] - positions[v2y];
  40050. p3p2z = positions[v3z] - positions[v2z];
  40051. // compute the face normal with the cross product
  40052. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40053. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40054. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40055. // normalize this normal and store it in the array facetData
  40056. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40057. length = (length === 0) ? 1.0 : length;
  40058. faceNormalx /= length;
  40059. faceNormaly /= length;
  40060. faceNormalz /= length;
  40061. if (computeFacetNormals && options) {
  40062. options.facetNormals[index].x = faceNormalx;
  40063. options.facetNormals[index].y = faceNormaly;
  40064. options.facetNormals[index].z = faceNormalz;
  40065. }
  40066. if (computeFacetPositions && options) {
  40067. // compute and the facet barycenter coordinates in the array facetPositions
  40068. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40069. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40070. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40071. }
  40072. if (computeFacetPartitioning && options) {
  40073. // store the facet indexes in arrays in the main facetPartitioning array :
  40074. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40075. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40076. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40077. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40078. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40079. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40080. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40081. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40082. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40083. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40084. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40085. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40086. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40087. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40088. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40089. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40090. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40091. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40092. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40093. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40094. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40095. // push each facet index in each block containing the vertex
  40096. options.facetPartitioning[block_idx_v1].push(index);
  40097. if (block_idx_v2 != block_idx_v1) {
  40098. options.facetPartitioning[block_idx_v2].push(index);
  40099. }
  40100. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40101. options.facetPartitioning[block_idx_v3].push(index);
  40102. }
  40103. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40104. options.facetPartitioning[block_idx_o].push(index);
  40105. }
  40106. }
  40107. if (computeDepthSort && options && options.facetPositions) {
  40108. var dsf = depthSortedFacets[index];
  40109. dsf.ind = index * 3;
  40110. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40111. }
  40112. // compute the normals anyway
  40113. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40114. normals[v1y] += faceNormaly;
  40115. normals[v1z] += faceNormalz;
  40116. normals[v2x] += faceNormalx;
  40117. normals[v2y] += faceNormaly;
  40118. normals[v2z] += faceNormalz;
  40119. normals[v3x] += faceNormalx;
  40120. normals[v3y] += faceNormaly;
  40121. normals[v3z] += faceNormalz;
  40122. }
  40123. // last normalization of each normal
  40124. for (index = 0; index < normals.length / 3; index++) {
  40125. faceNormalx = normals[index * 3];
  40126. faceNormaly = normals[index * 3 + 1];
  40127. faceNormalz = normals[index * 3 + 2];
  40128. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40129. length = (length === 0) ? 1.0 : length;
  40130. faceNormalx /= length;
  40131. faceNormaly /= length;
  40132. faceNormalz /= length;
  40133. normals[index * 3] = faceNormalx;
  40134. normals[index * 3 + 1] = faceNormaly;
  40135. normals[index * 3 + 2] = faceNormalz;
  40136. }
  40137. };
  40138. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40139. var li = indices.length;
  40140. var ln = normals.length;
  40141. var i;
  40142. var n;
  40143. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40144. switch (sideOrientation) {
  40145. case BABYLON.Mesh.FRONTSIDE:
  40146. // nothing changed
  40147. break;
  40148. case BABYLON.Mesh.BACKSIDE:
  40149. var tmp;
  40150. // indices
  40151. for (i = 0; i < li; i += 3) {
  40152. tmp = indices[i];
  40153. indices[i] = indices[i + 2];
  40154. indices[i + 2] = tmp;
  40155. }
  40156. // normals
  40157. for (n = 0; n < ln; n++) {
  40158. normals[n] = -normals[n];
  40159. }
  40160. break;
  40161. case BABYLON.Mesh.DOUBLESIDE:
  40162. // positions
  40163. var lp = positions.length;
  40164. var l = lp / 3;
  40165. for (var p = 0; p < lp; p++) {
  40166. positions[lp + p] = positions[p];
  40167. }
  40168. // indices
  40169. for (i = 0; i < li; i += 3) {
  40170. indices[i + li] = indices[i + 2] + l;
  40171. indices[i + 1 + li] = indices[i + 1] + l;
  40172. indices[i + 2 + li] = indices[i] + l;
  40173. }
  40174. // normals
  40175. for (n = 0; n < ln; n++) {
  40176. normals[ln + n] = -normals[n];
  40177. }
  40178. // uvs
  40179. var lu = uvs.length;
  40180. var u = 0;
  40181. for (u = 0; u < lu; u++) {
  40182. uvs[u + lu] = uvs[u];
  40183. }
  40184. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40185. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40186. u = 0;
  40187. for (i = 0; i < lu / 2; i++) {
  40188. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40189. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40190. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40191. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40192. u += 2;
  40193. }
  40194. break;
  40195. }
  40196. };
  40197. /**
  40198. * Applies VertexData created from the imported parameters to the geometry
  40199. * @param parsedVertexData the parsed data from an imported file
  40200. * @param geometry the geometry to apply the VertexData to
  40201. */
  40202. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40203. var vertexData = new VertexData();
  40204. // positions
  40205. var positions = parsedVertexData.positions;
  40206. if (positions) {
  40207. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40208. }
  40209. // normals
  40210. var normals = parsedVertexData.normals;
  40211. if (normals) {
  40212. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40213. }
  40214. // tangents
  40215. var tangents = parsedVertexData.tangents;
  40216. if (tangents) {
  40217. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40218. }
  40219. // uvs
  40220. var uvs = parsedVertexData.uvs;
  40221. if (uvs) {
  40222. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40223. }
  40224. // uv2s
  40225. var uv2s = parsedVertexData.uv2s;
  40226. if (uv2s) {
  40227. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40228. }
  40229. // uv3s
  40230. var uv3s = parsedVertexData.uv3s;
  40231. if (uv3s) {
  40232. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40233. }
  40234. // uv4s
  40235. var uv4s = parsedVertexData.uv4s;
  40236. if (uv4s) {
  40237. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40238. }
  40239. // uv5s
  40240. var uv5s = parsedVertexData.uv5s;
  40241. if (uv5s) {
  40242. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40243. }
  40244. // uv6s
  40245. var uv6s = parsedVertexData.uv6s;
  40246. if (uv6s) {
  40247. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40248. }
  40249. // colors
  40250. var colors = parsedVertexData.colors;
  40251. if (colors) {
  40252. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40253. }
  40254. // matricesIndices
  40255. var matricesIndices = parsedVertexData.matricesIndices;
  40256. if (matricesIndices) {
  40257. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40258. }
  40259. // matricesWeights
  40260. var matricesWeights = parsedVertexData.matricesWeights;
  40261. if (matricesWeights) {
  40262. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40263. }
  40264. // indices
  40265. var indices = parsedVertexData.indices;
  40266. if (indices) {
  40267. vertexData.indices = indices;
  40268. }
  40269. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40270. };
  40271. return VertexData;
  40272. }());
  40273. BABYLON.VertexData = VertexData;
  40274. })(BABYLON || (BABYLON = {}));
  40275. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40276. var BABYLON;
  40277. (function (BABYLON) {
  40278. /**
  40279. * Class used to store geometry data (vertex buffers + index buffer)
  40280. */
  40281. var Geometry = /** @class */ (function () {
  40282. /**
  40283. * Creates a new geometry
  40284. * @param id defines the unique ID
  40285. * @param scene defines the hosting scene
  40286. * @param vertexData defines the VertexData used to get geometry data
  40287. * @param updatable defines if geometry must be updatable (false by default)
  40288. * @param mesh defines the mesh that will be associated with the geometry
  40289. */
  40290. function Geometry(id, scene, vertexData, updatable, mesh) {
  40291. if (updatable === void 0) { updatable = false; }
  40292. if (mesh === void 0) { mesh = null; }
  40293. /**
  40294. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40295. */
  40296. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40297. this._totalVertices = 0;
  40298. this._isDisposed = false;
  40299. this._indexBufferIsUpdatable = false;
  40300. this.id = id;
  40301. this._engine = scene.getEngine();
  40302. this._meshes = [];
  40303. this._scene = scene;
  40304. //Init vertex buffer cache
  40305. this._vertexBuffers = {};
  40306. this._indices = [];
  40307. this._updatable = updatable;
  40308. // vertexData
  40309. if (vertexData) {
  40310. this.setAllVerticesData(vertexData, updatable);
  40311. }
  40312. else {
  40313. this._totalVertices = 0;
  40314. this._indices = [];
  40315. }
  40316. if (this._engine.getCaps().vertexArrayObject) {
  40317. this._vertexArrayObjects = {};
  40318. }
  40319. // applyToMesh
  40320. if (mesh) {
  40321. if (mesh.getClassName() === "LinesMesh") {
  40322. this.boundingBias = new BABYLON.Vector2(0, mesh.intersectionThreshold);
  40323. this._updateExtend();
  40324. }
  40325. this.applyToMesh(mesh);
  40326. mesh.computeWorldMatrix(true);
  40327. }
  40328. }
  40329. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40330. /**
  40331. * 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
  40332. */
  40333. get: function () {
  40334. return this._boundingBias;
  40335. },
  40336. /**
  40337. * 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
  40338. */
  40339. set: function (value) {
  40340. if (this._boundingBias) {
  40341. if (this._boundingBias.equals(value)) {
  40342. return;
  40343. }
  40344. this._boundingBias.copyFrom(value);
  40345. }
  40346. else {
  40347. this._boundingBias = value.clone();
  40348. }
  40349. this._updateBoundingInfo(true, null);
  40350. },
  40351. enumerable: true,
  40352. configurable: true
  40353. });
  40354. /**
  40355. * Static function used to attach a new empty geometry to a mesh
  40356. * @param mesh defines the mesh to attach the geometry to
  40357. * @returns the new Geometry
  40358. */
  40359. Geometry.CreateGeometryForMesh = function (mesh) {
  40360. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  40361. geometry.applyToMesh(mesh);
  40362. return geometry;
  40363. };
  40364. Object.defineProperty(Geometry.prototype, "extend", {
  40365. /**
  40366. * Gets the current extend of the geometry
  40367. */
  40368. get: function () {
  40369. return this._extend;
  40370. },
  40371. enumerable: true,
  40372. configurable: true
  40373. });
  40374. /**
  40375. * Gets the hosting scene
  40376. * @returns the hosting Scene
  40377. */
  40378. Geometry.prototype.getScene = function () {
  40379. return this._scene;
  40380. };
  40381. /**
  40382. * Gets the hosting engine
  40383. * @returns the hosting Engine
  40384. */
  40385. Geometry.prototype.getEngine = function () {
  40386. return this._engine;
  40387. };
  40388. /**
  40389. * Defines if the geometry is ready to use
  40390. * @returns true if the geometry is ready to be used
  40391. */
  40392. Geometry.prototype.isReady = function () {
  40393. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  40394. };
  40395. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  40396. /**
  40397. * Gets a value indicating that the geometry should not be serialized
  40398. */
  40399. get: function () {
  40400. for (var index = 0; index < this._meshes.length; index++) {
  40401. if (!this._meshes[index].doNotSerialize) {
  40402. return false;
  40403. }
  40404. }
  40405. return true;
  40406. },
  40407. enumerable: true,
  40408. configurable: true
  40409. });
  40410. /** @hidden */
  40411. Geometry.prototype._rebuild = function () {
  40412. if (this._vertexArrayObjects) {
  40413. this._vertexArrayObjects = {};
  40414. }
  40415. // Index buffer
  40416. if (this._meshes.length !== 0 && this._indices) {
  40417. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40418. }
  40419. // Vertex buffers
  40420. for (var key in this._vertexBuffers) {
  40421. var vertexBuffer = this._vertexBuffers[key];
  40422. vertexBuffer._rebuild();
  40423. }
  40424. };
  40425. /**
  40426. * Affects all geometry data in one call
  40427. * @param vertexData defines the geometry data
  40428. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  40429. */
  40430. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  40431. vertexData.applyToGeometry(this, updatable);
  40432. this.notifyUpdate();
  40433. };
  40434. /**
  40435. * Set specific vertex data
  40436. * @param kind defines the data kind (Position, normal, etc...)
  40437. * @param data defines the vertex data to use
  40438. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  40439. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  40440. */
  40441. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  40442. if (updatable === void 0) { updatable = false; }
  40443. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  40444. this.setVerticesBuffer(buffer);
  40445. };
  40446. /**
  40447. * Removes a specific vertex data
  40448. * @param kind defines the data kind (Position, normal, etc...)
  40449. */
  40450. Geometry.prototype.removeVerticesData = function (kind) {
  40451. if (this._vertexBuffers[kind]) {
  40452. this._vertexBuffers[kind].dispose();
  40453. delete this._vertexBuffers[kind];
  40454. }
  40455. };
  40456. /**
  40457. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  40458. * @param buffer defines the vertex buffer to use
  40459. * @param totalVertices defines the total number of vertices for position kind (could be null)
  40460. */
  40461. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  40462. if (totalVertices === void 0) { totalVertices = null; }
  40463. var kind = buffer.getKind();
  40464. if (this._vertexBuffers[kind]) {
  40465. this._vertexBuffers[kind].dispose();
  40466. }
  40467. this._vertexBuffers[kind] = buffer;
  40468. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40469. var data = buffer.getData();
  40470. if (totalVertices != null) {
  40471. this._totalVertices = totalVertices;
  40472. }
  40473. else {
  40474. if (data != null) {
  40475. this._totalVertices = data.length / (buffer.byteStride / 4);
  40476. }
  40477. }
  40478. this._updateExtend(data);
  40479. this._resetPointsArrayCache();
  40480. var meshes = this._meshes;
  40481. var numOfMeshes = meshes.length;
  40482. for (var index = 0; index < numOfMeshes; index++) {
  40483. var mesh = meshes[index];
  40484. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40485. mesh._createGlobalSubMesh(false);
  40486. mesh.computeWorldMatrix(true);
  40487. }
  40488. }
  40489. this.notifyUpdate(kind);
  40490. if (this._vertexArrayObjects) {
  40491. this._disposeVertexArrayObjects();
  40492. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  40493. }
  40494. };
  40495. /**
  40496. * Update a specific vertex buffer
  40497. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  40498. * It will do nothing if the buffer is not updatable
  40499. * @param kind defines the data kind (Position, normal, etc...)
  40500. * @param data defines the data to use
  40501. * @param offset defines the offset in the target buffer where to store the data
  40502. * @param useBytes set to true if the offset is in bytes
  40503. */
  40504. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  40505. if (useBytes === void 0) { useBytes = false; }
  40506. var vertexBuffer = this.getVertexBuffer(kind);
  40507. if (!vertexBuffer) {
  40508. return;
  40509. }
  40510. vertexBuffer.updateDirectly(data, offset, useBytes);
  40511. this.notifyUpdate(kind);
  40512. };
  40513. /**
  40514. * Update a specific vertex buffer
  40515. * This function will create a new buffer if the current one is not updatable
  40516. * @param kind defines the data kind (Position, normal, etc...)
  40517. * @param data defines the data to use
  40518. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  40519. */
  40520. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  40521. if (updateExtends === void 0) { updateExtends = false; }
  40522. var vertexBuffer = this.getVertexBuffer(kind);
  40523. if (!vertexBuffer) {
  40524. return;
  40525. }
  40526. vertexBuffer.update(data);
  40527. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40528. this._updateBoundingInfo(updateExtends, data);
  40529. }
  40530. this.notifyUpdate(kind);
  40531. };
  40532. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  40533. if (updateExtends) {
  40534. this._updateExtend(data);
  40535. }
  40536. var meshes = this._meshes;
  40537. var numOfMeshes = meshes.length;
  40538. this._resetPointsArrayCache();
  40539. for (var index = 0; index < numOfMeshes; index++) {
  40540. var mesh = meshes[index];
  40541. if (updateExtends) {
  40542. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40543. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  40544. var subMesh = mesh.subMeshes[subIndex];
  40545. subMesh.refreshBoundingInfo();
  40546. }
  40547. }
  40548. }
  40549. };
  40550. /** @hidden */
  40551. Geometry.prototype._bind = function (effect, indexToBind) {
  40552. if (!effect) {
  40553. return;
  40554. }
  40555. if (indexToBind === undefined) {
  40556. indexToBind = this._indexBuffer;
  40557. }
  40558. var vbs = this.getVertexBuffers();
  40559. if (!vbs) {
  40560. return;
  40561. }
  40562. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  40563. this._engine.bindBuffers(vbs, indexToBind, effect);
  40564. return;
  40565. }
  40566. // Using VAO
  40567. if (!this._vertexArrayObjects[effect.key]) {
  40568. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  40569. }
  40570. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  40571. };
  40572. /**
  40573. * Gets total number of vertices
  40574. * @returns the total number of vertices
  40575. */
  40576. Geometry.prototype.getTotalVertices = function () {
  40577. if (!this.isReady()) {
  40578. return 0;
  40579. }
  40580. return this._totalVertices;
  40581. };
  40582. /**
  40583. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  40584. * @param kind defines the data kind (Position, normal, etc...)
  40585. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40586. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40587. * @returns a float array containing vertex data
  40588. */
  40589. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  40590. var vertexBuffer = this.getVertexBuffer(kind);
  40591. if (!vertexBuffer) {
  40592. return null;
  40593. }
  40594. var data = vertexBuffer.getData();
  40595. if (!data) {
  40596. return null;
  40597. }
  40598. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  40599. var count = this._totalVertices * vertexBuffer.getSize();
  40600. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  40601. var copy_1 = [];
  40602. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  40603. return copy_1;
  40604. }
  40605. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  40606. if (data instanceof Array) {
  40607. var offset = vertexBuffer.byteOffset / 4;
  40608. return BABYLON.Tools.Slice(data, offset, offset + count);
  40609. }
  40610. else if (data instanceof ArrayBuffer) {
  40611. return new Float32Array(data, vertexBuffer.byteOffset, count);
  40612. }
  40613. else {
  40614. var offset = data.byteOffset + vertexBuffer.byteOffset;
  40615. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40616. var result = new Float32Array(count);
  40617. var source = new Float32Array(data.buffer, offset, count);
  40618. result.set(source);
  40619. return result;
  40620. }
  40621. return new Float32Array(data.buffer, offset, count);
  40622. }
  40623. }
  40624. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40625. return BABYLON.Tools.Slice(data);
  40626. }
  40627. return data;
  40628. };
  40629. /**
  40630. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  40631. * @param kind defines the data kind (Position, normal, etc...)
  40632. * @returns true if the vertex buffer with the specified kind is updatable
  40633. */
  40634. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  40635. var vb = this._vertexBuffers[kind];
  40636. if (!vb) {
  40637. return false;
  40638. }
  40639. return vb.isUpdatable();
  40640. };
  40641. /**
  40642. * Gets a specific vertex buffer
  40643. * @param kind defines the data kind (Position, normal, etc...)
  40644. * @returns a VertexBuffer
  40645. */
  40646. Geometry.prototype.getVertexBuffer = function (kind) {
  40647. if (!this.isReady()) {
  40648. return null;
  40649. }
  40650. return this._vertexBuffers[kind];
  40651. };
  40652. /**
  40653. * Returns all vertex buffers
  40654. * @return an object holding all vertex buffers indexed by kind
  40655. */
  40656. Geometry.prototype.getVertexBuffers = function () {
  40657. if (!this.isReady()) {
  40658. return null;
  40659. }
  40660. return this._vertexBuffers;
  40661. };
  40662. /**
  40663. * Gets a boolean indicating if specific vertex buffer is present
  40664. * @param kind defines the data kind (Position, normal, etc...)
  40665. * @returns true if data is present
  40666. */
  40667. Geometry.prototype.isVerticesDataPresent = function (kind) {
  40668. if (!this._vertexBuffers) {
  40669. if (this._delayInfo) {
  40670. return this._delayInfo.indexOf(kind) !== -1;
  40671. }
  40672. return false;
  40673. }
  40674. return this._vertexBuffers[kind] !== undefined;
  40675. };
  40676. /**
  40677. * Gets a list of all attached data kinds (Position, normal, etc...)
  40678. * @returns a list of string containing all kinds
  40679. */
  40680. Geometry.prototype.getVerticesDataKinds = function () {
  40681. var result = [];
  40682. var kind;
  40683. if (!this._vertexBuffers && this._delayInfo) {
  40684. for (kind in this._delayInfo) {
  40685. result.push(kind);
  40686. }
  40687. }
  40688. else {
  40689. for (kind in this._vertexBuffers) {
  40690. result.push(kind);
  40691. }
  40692. }
  40693. return result;
  40694. };
  40695. /**
  40696. * Update index buffer
  40697. * @param indices defines the indices to store in the index buffer
  40698. * @param offset defines the offset in the target buffer where to store the data
  40699. */
  40700. Geometry.prototype.updateIndices = function (indices, offset) {
  40701. if (!this._indexBuffer) {
  40702. return;
  40703. }
  40704. if (!this._indexBufferIsUpdatable) {
  40705. this.setIndices(indices, null, true);
  40706. }
  40707. else {
  40708. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  40709. }
  40710. };
  40711. /**
  40712. * Creates a new index buffer
  40713. * @param indices defines the indices to store in the index buffer
  40714. * @param totalVertices defines the total number of vertices (could be null)
  40715. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  40716. */
  40717. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  40718. if (totalVertices === void 0) { totalVertices = null; }
  40719. if (updatable === void 0) { updatable = false; }
  40720. if (this._indexBuffer) {
  40721. this._engine._releaseBuffer(this._indexBuffer);
  40722. }
  40723. this._disposeVertexArrayObjects();
  40724. this._indices = indices;
  40725. this._indexBufferIsUpdatable = updatable;
  40726. if (this._meshes.length !== 0 && this._indices) {
  40727. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  40728. }
  40729. if (totalVertices != undefined) { // including null and undefined
  40730. this._totalVertices = totalVertices;
  40731. }
  40732. var meshes = this._meshes;
  40733. var numOfMeshes = meshes.length;
  40734. for (var index = 0; index < numOfMeshes; index++) {
  40735. meshes[index]._createGlobalSubMesh(true);
  40736. }
  40737. this.notifyUpdate();
  40738. };
  40739. /**
  40740. * Return the total number of indices
  40741. * @returns the total number of indices
  40742. */
  40743. Geometry.prototype.getTotalIndices = function () {
  40744. if (!this.isReady()) {
  40745. return 0;
  40746. }
  40747. return this._indices.length;
  40748. };
  40749. /**
  40750. * Gets the index buffer array
  40751. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40752. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40753. * @returns the index buffer array
  40754. */
  40755. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  40756. if (!this.isReady()) {
  40757. return null;
  40758. }
  40759. var orig = this._indices;
  40760. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  40761. return orig;
  40762. }
  40763. else {
  40764. var len = orig.length;
  40765. var copy = [];
  40766. for (var i = 0; i < len; i++) {
  40767. copy.push(orig[i]);
  40768. }
  40769. return copy;
  40770. }
  40771. };
  40772. /**
  40773. * Gets the index buffer
  40774. * @return the index buffer
  40775. */
  40776. Geometry.prototype.getIndexBuffer = function () {
  40777. if (!this.isReady()) {
  40778. return null;
  40779. }
  40780. return this._indexBuffer;
  40781. };
  40782. /** @hidden */
  40783. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  40784. if (effect === void 0) { effect = null; }
  40785. if (!effect || !this._vertexArrayObjects) {
  40786. return;
  40787. }
  40788. if (this._vertexArrayObjects[effect.key]) {
  40789. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  40790. delete this._vertexArrayObjects[effect.key];
  40791. }
  40792. };
  40793. /**
  40794. * Release the associated resources for a specific mesh
  40795. * @param mesh defines the source mesh
  40796. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  40797. */
  40798. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  40799. var meshes = this._meshes;
  40800. var index = meshes.indexOf(mesh);
  40801. if (index === -1) {
  40802. return;
  40803. }
  40804. meshes.splice(index, 1);
  40805. mesh._geometry = null;
  40806. if (meshes.length === 0 && shouldDispose) {
  40807. this.dispose();
  40808. }
  40809. };
  40810. /**
  40811. * Apply current geometry to a given mesh
  40812. * @param mesh defines the mesh to apply geometry to
  40813. */
  40814. Geometry.prototype.applyToMesh = function (mesh) {
  40815. if (mesh._geometry === this) {
  40816. return;
  40817. }
  40818. var previousGeometry = mesh._geometry;
  40819. if (previousGeometry) {
  40820. previousGeometry.releaseForMesh(mesh);
  40821. }
  40822. var meshes = this._meshes;
  40823. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  40824. mesh._geometry = this;
  40825. this._scene.pushGeometry(this);
  40826. meshes.push(mesh);
  40827. if (this.isReady()) {
  40828. this._applyToMesh(mesh);
  40829. }
  40830. else {
  40831. mesh._boundingInfo = this._boundingInfo;
  40832. }
  40833. };
  40834. Geometry.prototype._updateExtend = function (data) {
  40835. if (data === void 0) { data = null; }
  40836. if (!data) {
  40837. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40838. }
  40839. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  40840. };
  40841. Geometry.prototype._applyToMesh = function (mesh) {
  40842. var numOfMeshes = this._meshes.length;
  40843. // vertexBuffers
  40844. for (var kind in this._vertexBuffers) {
  40845. if (numOfMeshes === 1) {
  40846. this._vertexBuffers[kind].create();
  40847. }
  40848. var buffer = this._vertexBuffers[kind].getBuffer();
  40849. if (buffer) {
  40850. buffer.references = numOfMeshes;
  40851. }
  40852. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40853. if (!this._extend) {
  40854. this._updateExtend();
  40855. }
  40856. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40857. mesh._createGlobalSubMesh(false);
  40858. //bounding info was just created again, world matrix should be applied again.
  40859. mesh._updateBoundingInfo();
  40860. }
  40861. }
  40862. // indexBuffer
  40863. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  40864. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40865. }
  40866. if (this._indexBuffer) {
  40867. this._indexBuffer.references = numOfMeshes;
  40868. }
  40869. // morphTargets
  40870. mesh._syncGeometryWithMorphTargetManager();
  40871. };
  40872. Geometry.prototype.notifyUpdate = function (kind) {
  40873. if (this.onGeometryUpdated) {
  40874. this.onGeometryUpdated(this, kind);
  40875. }
  40876. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  40877. var mesh = _a[_i];
  40878. mesh._markSubMeshesAsAttributesDirty();
  40879. }
  40880. };
  40881. /**
  40882. * Load the geometry if it was flagged as delay loaded
  40883. * @param scene defines the hosting scene
  40884. * @param onLoaded defines a callback called when the geometry is loaded
  40885. */
  40886. Geometry.prototype.load = function (scene, onLoaded) {
  40887. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  40888. return;
  40889. }
  40890. if (this.isReady()) {
  40891. if (onLoaded) {
  40892. onLoaded();
  40893. }
  40894. return;
  40895. }
  40896. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  40897. this._queueLoad(scene, onLoaded);
  40898. };
  40899. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  40900. var _this = this;
  40901. if (!this.delayLoadingFile) {
  40902. return;
  40903. }
  40904. scene._addPendingData(this);
  40905. scene._loadFile(this.delayLoadingFile, function (data) {
  40906. if (!_this._delayLoadingFunction) {
  40907. return;
  40908. }
  40909. _this._delayLoadingFunction(JSON.parse(data), _this);
  40910. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  40911. _this._delayInfo = [];
  40912. scene._removePendingData(_this);
  40913. var meshes = _this._meshes;
  40914. var numOfMeshes = meshes.length;
  40915. for (var index = 0; index < numOfMeshes; index++) {
  40916. _this._applyToMesh(meshes[index]);
  40917. }
  40918. if (onLoaded) {
  40919. onLoaded();
  40920. }
  40921. }, undefined, true);
  40922. };
  40923. /**
  40924. * Invert the geometry to move from a right handed system to a left handed one.
  40925. */
  40926. Geometry.prototype.toLeftHanded = function () {
  40927. // Flip faces
  40928. var tIndices = this.getIndices(false);
  40929. if (tIndices != null && tIndices.length > 0) {
  40930. for (var i = 0; i < tIndices.length; i += 3) {
  40931. var tTemp = tIndices[i + 0];
  40932. tIndices[i + 0] = tIndices[i + 2];
  40933. tIndices[i + 2] = tTemp;
  40934. }
  40935. this.setIndices(tIndices);
  40936. }
  40937. // Negate position.z
  40938. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  40939. if (tPositions != null && tPositions.length > 0) {
  40940. for (var i = 0; i < tPositions.length; i += 3) {
  40941. tPositions[i + 2] = -tPositions[i + 2];
  40942. }
  40943. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  40944. }
  40945. // Negate normal.z
  40946. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  40947. if (tNormals != null && tNormals.length > 0) {
  40948. for (var i = 0; i < tNormals.length; i += 3) {
  40949. tNormals[i + 2] = -tNormals[i + 2];
  40950. }
  40951. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  40952. }
  40953. };
  40954. // Cache
  40955. /** @hidden */
  40956. Geometry.prototype._resetPointsArrayCache = function () {
  40957. this._positions = null;
  40958. };
  40959. /** @hidden */
  40960. Geometry.prototype._generatePointsArray = function () {
  40961. if (this._positions) {
  40962. return true;
  40963. }
  40964. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40965. if (!data || data.length === 0) {
  40966. return false;
  40967. }
  40968. this._positions = [];
  40969. for (var index = 0; index < data.length; index += 3) {
  40970. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  40971. }
  40972. return true;
  40973. };
  40974. /**
  40975. * Gets a value indicating if the geometry is disposed
  40976. * @returns true if the geometry was disposed
  40977. */
  40978. Geometry.prototype.isDisposed = function () {
  40979. return this._isDisposed;
  40980. };
  40981. Geometry.prototype._disposeVertexArrayObjects = function () {
  40982. if (this._vertexArrayObjects) {
  40983. for (var kind in this._vertexArrayObjects) {
  40984. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  40985. }
  40986. this._vertexArrayObjects = {};
  40987. }
  40988. };
  40989. /**
  40990. * Free all associated resources
  40991. */
  40992. Geometry.prototype.dispose = function () {
  40993. var meshes = this._meshes;
  40994. var numOfMeshes = meshes.length;
  40995. var index;
  40996. for (index = 0; index < numOfMeshes; index++) {
  40997. this.releaseForMesh(meshes[index]);
  40998. }
  40999. this._meshes = [];
  41000. this._disposeVertexArrayObjects();
  41001. for (var kind in this._vertexBuffers) {
  41002. this._vertexBuffers[kind].dispose();
  41003. }
  41004. this._vertexBuffers = {};
  41005. this._totalVertices = 0;
  41006. if (this._indexBuffer) {
  41007. this._engine._releaseBuffer(this._indexBuffer);
  41008. }
  41009. this._indexBuffer = null;
  41010. this._indices = [];
  41011. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41012. this.delayLoadingFile = null;
  41013. this._delayLoadingFunction = null;
  41014. this._delayInfo = [];
  41015. this._boundingInfo = null;
  41016. this._scene.removeGeometry(this);
  41017. this._isDisposed = true;
  41018. };
  41019. /**
  41020. * Clone the current geometry into a new geometry
  41021. * @param id defines the unique ID of the new geometry
  41022. * @returns a new geometry object
  41023. */
  41024. Geometry.prototype.copy = function (id) {
  41025. var vertexData = new BABYLON.VertexData();
  41026. vertexData.indices = [];
  41027. var indices = this.getIndices();
  41028. if (indices) {
  41029. for (var index = 0; index < indices.length; index++) {
  41030. vertexData.indices.push(indices[index]);
  41031. }
  41032. }
  41033. var updatable = false;
  41034. var stopChecking = false;
  41035. var kind;
  41036. for (kind in this._vertexBuffers) {
  41037. // using slice() to make a copy of the array and not just reference it
  41038. var data = this.getVerticesData(kind);
  41039. if (data instanceof Float32Array) {
  41040. vertexData.set(new Float32Array(data), kind);
  41041. }
  41042. else {
  41043. vertexData.set(data.slice(0), kind);
  41044. }
  41045. if (!stopChecking) {
  41046. var vb = this.getVertexBuffer(kind);
  41047. if (vb) {
  41048. updatable = vb.isUpdatable();
  41049. stopChecking = !updatable;
  41050. }
  41051. }
  41052. }
  41053. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41054. geometry.delayLoadState = this.delayLoadState;
  41055. geometry.delayLoadingFile = this.delayLoadingFile;
  41056. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41057. for (kind in this._delayInfo) {
  41058. geometry._delayInfo = geometry._delayInfo || [];
  41059. geometry._delayInfo.push(kind);
  41060. }
  41061. // Bounding info
  41062. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41063. return geometry;
  41064. };
  41065. /**
  41066. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41067. * @return a JSON representation of the current geometry data (without the vertices data)
  41068. */
  41069. Geometry.prototype.serialize = function () {
  41070. var serializationObject = {};
  41071. serializationObject.id = this.id;
  41072. serializationObject.updatable = this._updatable;
  41073. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41074. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41075. }
  41076. return serializationObject;
  41077. };
  41078. Geometry.prototype.toNumberArray = function (origin) {
  41079. if (Array.isArray(origin)) {
  41080. return origin;
  41081. }
  41082. else {
  41083. return Array.prototype.slice.call(origin);
  41084. }
  41085. };
  41086. /**
  41087. * Serialize all vertices data into a JSON oject
  41088. * @returns a JSON representation of the current geometry data
  41089. */
  41090. Geometry.prototype.serializeVerticeData = function () {
  41091. var serializationObject = this.serialize();
  41092. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41093. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41094. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41095. serializationObject.positions._updatable = true;
  41096. }
  41097. }
  41098. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41099. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41100. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41101. serializationObject.normals._updatable = true;
  41102. }
  41103. }
  41104. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41105. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41106. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41107. serializationObject.tangets._updatable = true;
  41108. }
  41109. }
  41110. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41111. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41112. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41113. serializationObject.uvs._updatable = true;
  41114. }
  41115. }
  41116. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41117. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41118. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41119. serializationObject.uv2s._updatable = true;
  41120. }
  41121. }
  41122. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41123. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41124. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41125. serializationObject.uv3s._updatable = true;
  41126. }
  41127. }
  41128. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41129. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41130. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41131. serializationObject.uv4s._updatable = true;
  41132. }
  41133. }
  41134. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41135. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41136. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41137. serializationObject.uv5s._updatable = true;
  41138. }
  41139. }
  41140. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41141. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41142. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41143. serializationObject.uv6s._updatable = true;
  41144. }
  41145. }
  41146. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41147. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41148. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41149. serializationObject.colors._updatable = true;
  41150. }
  41151. }
  41152. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41153. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41154. serializationObject.matricesIndices._isExpanded = true;
  41155. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41156. serializationObject.matricesIndices._updatable = true;
  41157. }
  41158. }
  41159. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41160. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41161. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41162. serializationObject.matricesWeights._updatable = true;
  41163. }
  41164. }
  41165. serializationObject.indices = this.toNumberArray(this.getIndices());
  41166. return serializationObject;
  41167. };
  41168. // Statics
  41169. /**
  41170. * Extracts a clone of a mesh geometry
  41171. * @param mesh defines the source mesh
  41172. * @param id defines the unique ID of the new geometry object
  41173. * @returns the new geometry object
  41174. */
  41175. Geometry.ExtractFromMesh = function (mesh, id) {
  41176. var geometry = mesh._geometry;
  41177. if (!geometry) {
  41178. return null;
  41179. }
  41180. return geometry.copy(id);
  41181. };
  41182. /**
  41183. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41184. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41185. * Be aware Math.random() could cause collisions, but:
  41186. * "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"
  41187. * @returns a string containing a new GUID
  41188. */
  41189. Geometry.RandomId = function () {
  41190. return BABYLON.Tools.RandomId();
  41191. };
  41192. /** @hidden */
  41193. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41194. var scene = mesh.getScene();
  41195. // Geometry
  41196. var geometryId = parsedGeometry.geometryId;
  41197. if (geometryId) {
  41198. var geometry = scene.getGeometryByID(geometryId);
  41199. if (geometry) {
  41200. geometry.applyToMesh(mesh);
  41201. }
  41202. }
  41203. else if (parsedGeometry instanceof ArrayBuffer) {
  41204. var binaryInfo = mesh._binaryInfo;
  41205. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41206. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41207. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41208. }
  41209. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41210. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41211. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41212. }
  41213. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41214. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41215. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41216. }
  41217. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41218. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41219. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41220. }
  41221. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41222. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41223. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41224. }
  41225. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41226. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41227. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41228. }
  41229. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41230. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41231. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41232. }
  41233. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41234. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41235. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41236. }
  41237. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41238. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41239. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41240. }
  41241. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41242. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41243. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41244. }
  41245. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41246. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41247. var floatIndices = [];
  41248. for (var i = 0; i < matricesIndicesData.length; i++) {
  41249. var index = matricesIndicesData[i];
  41250. floatIndices.push(index & 0x000000FF);
  41251. floatIndices.push((index & 0x0000FF00) >> 8);
  41252. floatIndices.push((index & 0x00FF0000) >> 16);
  41253. floatIndices.push(index >> 24);
  41254. }
  41255. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41256. }
  41257. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41258. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41259. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41260. }
  41261. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41262. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41263. mesh.setIndices(indicesData, null);
  41264. }
  41265. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41266. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41267. mesh.subMeshes = [];
  41268. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41269. var materialIndex = subMeshesData[(i * 5) + 0];
  41270. var verticesStart = subMeshesData[(i * 5) + 1];
  41271. var verticesCount = subMeshesData[(i * 5) + 2];
  41272. var indexStart = subMeshesData[(i * 5) + 3];
  41273. var indexCount = subMeshesData[(i * 5) + 4];
  41274. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41275. }
  41276. }
  41277. }
  41278. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41279. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41280. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41281. if (parsedGeometry.tangents) {
  41282. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41283. }
  41284. if (parsedGeometry.uvs) {
  41285. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41286. }
  41287. if (parsedGeometry.uvs2) {
  41288. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41289. }
  41290. if (parsedGeometry.uvs3) {
  41291. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41292. }
  41293. if (parsedGeometry.uvs4) {
  41294. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41295. }
  41296. if (parsedGeometry.uvs5) {
  41297. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41298. }
  41299. if (parsedGeometry.uvs6) {
  41300. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41301. }
  41302. if (parsedGeometry.colors) {
  41303. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41304. }
  41305. if (parsedGeometry.matricesIndices) {
  41306. if (!parsedGeometry.matricesIndices._isExpanded) {
  41307. var floatIndices = [];
  41308. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41309. var matricesIndex = parsedGeometry.matricesIndices[i];
  41310. floatIndices.push(matricesIndex & 0x000000FF);
  41311. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41312. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41313. floatIndices.push(matricesIndex >> 24);
  41314. }
  41315. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41316. }
  41317. else {
  41318. delete parsedGeometry.matricesIndices._isExpanded;
  41319. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41320. }
  41321. }
  41322. if (parsedGeometry.matricesIndicesExtra) {
  41323. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41324. var floatIndices = [];
  41325. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41326. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41327. floatIndices.push(matricesIndex & 0x000000FF);
  41328. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41329. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41330. floatIndices.push(matricesIndex >> 24);
  41331. }
  41332. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41333. }
  41334. else {
  41335. delete parsedGeometry.matricesIndices._isExpanded;
  41336. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41337. }
  41338. }
  41339. if (parsedGeometry.matricesWeights) {
  41340. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41341. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41342. }
  41343. if (parsedGeometry.matricesWeightsExtra) {
  41344. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41345. }
  41346. mesh.setIndices(parsedGeometry.indices, null);
  41347. }
  41348. // SubMeshes
  41349. if (parsedGeometry.subMeshes) {
  41350. mesh.subMeshes = [];
  41351. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  41352. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  41353. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  41354. }
  41355. }
  41356. // Flat shading
  41357. if (mesh._shouldGenerateFlatShading) {
  41358. mesh.convertToFlatShadedMesh();
  41359. delete mesh._shouldGenerateFlatShading;
  41360. }
  41361. // Update
  41362. mesh.computeWorldMatrix(true);
  41363. scene.onMeshImportedObservable.notifyObservers(mesh);
  41364. };
  41365. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  41366. var epsilon = 1e-3;
  41367. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  41368. return;
  41369. }
  41370. var noInfluenceBoneIndex = 0.0;
  41371. if (parsedGeometry.skeletonId > -1) {
  41372. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  41373. if (!skeleton) {
  41374. return;
  41375. }
  41376. noInfluenceBoneIndex = skeleton.bones.length;
  41377. }
  41378. else {
  41379. return;
  41380. }
  41381. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  41382. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  41383. var matricesWeights = parsedGeometry.matricesWeights;
  41384. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  41385. var influencers = parsedGeometry.numBoneInfluencer;
  41386. var size = matricesWeights.length;
  41387. for (var i = 0; i < size; i += 4) {
  41388. var weight = 0.0;
  41389. var firstZeroWeight = -1;
  41390. for (var j = 0; j < 4; j++) {
  41391. var w = matricesWeights[i + j];
  41392. weight += w;
  41393. if (w < epsilon && firstZeroWeight < 0) {
  41394. firstZeroWeight = j;
  41395. }
  41396. }
  41397. if (matricesWeightsExtra) {
  41398. for (var j = 0; j < 4; j++) {
  41399. var w = matricesWeightsExtra[i + j];
  41400. weight += w;
  41401. if (w < epsilon && firstZeroWeight < 0) {
  41402. firstZeroWeight = j + 4;
  41403. }
  41404. }
  41405. }
  41406. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  41407. firstZeroWeight = influencers - 1;
  41408. }
  41409. if (weight > epsilon) {
  41410. var mweight = 1.0 / weight;
  41411. for (var j = 0; j < 4; j++) {
  41412. matricesWeights[i + j] *= mweight;
  41413. }
  41414. if (matricesWeightsExtra) {
  41415. for (var j = 0; j < 4; j++) {
  41416. matricesWeightsExtra[i + j] *= mweight;
  41417. }
  41418. }
  41419. }
  41420. else {
  41421. if (firstZeroWeight >= 4) {
  41422. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  41423. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  41424. }
  41425. else {
  41426. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  41427. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  41428. }
  41429. }
  41430. }
  41431. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  41432. if (parsedGeometry.matricesWeightsExtra) {
  41433. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  41434. }
  41435. };
  41436. /**
  41437. * Create a new geometry from persisted data (Using .babylon file format)
  41438. * @param parsedVertexData defines the persisted data
  41439. * @param scene defines the hosting scene
  41440. * @param rootUrl defines the root url to use to load assets (like delayed data)
  41441. * @returns the new geometry object
  41442. */
  41443. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  41444. if (scene.getGeometryByID(parsedVertexData.id)) {
  41445. return null; // null since geometry could be something else than a box...
  41446. }
  41447. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  41448. if (BABYLON.Tags) {
  41449. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  41450. }
  41451. if (parsedVertexData.delayLoadingFile) {
  41452. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  41453. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  41454. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  41455. geometry._delayInfo = [];
  41456. if (parsedVertexData.hasUVs) {
  41457. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  41458. }
  41459. if (parsedVertexData.hasUVs2) {
  41460. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  41461. }
  41462. if (parsedVertexData.hasUVs3) {
  41463. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  41464. }
  41465. if (parsedVertexData.hasUVs4) {
  41466. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  41467. }
  41468. if (parsedVertexData.hasUVs5) {
  41469. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  41470. }
  41471. if (parsedVertexData.hasUVs6) {
  41472. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  41473. }
  41474. if (parsedVertexData.hasColors) {
  41475. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  41476. }
  41477. if (parsedVertexData.hasMatricesIndices) {
  41478. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  41479. }
  41480. if (parsedVertexData.hasMatricesWeights) {
  41481. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  41482. }
  41483. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  41484. }
  41485. else {
  41486. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  41487. }
  41488. scene.pushGeometry(geometry, true);
  41489. return geometry;
  41490. };
  41491. return Geometry;
  41492. }());
  41493. BABYLON.Geometry = Geometry;
  41494. // Primitives
  41495. /// Abstract class
  41496. /**
  41497. * Abstract class used to provide common services for all typed geometries
  41498. * @hidden
  41499. */
  41500. var _PrimitiveGeometry = /** @class */ (function (_super) {
  41501. __extends(_PrimitiveGeometry, _super);
  41502. /**
  41503. * Creates a new typed geometry
  41504. * @param id defines the unique ID of the geometry
  41505. * @param scene defines the hosting scene
  41506. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41507. * @param mesh defines the hosting mesh (can be null)
  41508. */
  41509. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  41510. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  41511. if (mesh === void 0) { mesh = null; }
  41512. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  41513. _this._canBeRegenerated = _canBeRegenerated;
  41514. _this._beingRegenerated = true;
  41515. _this.regenerate();
  41516. _this._beingRegenerated = false;
  41517. return _this;
  41518. }
  41519. /**
  41520. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  41521. * @returns true if the geometry can be regenerated
  41522. */
  41523. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  41524. return this._canBeRegenerated;
  41525. };
  41526. /**
  41527. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  41528. */
  41529. _PrimitiveGeometry.prototype.regenerate = function () {
  41530. if (!this._canBeRegenerated) {
  41531. return;
  41532. }
  41533. this._beingRegenerated = true;
  41534. this.setAllVerticesData(this._regenerateVertexData(), false);
  41535. this._beingRegenerated = false;
  41536. };
  41537. /**
  41538. * Clone the geometry
  41539. * @param id defines the unique ID of the new geometry
  41540. * @returns the new geometry
  41541. */
  41542. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  41543. return _super.prototype.copy.call(this, id);
  41544. };
  41545. // overrides
  41546. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41547. if (!this._beingRegenerated) {
  41548. return;
  41549. }
  41550. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  41551. };
  41552. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  41553. if (!this._beingRegenerated) {
  41554. return;
  41555. }
  41556. _super.prototype.setVerticesData.call(this, kind, data, false);
  41557. };
  41558. // to override
  41559. /** @hidden */
  41560. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  41561. throw new Error("Abstract method");
  41562. };
  41563. _PrimitiveGeometry.prototype.copy = function (id) {
  41564. throw new Error("Must be overriden in sub-classes.");
  41565. };
  41566. _PrimitiveGeometry.prototype.serialize = function () {
  41567. var serializationObject = _super.prototype.serialize.call(this);
  41568. serializationObject.canBeRegenerated = this.canBeRegenerated();
  41569. return serializationObject;
  41570. };
  41571. return _PrimitiveGeometry;
  41572. }(Geometry));
  41573. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  41574. /**
  41575. * Creates a ribbon geometry
  41576. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  41577. */
  41578. var RibbonGeometry = /** @class */ (function (_super) {
  41579. __extends(RibbonGeometry, _super);
  41580. /**
  41581. * Creates a ribbon geometry
  41582. * @param id defines the unique ID of the geometry
  41583. * @param scene defines the hosting scene
  41584. * @param pathArray defines the array of paths to use
  41585. * @param closeArray defines if the last path and the first path must be joined
  41586. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  41587. * @param offset defines the offset between points
  41588. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41589. * @param mesh defines the hosting mesh (can be null)
  41590. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41591. */
  41592. function RibbonGeometry(id, scene,
  41593. /**
  41594. * Defines the array of paths to use
  41595. */
  41596. pathArray,
  41597. /**
  41598. * Defines if the last and first points of each path in your pathArray must be joined
  41599. */
  41600. closeArray,
  41601. /**
  41602. * Defines if the last and first points of each path in your pathArray must be joined
  41603. */
  41604. closePath,
  41605. /**
  41606. * Defines the offset between points
  41607. */
  41608. offset, canBeRegenerated, mesh,
  41609. /**
  41610. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41611. */
  41612. side) {
  41613. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41614. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41615. _this.pathArray = pathArray;
  41616. _this.closeArray = closeArray;
  41617. _this.closePath = closePath;
  41618. _this.offset = offset;
  41619. _this.side = side;
  41620. return _this;
  41621. }
  41622. /** @hidden */
  41623. RibbonGeometry.prototype._regenerateVertexData = function () {
  41624. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  41625. };
  41626. RibbonGeometry.prototype.copy = function (id) {
  41627. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  41628. };
  41629. return RibbonGeometry;
  41630. }(_PrimitiveGeometry));
  41631. BABYLON.RibbonGeometry = RibbonGeometry;
  41632. /**
  41633. * Creates a box geometry
  41634. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  41635. */
  41636. var BoxGeometry = /** @class */ (function (_super) {
  41637. __extends(BoxGeometry, _super);
  41638. /**
  41639. * Creates a box geometry
  41640. * @param id defines the unique ID of the geometry
  41641. * @param scene defines the hosting scene
  41642. * @param size defines the zise of the box (width, height and depth are the same)
  41643. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41644. * @param mesh defines the hosting mesh (can be null)
  41645. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41646. */
  41647. function BoxGeometry(id, scene,
  41648. /**
  41649. * Defines the zise of the box (width, height and depth are the same)
  41650. */
  41651. size, canBeRegenerated, mesh,
  41652. /**
  41653. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41654. */
  41655. side) {
  41656. if (mesh === void 0) { mesh = null; }
  41657. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41658. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41659. _this.size = size;
  41660. _this.side = side;
  41661. return _this;
  41662. }
  41663. /** @hidden */
  41664. BoxGeometry.prototype._regenerateVertexData = function () {
  41665. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  41666. };
  41667. BoxGeometry.prototype.copy = function (id) {
  41668. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  41669. };
  41670. BoxGeometry.prototype.serialize = function () {
  41671. var serializationObject = _super.prototype.serialize.call(this);
  41672. serializationObject.size = this.size;
  41673. return serializationObject;
  41674. };
  41675. BoxGeometry.Parse = function (parsedBox, scene) {
  41676. if (scene.getGeometryByID(parsedBox.id)) {
  41677. return null; // null since geometry could be something else than a box...
  41678. }
  41679. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  41680. if (BABYLON.Tags) {
  41681. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  41682. }
  41683. scene.pushGeometry(box, true);
  41684. return box;
  41685. };
  41686. return BoxGeometry;
  41687. }(_PrimitiveGeometry));
  41688. BABYLON.BoxGeometry = BoxGeometry;
  41689. /**
  41690. * Creates a sphere geometry
  41691. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  41692. */
  41693. var SphereGeometry = /** @class */ (function (_super) {
  41694. __extends(SphereGeometry, _super);
  41695. /**
  41696. * Create a new sphere geometry
  41697. * @param id defines the unique ID of the geometry
  41698. * @param scene defines the hosting scene
  41699. * @param segments defines the number of segments to use to create the sphere
  41700. * @param diameter defines the diameter of the sphere
  41701. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41702. * @param mesh defines the hosting mesh (can be null)
  41703. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41704. */
  41705. function SphereGeometry(id, scene,
  41706. /**
  41707. * Defines the number of segments to use to create the sphere
  41708. */
  41709. segments,
  41710. /**
  41711. * Defines the diameter of the sphere
  41712. */
  41713. diameter, canBeRegenerated, mesh,
  41714. /**
  41715. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41716. */
  41717. side) {
  41718. if (mesh === void 0) { mesh = null; }
  41719. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41720. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41721. _this.segments = segments;
  41722. _this.diameter = diameter;
  41723. _this.side = side;
  41724. return _this;
  41725. }
  41726. /** @hidden */
  41727. SphereGeometry.prototype._regenerateVertexData = function () {
  41728. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  41729. };
  41730. SphereGeometry.prototype.copy = function (id) {
  41731. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  41732. };
  41733. SphereGeometry.prototype.serialize = function () {
  41734. var serializationObject = _super.prototype.serialize.call(this);
  41735. serializationObject.segments = this.segments;
  41736. serializationObject.diameter = this.diameter;
  41737. return serializationObject;
  41738. };
  41739. SphereGeometry.Parse = function (parsedSphere, scene) {
  41740. if (scene.getGeometryByID(parsedSphere.id)) {
  41741. return null; // null since geometry could be something else than a sphere...
  41742. }
  41743. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  41744. if (BABYLON.Tags) {
  41745. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  41746. }
  41747. scene.pushGeometry(sphere, true);
  41748. return sphere;
  41749. };
  41750. return SphereGeometry;
  41751. }(_PrimitiveGeometry));
  41752. BABYLON.SphereGeometry = SphereGeometry;
  41753. /**
  41754. * Creates a disc geometry
  41755. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  41756. */
  41757. var DiscGeometry = /** @class */ (function (_super) {
  41758. __extends(DiscGeometry, _super);
  41759. /**
  41760. * Creates a new disc geometry
  41761. * @param id defines the unique ID of the geometry
  41762. * @param scene defines the hosting scene
  41763. * @param radius defines the radius of the disc
  41764. * @param tessellation defines the tesselation factor to apply to the disc
  41765. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41766. * @param mesh defines the hosting mesh (can be null)
  41767. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41768. */
  41769. function DiscGeometry(id, scene,
  41770. /**
  41771. * Defines the radius of the disc
  41772. */
  41773. radius,
  41774. /**
  41775. * Defines the tesselation factor to apply to the disc
  41776. */
  41777. tessellation, canBeRegenerated, mesh,
  41778. /**
  41779. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41780. */
  41781. side) {
  41782. if (mesh === void 0) { mesh = null; }
  41783. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41784. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41785. _this.radius = radius;
  41786. _this.tessellation = tessellation;
  41787. _this.side = side;
  41788. return _this;
  41789. }
  41790. /** @hidden */
  41791. DiscGeometry.prototype._regenerateVertexData = function () {
  41792. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  41793. };
  41794. DiscGeometry.prototype.copy = function (id) {
  41795. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  41796. };
  41797. return DiscGeometry;
  41798. }(_PrimitiveGeometry));
  41799. BABYLON.DiscGeometry = DiscGeometry;
  41800. /**
  41801. * Creates a new cylinder geometry
  41802. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41803. */
  41804. var CylinderGeometry = /** @class */ (function (_super) {
  41805. __extends(CylinderGeometry, _super);
  41806. /**
  41807. * Creates a new cylinder geometry
  41808. * @param id defines the unique ID of the geometry
  41809. * @param scene defines the hosting scene
  41810. * @param height defines the height of the cylinder
  41811. * @param diameterTop defines the diameter of the cylinder's top cap
  41812. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  41813. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  41814. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  41815. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41816. * @param mesh defines the hosting mesh (can be null)
  41817. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41818. */
  41819. function CylinderGeometry(id, scene,
  41820. /**
  41821. * Defines the height of the cylinder
  41822. */
  41823. height,
  41824. /**
  41825. * Defines the diameter of the cylinder's top cap
  41826. */
  41827. diameterTop,
  41828. /**
  41829. * Defines the diameter of the cylinder's bottom cap
  41830. */
  41831. diameterBottom,
  41832. /**
  41833. * Defines the tessellation factor to apply to the cylinder
  41834. */
  41835. tessellation,
  41836. /**
  41837. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  41838. */
  41839. subdivisions, canBeRegenerated, mesh,
  41840. /**
  41841. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41842. */
  41843. side) {
  41844. if (subdivisions === void 0) { subdivisions = 1; }
  41845. if (mesh === void 0) { mesh = null; }
  41846. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41847. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41848. _this.height = height;
  41849. _this.diameterTop = diameterTop;
  41850. _this.diameterBottom = diameterBottom;
  41851. _this.tessellation = tessellation;
  41852. _this.subdivisions = subdivisions;
  41853. _this.side = side;
  41854. return _this;
  41855. }
  41856. /** @hidden */
  41857. CylinderGeometry.prototype._regenerateVertexData = function () {
  41858. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  41859. };
  41860. CylinderGeometry.prototype.copy = function (id) {
  41861. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  41862. };
  41863. CylinderGeometry.prototype.serialize = function () {
  41864. var serializationObject = _super.prototype.serialize.call(this);
  41865. serializationObject.height = this.height;
  41866. serializationObject.diameterTop = this.diameterTop;
  41867. serializationObject.diameterBottom = this.diameterBottom;
  41868. serializationObject.tessellation = this.tessellation;
  41869. return serializationObject;
  41870. };
  41871. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  41872. if (scene.getGeometryByID(parsedCylinder.id)) {
  41873. return null; // null since geometry could be something else than a cylinder...
  41874. }
  41875. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  41876. if (BABYLON.Tags) {
  41877. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  41878. }
  41879. scene.pushGeometry(cylinder, true);
  41880. return cylinder;
  41881. };
  41882. return CylinderGeometry;
  41883. }(_PrimitiveGeometry));
  41884. BABYLON.CylinderGeometry = CylinderGeometry;
  41885. /**
  41886. * Creates a new torus geometry
  41887. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  41888. */
  41889. var TorusGeometry = /** @class */ (function (_super) {
  41890. __extends(TorusGeometry, _super);
  41891. /**
  41892. * Creates a new torus geometry
  41893. * @param id defines the unique ID of the geometry
  41894. * @param scene defines the hosting scene
  41895. * @param diameter defines the diameter of the torus
  41896. * @param thickness defines the thickness of the torus (ie. internal diameter)
  41897. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  41898. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41899. * @param mesh defines the hosting mesh (can be null)
  41900. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41901. */
  41902. function TorusGeometry(id, scene,
  41903. /**
  41904. * Defines the diameter of the torus
  41905. */
  41906. diameter,
  41907. /**
  41908. * Defines the thickness of the torus (ie. internal diameter)
  41909. */
  41910. thickness,
  41911. /**
  41912. * Defines the tesselation factor to apply to the torus
  41913. */
  41914. tessellation, canBeRegenerated, mesh,
  41915. /**
  41916. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41917. */
  41918. side) {
  41919. if (mesh === void 0) { mesh = null; }
  41920. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41921. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41922. _this.diameter = diameter;
  41923. _this.thickness = thickness;
  41924. _this.tessellation = tessellation;
  41925. _this.side = side;
  41926. return _this;
  41927. }
  41928. /** @hidden */
  41929. TorusGeometry.prototype._regenerateVertexData = function () {
  41930. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  41931. };
  41932. TorusGeometry.prototype.copy = function (id) {
  41933. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  41934. };
  41935. TorusGeometry.prototype.serialize = function () {
  41936. var serializationObject = _super.prototype.serialize.call(this);
  41937. serializationObject.diameter = this.diameter;
  41938. serializationObject.thickness = this.thickness;
  41939. serializationObject.tessellation = this.tessellation;
  41940. return serializationObject;
  41941. };
  41942. TorusGeometry.Parse = function (parsedTorus, scene) {
  41943. if (scene.getGeometryByID(parsedTorus.id)) {
  41944. return null; // null since geometry could be something else than a torus...
  41945. }
  41946. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  41947. if (BABYLON.Tags) {
  41948. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  41949. }
  41950. scene.pushGeometry(torus, true);
  41951. return torus;
  41952. };
  41953. return TorusGeometry;
  41954. }(_PrimitiveGeometry));
  41955. BABYLON.TorusGeometry = TorusGeometry;
  41956. /**
  41957. * Creates a new ground geometry
  41958. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  41959. */
  41960. var GroundGeometry = /** @class */ (function (_super) {
  41961. __extends(GroundGeometry, _super);
  41962. /**
  41963. * Creates a new ground geometry
  41964. * @param id defines the unique ID of the geometry
  41965. * @param scene defines the hosting scene
  41966. * @param width defines the width of the ground
  41967. * @param height defines the height of the ground
  41968. * @param subdivisions defines the subdivisions to apply to the ground
  41969. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41970. * @param mesh defines the hosting mesh (can be null)
  41971. */
  41972. function GroundGeometry(id, scene,
  41973. /**
  41974. * Defines the width of the ground
  41975. */
  41976. width,
  41977. /**
  41978. * Defines the height of the ground
  41979. */
  41980. height,
  41981. /**
  41982. * Defines the subdivisions to apply to the ground
  41983. */
  41984. subdivisions, canBeRegenerated, mesh) {
  41985. if (mesh === void 0) { mesh = null; }
  41986. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41987. _this.width = width;
  41988. _this.height = height;
  41989. _this.subdivisions = subdivisions;
  41990. return _this;
  41991. }
  41992. /** @hidden */
  41993. GroundGeometry.prototype._regenerateVertexData = function () {
  41994. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  41995. };
  41996. GroundGeometry.prototype.copy = function (id) {
  41997. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  41998. };
  41999. GroundGeometry.prototype.serialize = function () {
  42000. var serializationObject = _super.prototype.serialize.call(this);
  42001. serializationObject.width = this.width;
  42002. serializationObject.height = this.height;
  42003. serializationObject.subdivisions = this.subdivisions;
  42004. return serializationObject;
  42005. };
  42006. GroundGeometry.Parse = function (parsedGround, scene) {
  42007. if (scene.getGeometryByID(parsedGround.id)) {
  42008. return null; // null since geometry could be something else than a ground...
  42009. }
  42010. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42011. if (BABYLON.Tags) {
  42012. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42013. }
  42014. scene.pushGeometry(ground, true);
  42015. return ground;
  42016. };
  42017. return GroundGeometry;
  42018. }(_PrimitiveGeometry));
  42019. BABYLON.GroundGeometry = GroundGeometry;
  42020. /**
  42021. * Creates a tiled ground geometry
  42022. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42023. */
  42024. var TiledGroundGeometry = /** @class */ (function (_super) {
  42025. __extends(TiledGroundGeometry, _super);
  42026. /**
  42027. * Creates a tiled ground geometry
  42028. * @param id defines the unique ID of the geometry
  42029. * @param scene defines the hosting scene
  42030. * @param xmin defines the minimum value on X axis
  42031. * @param zmin defines the minimum value on Z axis
  42032. * @param xmax defines the maximum value on X axis
  42033. * @param zmax defines the maximum value on Z axis
  42034. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42035. * @param precision defines the precision to use when computing the tiles
  42036. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42037. * @param mesh defines the hosting mesh (can be null)
  42038. */
  42039. function TiledGroundGeometry(id, scene,
  42040. /**
  42041. * Defines the minimum value on X axis
  42042. */
  42043. xmin,
  42044. /**
  42045. * Defines the minimum value on Z axis
  42046. */
  42047. zmin,
  42048. /**
  42049. * Defines the maximum value on X axis
  42050. */
  42051. xmax,
  42052. /**
  42053. * Defines the maximum value on Z axis
  42054. */
  42055. zmax,
  42056. /**
  42057. * Defines the subdivisions to apply to the ground
  42058. */
  42059. subdivisions,
  42060. /**
  42061. * Defines the precision to use when computing the tiles
  42062. */
  42063. precision, canBeRegenerated, mesh) {
  42064. if (mesh === void 0) { mesh = null; }
  42065. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42066. _this.xmin = xmin;
  42067. _this.zmin = zmin;
  42068. _this.xmax = xmax;
  42069. _this.zmax = zmax;
  42070. _this.subdivisions = subdivisions;
  42071. _this.precision = precision;
  42072. return _this;
  42073. }
  42074. /** @hidden */
  42075. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42076. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42077. };
  42078. TiledGroundGeometry.prototype.copy = function (id) {
  42079. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42080. };
  42081. return TiledGroundGeometry;
  42082. }(_PrimitiveGeometry));
  42083. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42084. /**
  42085. * Creates a plane geometry
  42086. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42087. */
  42088. var PlaneGeometry = /** @class */ (function (_super) {
  42089. __extends(PlaneGeometry, _super);
  42090. /**
  42091. * Creates a plane geometry
  42092. * @param id defines the unique ID of the geometry
  42093. * @param scene defines the hosting scene
  42094. * @param size defines the size of the plane (width === height)
  42095. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42096. * @param mesh defines the hosting mesh (can be null)
  42097. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42098. */
  42099. function PlaneGeometry(id, scene,
  42100. /**
  42101. * Defines the size of the plane (width === height)
  42102. */
  42103. size, canBeRegenerated, mesh,
  42104. /**
  42105. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42106. */
  42107. side) {
  42108. if (mesh === void 0) { mesh = null; }
  42109. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42110. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42111. _this.size = size;
  42112. _this.side = side;
  42113. return _this;
  42114. }
  42115. /** @hidden */
  42116. PlaneGeometry.prototype._regenerateVertexData = function () {
  42117. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42118. };
  42119. PlaneGeometry.prototype.copy = function (id) {
  42120. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42121. };
  42122. PlaneGeometry.prototype.serialize = function () {
  42123. var serializationObject = _super.prototype.serialize.call(this);
  42124. serializationObject.size = this.size;
  42125. return serializationObject;
  42126. };
  42127. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42128. if (scene.getGeometryByID(parsedPlane.id)) {
  42129. return null; // null since geometry could be something else than a ground...
  42130. }
  42131. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42132. if (BABYLON.Tags) {
  42133. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42134. }
  42135. scene.pushGeometry(plane, true);
  42136. return plane;
  42137. };
  42138. return PlaneGeometry;
  42139. }(_PrimitiveGeometry));
  42140. BABYLON.PlaneGeometry = PlaneGeometry;
  42141. /**
  42142. * Creates a torus knot geometry
  42143. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42144. */
  42145. var TorusKnotGeometry = /** @class */ (function (_super) {
  42146. __extends(TorusKnotGeometry, _super);
  42147. /**
  42148. * Creates a torus knot geometry
  42149. * @param id defines the unique ID of the geometry
  42150. * @param scene defines the hosting scene
  42151. * @param radius defines the radius of the torus knot
  42152. * @param tube defines the thickness of the torus knot tube
  42153. * @param radialSegments defines the number of radial segments
  42154. * @param tubularSegments defines the number of tubular segments
  42155. * @param p defines the first number of windings
  42156. * @param q defines the second number of windings
  42157. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42158. * @param mesh defines the hosting mesh (can be null)
  42159. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42160. */
  42161. function TorusKnotGeometry(id, scene,
  42162. /**
  42163. * Defines the radius of the torus knot
  42164. */
  42165. radius,
  42166. /**
  42167. * Defines the thickness of the torus knot tube
  42168. */
  42169. tube,
  42170. /**
  42171. * Defines the number of radial segments
  42172. */
  42173. radialSegments,
  42174. /**
  42175. * Defines the number of tubular segments
  42176. */
  42177. tubularSegments,
  42178. /**
  42179. * Defines the first number of windings
  42180. */
  42181. p,
  42182. /**
  42183. * Defines the second number of windings
  42184. */
  42185. q, canBeRegenerated, mesh,
  42186. /**
  42187. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42188. */
  42189. side) {
  42190. if (mesh === void 0) { mesh = null; }
  42191. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42192. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42193. _this.radius = radius;
  42194. _this.tube = tube;
  42195. _this.radialSegments = radialSegments;
  42196. _this.tubularSegments = tubularSegments;
  42197. _this.p = p;
  42198. _this.q = q;
  42199. _this.side = side;
  42200. return _this;
  42201. }
  42202. /** @hidden */
  42203. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42204. 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 });
  42205. };
  42206. TorusKnotGeometry.prototype.copy = function (id) {
  42207. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42208. };
  42209. TorusKnotGeometry.prototype.serialize = function () {
  42210. var serializationObject = _super.prototype.serialize.call(this);
  42211. serializationObject.radius = this.radius;
  42212. serializationObject.tube = this.tube;
  42213. serializationObject.radialSegments = this.radialSegments;
  42214. serializationObject.tubularSegments = this.tubularSegments;
  42215. serializationObject.p = this.p;
  42216. serializationObject.q = this.q;
  42217. return serializationObject;
  42218. };
  42219. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42220. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42221. return null; // null since geometry could be something else than a ground...
  42222. }
  42223. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42224. if (BABYLON.Tags) {
  42225. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42226. }
  42227. scene.pushGeometry(torusKnot, true);
  42228. return torusKnot;
  42229. };
  42230. return TorusKnotGeometry;
  42231. }(_PrimitiveGeometry));
  42232. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42233. //}
  42234. })(BABYLON || (BABYLON = {}));
  42235. //# sourceMappingURL=babylon.geometry.js.map
  42236. var BABYLON;
  42237. (function (BABYLON) {
  42238. /**
  42239. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42240. */
  42241. var PerformanceMonitor = /** @class */ (function () {
  42242. /**
  42243. * constructor
  42244. * @param frameSampleSize The number of samples required to saturate the sliding window
  42245. */
  42246. function PerformanceMonitor(frameSampleSize) {
  42247. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42248. this._enabled = true;
  42249. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42250. }
  42251. /**
  42252. * Samples current frame
  42253. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42254. */
  42255. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42256. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42257. if (!this._enabled) {
  42258. return;
  42259. }
  42260. if (this._lastFrameTimeMs != null) {
  42261. var dt = timeMs - this._lastFrameTimeMs;
  42262. this._rollingFrameTime.add(dt);
  42263. }
  42264. this._lastFrameTimeMs = timeMs;
  42265. };
  42266. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42267. /**
  42268. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42269. */
  42270. get: function () {
  42271. return this._rollingFrameTime.average;
  42272. },
  42273. enumerable: true,
  42274. configurable: true
  42275. });
  42276. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42277. /**
  42278. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42279. */
  42280. get: function () {
  42281. return this._rollingFrameTime.variance;
  42282. },
  42283. enumerable: true,
  42284. configurable: true
  42285. });
  42286. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42287. /**
  42288. * Returns the frame time of the most recent frame
  42289. */
  42290. get: function () {
  42291. return this._rollingFrameTime.history(0);
  42292. },
  42293. enumerable: true,
  42294. configurable: true
  42295. });
  42296. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42297. /**
  42298. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42299. */
  42300. get: function () {
  42301. return 1000.0 / this._rollingFrameTime.average;
  42302. },
  42303. enumerable: true,
  42304. configurable: true
  42305. });
  42306. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42307. /**
  42308. * Returns the average framerate in frames per second using the most recent frame time
  42309. */
  42310. get: function () {
  42311. var history = this._rollingFrameTime.history(0);
  42312. if (history === 0) {
  42313. return 0;
  42314. }
  42315. return 1000.0 / history;
  42316. },
  42317. enumerable: true,
  42318. configurable: true
  42319. });
  42320. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42321. /**
  42322. * Returns true if enough samples have been taken to completely fill the sliding window
  42323. */
  42324. get: function () {
  42325. return this._rollingFrameTime.isSaturated();
  42326. },
  42327. enumerable: true,
  42328. configurable: true
  42329. });
  42330. /**
  42331. * Enables contributions to the sliding window sample set
  42332. */
  42333. PerformanceMonitor.prototype.enable = function () {
  42334. this._enabled = true;
  42335. };
  42336. /**
  42337. * Disables contributions to the sliding window sample set
  42338. * Samples will not be interpolated over the disabled period
  42339. */
  42340. PerformanceMonitor.prototype.disable = function () {
  42341. this._enabled = false;
  42342. //clear last sample to avoid interpolating over the disabled period when next enabled
  42343. this._lastFrameTimeMs = null;
  42344. };
  42345. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42346. /**
  42347. * Returns true if sampling is enabled
  42348. */
  42349. get: function () {
  42350. return this._enabled;
  42351. },
  42352. enumerable: true,
  42353. configurable: true
  42354. });
  42355. /**
  42356. * Resets performance monitor
  42357. */
  42358. PerformanceMonitor.prototype.reset = function () {
  42359. //clear last sample to avoid interpolating over the disabled period when next enabled
  42360. this._lastFrameTimeMs = null;
  42361. //wipe record
  42362. this._rollingFrameTime.reset();
  42363. };
  42364. return PerformanceMonitor;
  42365. }());
  42366. BABYLON.PerformanceMonitor = PerformanceMonitor;
  42367. /**
  42368. * RollingAverage
  42369. *
  42370. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  42371. */
  42372. var RollingAverage = /** @class */ (function () {
  42373. /**
  42374. * constructor
  42375. * @param length The number of samples required to saturate the sliding window
  42376. */
  42377. function RollingAverage(length) {
  42378. this._samples = new Array(length);
  42379. this.reset();
  42380. }
  42381. /**
  42382. * Adds a sample to the sample set
  42383. * @param v The sample value
  42384. */
  42385. RollingAverage.prototype.add = function (v) {
  42386. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  42387. var delta;
  42388. //we need to check if we've already wrapped round
  42389. if (this.isSaturated()) {
  42390. //remove bottom of stack from mean
  42391. var bottomValue = this._samples[this._pos];
  42392. delta = bottomValue - this.average;
  42393. this.average -= delta / (this._sampleCount - 1);
  42394. this._m2 -= delta * (bottomValue - this.average);
  42395. }
  42396. else {
  42397. this._sampleCount++;
  42398. }
  42399. //add new value to mean
  42400. delta = v - this.average;
  42401. this.average += delta / (this._sampleCount);
  42402. this._m2 += delta * (v - this.average);
  42403. //set the new variance
  42404. this.variance = this._m2 / (this._sampleCount - 1);
  42405. this._samples[this._pos] = v;
  42406. this._pos++;
  42407. this._pos %= this._samples.length; //positive wrap around
  42408. };
  42409. /**
  42410. * Returns previously added values or null if outside of history or outside the sliding window domain
  42411. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  42412. * @return Value previously recorded with add() or null if outside of range
  42413. */
  42414. RollingAverage.prototype.history = function (i) {
  42415. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  42416. return 0;
  42417. }
  42418. var i0 = this._wrapPosition(this._pos - 1.0);
  42419. return this._samples[this._wrapPosition(i0 - i)];
  42420. };
  42421. /**
  42422. * Returns true if enough samples have been taken to completely fill the sliding window
  42423. * @return true if sample-set saturated
  42424. */
  42425. RollingAverage.prototype.isSaturated = function () {
  42426. return this._sampleCount >= this._samples.length;
  42427. };
  42428. /**
  42429. * Resets the rolling average (equivalent to 0 samples taken so far)
  42430. */
  42431. RollingAverage.prototype.reset = function () {
  42432. this.average = 0;
  42433. this.variance = 0;
  42434. this._sampleCount = 0;
  42435. this._pos = 0;
  42436. this._m2 = 0;
  42437. };
  42438. /**
  42439. * Wraps a value around the sample range boundaries
  42440. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  42441. * @return Wrapped position in sample range
  42442. */
  42443. RollingAverage.prototype._wrapPosition = function (i) {
  42444. var max = this._samples.length;
  42445. return ((i % max) + max) % max;
  42446. };
  42447. return RollingAverage;
  42448. }());
  42449. BABYLON.RollingAverage = RollingAverage;
  42450. })(BABYLON || (BABYLON = {}));
  42451. //# sourceMappingURL=babylon.performanceMonitor.js.map
  42452. var BABYLON;
  42453. (function (BABYLON) {
  42454. /**
  42455. * "Static Class" containing the most commonly used helper while dealing with material for
  42456. * rendering purpose.
  42457. *
  42458. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  42459. *
  42460. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  42461. */
  42462. var MaterialHelper = /** @class */ (function () {
  42463. function MaterialHelper() {
  42464. }
  42465. /**
  42466. * Bind the current view position to an effect.
  42467. * @param effect The effect to be bound
  42468. * @param scene The scene the eyes position is used from
  42469. */
  42470. MaterialHelper.BindEyePosition = function (effect, scene) {
  42471. if (scene._forcedViewPosition) {
  42472. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  42473. return;
  42474. }
  42475. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  42476. };
  42477. /**
  42478. * Helps preparing the defines values about the UVs in used in the effect.
  42479. * UVs are shared as much as we can accross channels in the shaders.
  42480. * @param texture The texture we are preparing the UVs for
  42481. * @param defines The defines to update
  42482. * @param key The channel key "diffuse", "specular"... used in the shader
  42483. */
  42484. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  42485. defines._needUVs = true;
  42486. defines[key] = true;
  42487. if (texture.getTextureMatrix().isIdentity(true)) {
  42488. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  42489. if (texture.coordinatesIndex === 0) {
  42490. defines["MAINUV1"] = true;
  42491. }
  42492. else {
  42493. defines["MAINUV2"] = true;
  42494. }
  42495. }
  42496. else {
  42497. defines[key + "DIRECTUV"] = 0;
  42498. }
  42499. };
  42500. /**
  42501. * Binds a texture matrix value to its corrsponding uniform
  42502. * @param texture The texture to bind the matrix for
  42503. * @param uniformBuffer The uniform buffer receivin the data
  42504. * @param key The channel key "diffuse", "specular"... used in the shader
  42505. */
  42506. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  42507. var matrix = texture.getTextureMatrix();
  42508. if (!matrix.isIdentity(true)) {
  42509. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  42510. }
  42511. };
  42512. /**
  42513. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  42514. * @param mesh defines the current mesh
  42515. * @param scene defines the current scene
  42516. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  42517. * @param pointsCloud defines if point cloud rendering has to be turned on
  42518. * @param fogEnabled defines if fog has to be turned on
  42519. * @param alphaTest defines if alpha testing has to be turned on
  42520. * @param defines defines the current list of defines
  42521. */
  42522. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  42523. if (defines._areMiscDirty) {
  42524. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  42525. defines["POINTSIZE"] = pointsCloud;
  42526. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  42527. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  42528. defines["ALPHATEST"] = alphaTest;
  42529. }
  42530. };
  42531. /**
  42532. * Helper used to prepare the list of defines associated with frame values for shader compilation
  42533. * @param scene defines the current scene
  42534. * @param engine defines the current engine
  42535. * @param defines specifies the list of active defines
  42536. * @param useInstances defines if instances have to be turned on
  42537. * @param useClipPlane defines if clip plane have to be turned on
  42538. */
  42539. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  42540. if (useClipPlane === void 0) { useClipPlane = null; }
  42541. var changed = false;
  42542. var useClipPlane1 = false;
  42543. var useClipPlane2 = false;
  42544. var useClipPlane3 = false;
  42545. var useClipPlane4 = false;
  42546. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  42547. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  42548. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  42549. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  42550. if (defines["CLIPPLANE"] !== useClipPlane1) {
  42551. defines["CLIPPLANE"] = useClipPlane1;
  42552. changed = true;
  42553. }
  42554. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  42555. defines["CLIPPLANE2"] = useClipPlane2;
  42556. changed = true;
  42557. }
  42558. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  42559. defines["CLIPPLANE3"] = useClipPlane3;
  42560. changed = true;
  42561. }
  42562. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  42563. defines["CLIPPLANE4"] = useClipPlane4;
  42564. changed = true;
  42565. }
  42566. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  42567. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  42568. changed = true;
  42569. }
  42570. if (defines["INSTANCES"] !== useInstances) {
  42571. defines["INSTANCES"] = useInstances;
  42572. changed = true;
  42573. }
  42574. if (changed) {
  42575. defines.markAsUnprocessed();
  42576. }
  42577. };
  42578. /**
  42579. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  42580. * @param mesh The mesh containing the geometry data we will draw
  42581. * @param defines The defines to update
  42582. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  42583. * @param useBones Precise whether bones should be used or not (override mesh info)
  42584. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  42585. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  42586. * @returns false if defines are considered not dirty and have not been checked
  42587. */
  42588. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  42589. if (useMorphTargets === void 0) { useMorphTargets = false; }
  42590. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  42591. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  42592. return false;
  42593. }
  42594. defines._normals = defines._needNormals;
  42595. defines._uvs = defines._needUVs;
  42596. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  42597. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  42598. defines["TANGENT"] = true;
  42599. }
  42600. if (defines._needUVs) {
  42601. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  42602. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  42603. }
  42604. else {
  42605. defines["UV1"] = false;
  42606. defines["UV2"] = false;
  42607. }
  42608. if (useVertexColor) {
  42609. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  42610. defines["VERTEXCOLOR"] = hasVertexColors;
  42611. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  42612. }
  42613. if (useBones) {
  42614. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  42615. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  42616. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  42617. }
  42618. else {
  42619. defines["NUM_BONE_INFLUENCERS"] = 0;
  42620. defines["BonesPerMesh"] = 0;
  42621. }
  42622. }
  42623. if (useMorphTargets) {
  42624. var manager = mesh.morphTargetManager;
  42625. if (manager) {
  42626. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  42627. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  42628. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  42629. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  42630. }
  42631. else {
  42632. defines["MORPHTARGETS_TANGENT"] = false;
  42633. defines["MORPHTARGETS_NORMAL"] = false;
  42634. defines["MORPHTARGETS"] = false;
  42635. defines["NUM_MORPH_INFLUENCERS"] = 0;
  42636. }
  42637. }
  42638. return true;
  42639. };
  42640. /**
  42641. * Prepares the defines related to the light information passed in parameter
  42642. * @param scene The scene we are intending to draw
  42643. * @param mesh The mesh the effect is compiling for
  42644. * @param defines The defines to update
  42645. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  42646. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  42647. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  42648. * @returns true if normals will be required for the rest of the effect
  42649. */
  42650. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  42651. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42652. if (disableLighting === void 0) { disableLighting = false; }
  42653. if (!defines._areLightsDirty) {
  42654. return defines._needNormals;
  42655. }
  42656. var lightIndex = 0;
  42657. var needNormals = false;
  42658. var needRebuild = false;
  42659. var lightmapMode = false;
  42660. var shadowEnabled = false;
  42661. var specularEnabled = false;
  42662. if (scene.lightsEnabled && !disableLighting) {
  42663. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  42664. var light = _a[_i];
  42665. needNormals = true;
  42666. if (defines["LIGHT" + lightIndex] === undefined) {
  42667. needRebuild = true;
  42668. }
  42669. defines["LIGHT" + lightIndex] = true;
  42670. defines["SPOTLIGHT" + lightIndex] = false;
  42671. defines["HEMILIGHT" + lightIndex] = false;
  42672. defines["POINTLIGHT" + lightIndex] = false;
  42673. defines["DIRLIGHT" + lightIndex] = false;
  42674. light.prepareLightSpecificDefines(defines, lightIndex);
  42675. // FallOff.
  42676. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  42677. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  42678. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  42679. switch (light.falloffType) {
  42680. case BABYLON.Light.FALLOFF_GLTF:
  42681. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  42682. break;
  42683. case BABYLON.Light.FALLOFF_PHYSICAL:
  42684. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  42685. break;
  42686. case BABYLON.Light.FALLOFF_STANDARD:
  42687. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  42688. break;
  42689. }
  42690. // Specular
  42691. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  42692. specularEnabled = true;
  42693. }
  42694. // Shadows
  42695. defines["SHADOW" + lightIndex] = false;
  42696. defines["SHADOWPCF" + lightIndex] = false;
  42697. defines["SHADOWPCSS" + lightIndex] = false;
  42698. defines["SHADOWPOISSON" + lightIndex] = false;
  42699. defines["SHADOWESM" + lightIndex] = false;
  42700. defines["SHADOWCUBE" + lightIndex] = false;
  42701. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  42702. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  42703. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  42704. var shadowGenerator = light.getShadowGenerator();
  42705. if (shadowGenerator) {
  42706. var shadowMap = shadowGenerator.getShadowMap();
  42707. if (shadowMap) {
  42708. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  42709. shadowEnabled = true;
  42710. shadowGenerator.prepareDefines(defines, lightIndex);
  42711. }
  42712. }
  42713. }
  42714. }
  42715. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  42716. lightmapMode = true;
  42717. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  42718. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  42719. }
  42720. else {
  42721. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  42722. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  42723. }
  42724. lightIndex++;
  42725. if (lightIndex === maxSimultaneousLights) {
  42726. break;
  42727. }
  42728. }
  42729. }
  42730. defines["SPECULARTERM"] = specularEnabled;
  42731. defines["SHADOWS"] = shadowEnabled;
  42732. // Resetting all other lights if any
  42733. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  42734. if (defines["LIGHT" + index] !== undefined) {
  42735. defines["LIGHT" + index] = false;
  42736. defines["HEMILIGHT" + lightIndex] = false;
  42737. defines["POINTLIGHT" + lightIndex] = false;
  42738. defines["DIRLIGHT" + lightIndex] = false;
  42739. defines["SPOTLIGHT" + lightIndex] = false;
  42740. defines["SHADOW" + lightIndex] = false;
  42741. }
  42742. }
  42743. var caps = scene.getEngine().getCaps();
  42744. if (defines["SHADOWFLOAT"] === undefined) {
  42745. needRebuild = true;
  42746. }
  42747. defines["SHADOWFLOAT"] = shadowEnabled &&
  42748. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  42749. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  42750. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  42751. if (needRebuild) {
  42752. defines.rebuild();
  42753. }
  42754. return needNormals;
  42755. };
  42756. /**
  42757. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  42758. * that won t be acctive due to defines being turned off.
  42759. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  42760. * @param samplersList The samplers list
  42761. * @param defines The defines helping in the list generation
  42762. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  42763. */
  42764. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  42765. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42766. var uniformsList;
  42767. var uniformBuffersList = null;
  42768. if (uniformsListOrOptions.uniformsNames) {
  42769. var options = uniformsListOrOptions;
  42770. uniformsList = options.uniformsNames;
  42771. uniformBuffersList = options.uniformBuffersNames;
  42772. samplersList = options.samplers;
  42773. defines = options.defines;
  42774. maxSimultaneousLights = options.maxSimultaneousLights;
  42775. }
  42776. else {
  42777. uniformsList = uniformsListOrOptions;
  42778. if (!samplersList) {
  42779. samplersList = [];
  42780. }
  42781. }
  42782. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  42783. if (!defines["LIGHT" + lightIndex]) {
  42784. break;
  42785. }
  42786. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  42787. if (uniformBuffersList) {
  42788. uniformBuffersList.push("Light" + lightIndex);
  42789. }
  42790. samplersList.push("shadowSampler" + lightIndex);
  42791. samplersList.push("depthSampler" + lightIndex);
  42792. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  42793. samplersList.push("projectionLightSampler" + lightIndex);
  42794. uniformsList.push("textureProjectionMatrix" + lightIndex);
  42795. }
  42796. }
  42797. if (defines["NUM_MORPH_INFLUENCERS"]) {
  42798. uniformsList.push("morphTargetInfluences");
  42799. }
  42800. };
  42801. /**
  42802. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  42803. * @param defines The defines to update while falling back
  42804. * @param fallbacks The authorized effect fallbacks
  42805. * @param maxSimultaneousLights The maximum number of lights allowed
  42806. * @param rank the current rank of the Effect
  42807. * @returns The newly affected rank
  42808. */
  42809. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  42810. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42811. if (rank === void 0) { rank = 0; }
  42812. var lightFallbackRank = 0;
  42813. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  42814. if (!defines["LIGHT" + lightIndex]) {
  42815. break;
  42816. }
  42817. if (lightIndex > 0) {
  42818. lightFallbackRank = rank + lightIndex;
  42819. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  42820. }
  42821. if (!defines["SHADOWS"]) {
  42822. if (defines["SHADOW" + lightIndex]) {
  42823. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  42824. }
  42825. if (defines["SHADOWPCF" + lightIndex]) {
  42826. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  42827. }
  42828. if (defines["SHADOWPCSS" + lightIndex]) {
  42829. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  42830. }
  42831. if (defines["SHADOWPOISSON" + lightIndex]) {
  42832. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  42833. }
  42834. if (defines["SHADOWESM" + lightIndex]) {
  42835. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  42836. }
  42837. }
  42838. }
  42839. return lightFallbackRank++;
  42840. };
  42841. /**
  42842. * Prepares the list of attributes required for morph targets according to the effect defines.
  42843. * @param attribs The current list of supported attribs
  42844. * @param mesh The mesh to prepare the morph targets attributes for
  42845. * @param defines The current Defines of the effect
  42846. */
  42847. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  42848. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  42849. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  42850. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  42851. var manager = mesh.morphTargetManager;
  42852. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  42853. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  42854. for (var index = 0; index < influencers; index++) {
  42855. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  42856. if (normal) {
  42857. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  42858. }
  42859. if (tangent) {
  42860. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  42861. }
  42862. if (attribs.length > maxAttributesCount) {
  42863. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  42864. }
  42865. }
  42866. }
  42867. };
  42868. /**
  42869. * Prepares the list of attributes required for bones according to the effect defines.
  42870. * @param attribs The current list of supported attribs
  42871. * @param mesh The mesh to prepare the bones attributes for
  42872. * @param defines The current Defines of the effect
  42873. * @param fallbacks The current efffect fallback strategy
  42874. */
  42875. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  42876. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  42877. fallbacks.addCPUSkinningFallback(0, mesh);
  42878. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42879. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42880. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  42881. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42882. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  42883. }
  42884. }
  42885. };
  42886. /**
  42887. * Prepares the list of attributes required for instances according to the effect defines.
  42888. * @param attribs The current list of supported attribs
  42889. * @param defines The current Defines of the effect
  42890. */
  42891. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  42892. if (defines["INSTANCES"]) {
  42893. attribs.push("world0");
  42894. attribs.push("world1");
  42895. attribs.push("world2");
  42896. attribs.push("world3");
  42897. }
  42898. };
  42899. /**
  42900. * Binds the light shadow information to the effect for the given mesh.
  42901. * @param light The light containing the generator
  42902. * @param scene The scene the lights belongs to
  42903. * @param mesh The mesh we are binding the information to render
  42904. * @param lightIndex The light index in the effect used to render the mesh
  42905. * @param effect The effect we are binding the data to
  42906. */
  42907. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  42908. if (light.shadowEnabled && mesh.receiveShadows) {
  42909. var shadowGenerator = light.getShadowGenerator();
  42910. if (shadowGenerator) {
  42911. shadowGenerator.bindShadowLight(lightIndex, effect);
  42912. }
  42913. }
  42914. };
  42915. /**
  42916. * Binds the light information to the effect.
  42917. * @param light The light containing the generator
  42918. * @param effect The effect we are binding the data to
  42919. * @param lightIndex The light index in the effect used to render
  42920. */
  42921. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  42922. light.transferToEffect(effect, lightIndex + "");
  42923. };
  42924. /**
  42925. * Binds the lights information from the scene to the effect for the given mesh.
  42926. * @param scene The scene the lights belongs to
  42927. * @param mesh The mesh we are binding the information to render
  42928. * @param effect The effect we are binding the data to
  42929. * @param defines The generated defines for the effect
  42930. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  42931. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  42932. */
  42933. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  42934. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42935. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  42936. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  42937. for (var i = 0; i < len; i++) {
  42938. var light = mesh._lightSources[i];
  42939. var iAsString = i.toString();
  42940. var scaledIntensity = light.getScaledIntensity();
  42941. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  42942. MaterialHelper.BindLightProperties(light, effect, i);
  42943. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  42944. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  42945. if (defines["SPECULARTERM"]) {
  42946. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  42947. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  42948. }
  42949. // Shadows
  42950. if (scene.shadowsEnabled) {
  42951. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  42952. }
  42953. light._uniformBuffer.update();
  42954. }
  42955. };
  42956. /**
  42957. * Binds the fog information from the scene to the effect for the given mesh.
  42958. * @param scene The scene the lights belongs to
  42959. * @param mesh The mesh we are binding the information to render
  42960. * @param effect The effect we are binding the data to
  42961. * @param linearSpace Defines if the fog effect is applied in linear space
  42962. */
  42963. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  42964. if (linearSpace === void 0) { linearSpace = false; }
  42965. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  42966. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  42967. // Convert fog color to linear space if used in a linear space computed shader.
  42968. if (linearSpace) {
  42969. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  42970. effect.setColor3("vFogColor", this._tempFogColor);
  42971. }
  42972. else {
  42973. effect.setColor3("vFogColor", scene.fogColor);
  42974. }
  42975. }
  42976. };
  42977. /**
  42978. * Binds the bones information from the mesh to the effect.
  42979. * @param mesh The mesh we are binding the information to render
  42980. * @param effect The effect we are binding the data to
  42981. */
  42982. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  42983. if (!effect || !mesh) {
  42984. return;
  42985. }
  42986. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  42987. mesh.computeBonesUsingShaders = false;
  42988. }
  42989. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  42990. var matrices = mesh.skeleton.getTransformMatrices(mesh);
  42991. if (matrices) {
  42992. effect.setMatrices("mBones", matrices);
  42993. }
  42994. }
  42995. };
  42996. /**
  42997. * Binds the morph targets information from the mesh to the effect.
  42998. * @param abstractMesh The mesh we are binding the information to render
  42999. * @param effect The effect we are binding the data to
  43000. */
  43001. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43002. var manager = abstractMesh.morphTargetManager;
  43003. if (!abstractMesh || !manager) {
  43004. return;
  43005. }
  43006. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43007. };
  43008. /**
  43009. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43010. * @param defines The generated defines used in the effect
  43011. * @param effect The effect we are binding the data to
  43012. * @param scene The scene we are willing to render with logarithmic scale for
  43013. */
  43014. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43015. if (defines["LOGARITHMICDEPTH"]) {
  43016. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43017. }
  43018. };
  43019. /**
  43020. * Binds the clip plane information from the scene to the effect.
  43021. * @param scene The scene the clip plane information are extracted from
  43022. * @param effect The effect we are binding the data to
  43023. */
  43024. MaterialHelper.BindClipPlane = function (effect, scene) {
  43025. if (scene.clipPlane) {
  43026. var clipPlane = scene.clipPlane;
  43027. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43028. }
  43029. if (scene.clipPlane2) {
  43030. var clipPlane = scene.clipPlane2;
  43031. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43032. }
  43033. if (scene.clipPlane3) {
  43034. var clipPlane = scene.clipPlane3;
  43035. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43036. }
  43037. if (scene.clipPlane4) {
  43038. var clipPlane = scene.clipPlane4;
  43039. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43040. }
  43041. };
  43042. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43043. return MaterialHelper;
  43044. }());
  43045. BABYLON.MaterialHelper = MaterialHelper;
  43046. })(BABYLON || (BABYLON = {}));
  43047. //# sourceMappingURL=babylon.materialHelper.js.map
  43048. var BABYLON;
  43049. (function (BABYLON) {
  43050. /**
  43051. * Base class of materials working in push mode in babylon JS
  43052. * @hidden
  43053. */
  43054. var PushMaterial = /** @class */ (function (_super) {
  43055. __extends(PushMaterial, _super);
  43056. function PushMaterial(name, scene) {
  43057. var _this = _super.call(this, name, scene) || this;
  43058. _this._normalMatrix = new BABYLON.Matrix();
  43059. /**
  43060. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43061. * This means that the material can keep using a previous shader while a new one is being compiled.
  43062. * This is mostly used when shader parallel compilation is supported (true by default)
  43063. */
  43064. _this.allowShaderHotSwapping = true;
  43065. _this._storeEffectOnSubMeshes = true;
  43066. return _this;
  43067. }
  43068. PushMaterial.prototype.getEffect = function () {
  43069. return this._activeEffect;
  43070. };
  43071. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43072. if (!mesh) {
  43073. return false;
  43074. }
  43075. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43076. return true;
  43077. }
  43078. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43079. };
  43080. /**
  43081. * Binds the given world matrix to the active effect
  43082. *
  43083. * @param world the matrix to bind
  43084. */
  43085. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43086. this._activeEffect.setMatrix("world", world);
  43087. };
  43088. /**
  43089. * Binds the given normal matrix to the active effect
  43090. *
  43091. * @param normalMatrix the matrix to bind
  43092. */
  43093. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43094. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43095. };
  43096. PushMaterial.prototype.bind = function (world, mesh) {
  43097. if (!mesh) {
  43098. return;
  43099. }
  43100. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43101. };
  43102. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43103. if (effect === void 0) { effect = null; }
  43104. _super.prototype._afterBind.call(this, mesh);
  43105. this.getScene()._cachedEffect = effect;
  43106. };
  43107. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43108. if (visibility === void 0) { visibility = 1; }
  43109. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43110. };
  43111. return PushMaterial;
  43112. }(BABYLON.Material));
  43113. BABYLON.PushMaterial = PushMaterial;
  43114. })(BABYLON || (BABYLON = {}));
  43115. //# sourceMappingURL=babylon.pushMaterial.js.map
  43116. var BABYLON;
  43117. (function (BABYLON) {
  43118. /** @hidden */
  43119. var StandardMaterialDefines = /** @class */ (function (_super) {
  43120. __extends(StandardMaterialDefines, _super);
  43121. function StandardMaterialDefines() {
  43122. var _this = _super.call(this) || this;
  43123. _this.MAINUV1 = false;
  43124. _this.MAINUV2 = false;
  43125. _this.DIFFUSE = false;
  43126. _this.DIFFUSEDIRECTUV = 0;
  43127. _this.AMBIENT = false;
  43128. _this.AMBIENTDIRECTUV = 0;
  43129. _this.OPACITY = false;
  43130. _this.OPACITYDIRECTUV = 0;
  43131. _this.OPACITYRGB = false;
  43132. _this.REFLECTION = false;
  43133. _this.EMISSIVE = false;
  43134. _this.EMISSIVEDIRECTUV = 0;
  43135. _this.SPECULAR = false;
  43136. _this.SPECULARDIRECTUV = 0;
  43137. _this.BUMP = false;
  43138. _this.BUMPDIRECTUV = 0;
  43139. _this.PARALLAX = false;
  43140. _this.PARALLAXOCCLUSION = false;
  43141. _this.SPECULAROVERALPHA = false;
  43142. _this.CLIPPLANE = false;
  43143. _this.CLIPPLANE2 = false;
  43144. _this.CLIPPLANE3 = false;
  43145. _this.CLIPPLANE4 = false;
  43146. _this.ALPHATEST = false;
  43147. _this.DEPTHPREPASS = false;
  43148. _this.ALPHAFROMDIFFUSE = false;
  43149. _this.POINTSIZE = false;
  43150. _this.FOG = false;
  43151. _this.SPECULARTERM = false;
  43152. _this.DIFFUSEFRESNEL = false;
  43153. _this.OPACITYFRESNEL = false;
  43154. _this.REFLECTIONFRESNEL = false;
  43155. _this.REFRACTIONFRESNEL = false;
  43156. _this.EMISSIVEFRESNEL = false;
  43157. _this.FRESNEL = false;
  43158. _this.NORMAL = false;
  43159. _this.UV1 = false;
  43160. _this.UV2 = false;
  43161. _this.VERTEXCOLOR = false;
  43162. _this.VERTEXALPHA = false;
  43163. _this.NUM_BONE_INFLUENCERS = 0;
  43164. _this.BonesPerMesh = 0;
  43165. _this.INSTANCES = false;
  43166. _this.GLOSSINESS = false;
  43167. _this.ROUGHNESS = false;
  43168. _this.EMISSIVEASILLUMINATION = false;
  43169. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43170. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43171. _this.LIGHTMAP = false;
  43172. _this.LIGHTMAPDIRECTUV = 0;
  43173. _this.OBJECTSPACE_NORMALMAP = false;
  43174. _this.USELIGHTMAPASSHADOWMAP = false;
  43175. _this.REFLECTIONMAP_3D = false;
  43176. _this.REFLECTIONMAP_SPHERICAL = false;
  43177. _this.REFLECTIONMAP_PLANAR = false;
  43178. _this.REFLECTIONMAP_CUBIC = false;
  43179. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43180. _this.REFLECTIONMAP_PROJECTION = false;
  43181. _this.REFLECTIONMAP_SKYBOX = false;
  43182. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43183. _this.REFLECTIONMAP_EXPLICIT = false;
  43184. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43185. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43186. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43187. _this.INVERTCUBICMAP = false;
  43188. _this.LOGARITHMICDEPTH = false;
  43189. _this.REFRACTION = false;
  43190. _this.REFRACTIONMAP_3D = false;
  43191. _this.REFLECTIONOVERALPHA = false;
  43192. _this.TWOSIDEDLIGHTING = false;
  43193. _this.SHADOWFLOAT = false;
  43194. _this.MORPHTARGETS = false;
  43195. _this.MORPHTARGETS_NORMAL = false;
  43196. _this.MORPHTARGETS_TANGENT = false;
  43197. _this.NUM_MORPH_INFLUENCERS = 0;
  43198. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43199. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43200. _this.IMAGEPROCESSING = false;
  43201. _this.VIGNETTE = false;
  43202. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43203. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43204. _this.TONEMAPPING = false;
  43205. _this.TONEMAPPING_ACES = false;
  43206. _this.CONTRAST = false;
  43207. _this.COLORCURVES = false;
  43208. _this.COLORGRADING = false;
  43209. _this.COLORGRADING3D = false;
  43210. _this.SAMPLER3DGREENDEPTH = false;
  43211. _this.SAMPLER3DBGRMAP = false;
  43212. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43213. /**
  43214. * If the reflection texture on this material is in linear color space
  43215. * @hidden
  43216. */
  43217. _this.IS_REFLECTION_LINEAR = false;
  43218. /**
  43219. * If the refraction texture on this material is in linear color space
  43220. * @hidden
  43221. */
  43222. _this.IS_REFRACTION_LINEAR = false;
  43223. _this.EXPOSURE = false;
  43224. _this.rebuild();
  43225. return _this;
  43226. }
  43227. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43228. var modes = [
  43229. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43230. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43231. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43232. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43233. ];
  43234. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43235. var mode = modes_1[_i];
  43236. this[mode] = (mode === modeToEnable);
  43237. }
  43238. };
  43239. return StandardMaterialDefines;
  43240. }(BABYLON.MaterialDefines));
  43241. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43242. /**
  43243. * This is the default material used in Babylon. It is the best trade off between quality
  43244. * and performances.
  43245. * @see http://doc.babylonjs.com/babylon101/materials
  43246. */
  43247. var StandardMaterial = /** @class */ (function (_super) {
  43248. __extends(StandardMaterial, _super);
  43249. /**
  43250. * Instantiates a new standard material.
  43251. * This is the default material used in Babylon. It is the best trade off between quality
  43252. * and performances.
  43253. * @see http://doc.babylonjs.com/babylon101/materials
  43254. * @param name Define the name of the material in the scene
  43255. * @param scene Define the scene the material belong to
  43256. */
  43257. function StandardMaterial(name, scene) {
  43258. var _this = _super.call(this, name, scene) || this;
  43259. /**
  43260. * The color of the material lit by the environmental background lighting.
  43261. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43262. */
  43263. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43264. /**
  43265. * The basic color of the material as viewed under a light.
  43266. */
  43267. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43268. /**
  43269. * Define how the color and intensity of the highlight given by the light in the material.
  43270. */
  43271. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43272. /**
  43273. * Define the color of the material as if self lit.
  43274. * This will be mixed in the final result even in the absence of light.
  43275. */
  43276. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43277. /**
  43278. * Defines how sharp are the highlights in the material.
  43279. * The bigger the value the sharper giving a more glossy feeling to the result.
  43280. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43281. */
  43282. _this.specularPower = 64;
  43283. _this._useAlphaFromDiffuseTexture = false;
  43284. _this._useEmissiveAsIllumination = false;
  43285. _this._linkEmissiveWithDiffuse = false;
  43286. _this._useSpecularOverAlpha = false;
  43287. _this._useReflectionOverAlpha = false;
  43288. _this._disableLighting = false;
  43289. _this._useObjectSpaceNormalMap = false;
  43290. _this._useParallax = false;
  43291. _this._useParallaxOcclusion = false;
  43292. /**
  43293. * 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.
  43294. */
  43295. _this.parallaxScaleBias = 0.05;
  43296. _this._roughness = 0;
  43297. /**
  43298. * In case of refraction, define the value of the indice of refraction.
  43299. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43300. */
  43301. _this.indexOfRefraction = 0.98;
  43302. /**
  43303. * Invert the refraction texture alongside the y axis.
  43304. * It can be usefull with procedural textures or probe for instance.
  43305. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43306. */
  43307. _this.invertRefractionY = true;
  43308. /**
  43309. * Defines the alpha limits in alpha test mode.
  43310. */
  43311. _this.alphaCutOff = 0.4;
  43312. _this._useLightmapAsShadowmap = false;
  43313. _this._useReflectionFresnelFromSpecular = false;
  43314. _this._useGlossinessFromSpecularMapAlpha = false;
  43315. _this._maxSimultaneousLights = 4;
  43316. _this._invertNormalMapX = false;
  43317. _this._invertNormalMapY = false;
  43318. _this._twoSidedLighting = false;
  43319. _this._renderTargets = new BABYLON.SmartArray(16);
  43320. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43321. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43322. // Setup the default processing configuration to the scene.
  43323. _this._attachImageProcessingConfiguration(null);
  43324. _this.getRenderTargetTextures = function () {
  43325. _this._renderTargets.reset();
  43326. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43327. _this._renderTargets.push(_this._reflectionTexture);
  43328. }
  43329. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43330. _this._renderTargets.push(_this._refractionTexture);
  43331. }
  43332. return _this._renderTargets;
  43333. };
  43334. return _this;
  43335. }
  43336. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  43337. /**
  43338. * Gets the image processing configuration used either in this material.
  43339. */
  43340. get: function () {
  43341. return this._imageProcessingConfiguration;
  43342. },
  43343. /**
  43344. * Sets the Default image processing configuration used either in the this material.
  43345. *
  43346. * If sets to null, the scene one is in use.
  43347. */
  43348. set: function (value) {
  43349. this._attachImageProcessingConfiguration(value);
  43350. // Ensure the effect will be rebuilt.
  43351. this._markAllSubMeshesAsTexturesDirty();
  43352. },
  43353. enumerable: true,
  43354. configurable: true
  43355. });
  43356. /**
  43357. * Attaches a new image processing configuration to the Standard Material.
  43358. * @param configuration
  43359. */
  43360. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  43361. var _this = this;
  43362. if (configuration === this._imageProcessingConfiguration) {
  43363. return;
  43364. }
  43365. // Detaches observer.
  43366. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43367. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43368. }
  43369. // Pick the scene configuration if needed.
  43370. if (!configuration) {
  43371. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  43372. }
  43373. else {
  43374. this._imageProcessingConfiguration = configuration;
  43375. }
  43376. // Attaches observer.
  43377. if (this._imageProcessingConfiguration) {
  43378. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  43379. _this._markAllSubMeshesAsImageProcessingDirty();
  43380. });
  43381. }
  43382. };
  43383. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  43384. /**
  43385. * Gets wether the color curves effect is enabled.
  43386. */
  43387. get: function () {
  43388. return this.imageProcessingConfiguration.colorCurvesEnabled;
  43389. },
  43390. /**
  43391. * Sets wether the color curves effect is enabled.
  43392. */
  43393. set: function (value) {
  43394. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  43395. },
  43396. enumerable: true,
  43397. configurable: true
  43398. });
  43399. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  43400. /**
  43401. * Gets wether the color grading effect is enabled.
  43402. */
  43403. get: function () {
  43404. return this.imageProcessingConfiguration.colorGradingEnabled;
  43405. },
  43406. /**
  43407. * Gets wether the color grading effect is enabled.
  43408. */
  43409. set: function (value) {
  43410. this.imageProcessingConfiguration.colorGradingEnabled = value;
  43411. },
  43412. enumerable: true,
  43413. configurable: true
  43414. });
  43415. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  43416. /**
  43417. * Gets wether tonemapping is enabled or not.
  43418. */
  43419. get: function () {
  43420. return this._imageProcessingConfiguration.toneMappingEnabled;
  43421. },
  43422. /**
  43423. * Sets wether tonemapping is enabled or not
  43424. */
  43425. set: function (value) {
  43426. this._imageProcessingConfiguration.toneMappingEnabled = value;
  43427. },
  43428. enumerable: true,
  43429. configurable: true
  43430. });
  43431. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  43432. /**
  43433. * The camera exposure used on this material.
  43434. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43435. * This corresponds to a photographic exposure.
  43436. */
  43437. get: function () {
  43438. return this._imageProcessingConfiguration.exposure;
  43439. },
  43440. /**
  43441. * The camera exposure used on this material.
  43442. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43443. * This corresponds to a photographic exposure.
  43444. */
  43445. set: function (value) {
  43446. this._imageProcessingConfiguration.exposure = value;
  43447. },
  43448. enumerable: true,
  43449. configurable: true
  43450. });
  43451. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  43452. /**
  43453. * Gets The camera contrast used on this material.
  43454. */
  43455. get: function () {
  43456. return this._imageProcessingConfiguration.contrast;
  43457. },
  43458. /**
  43459. * Sets The camera contrast used on this material.
  43460. */
  43461. set: function (value) {
  43462. this._imageProcessingConfiguration.contrast = value;
  43463. },
  43464. enumerable: true,
  43465. configurable: true
  43466. });
  43467. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  43468. /**
  43469. * Gets the Color Grading 2D Lookup Texture.
  43470. */
  43471. get: function () {
  43472. return this._imageProcessingConfiguration.colorGradingTexture;
  43473. },
  43474. /**
  43475. * Sets the Color Grading 2D Lookup Texture.
  43476. */
  43477. set: function (value) {
  43478. this._imageProcessingConfiguration.colorGradingTexture = value;
  43479. },
  43480. enumerable: true,
  43481. configurable: true
  43482. });
  43483. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  43484. /**
  43485. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43486. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43487. * 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;
  43488. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43489. */
  43490. get: function () {
  43491. return this._imageProcessingConfiguration.colorCurves;
  43492. },
  43493. /**
  43494. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43495. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43496. * 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;
  43497. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43498. */
  43499. set: function (value) {
  43500. this._imageProcessingConfiguration.colorCurves = value;
  43501. },
  43502. enumerable: true,
  43503. configurable: true
  43504. });
  43505. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  43506. /**
  43507. * Gets a boolean indicating that current material needs to register RTT
  43508. */
  43509. get: function () {
  43510. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43511. return true;
  43512. }
  43513. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43514. return true;
  43515. }
  43516. return false;
  43517. },
  43518. enumerable: true,
  43519. configurable: true
  43520. });
  43521. /**
  43522. * Gets the current class name of the material e.g. "StandardMaterial"
  43523. * Mainly use in serialization.
  43524. * @returns the class name
  43525. */
  43526. StandardMaterial.prototype.getClassName = function () {
  43527. return "StandardMaterial";
  43528. };
  43529. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  43530. /**
  43531. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  43532. * You can try switching to logarithmic depth.
  43533. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  43534. */
  43535. get: function () {
  43536. return this._useLogarithmicDepth;
  43537. },
  43538. set: function (value) {
  43539. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  43540. this._markAllSubMeshesAsMiscDirty();
  43541. },
  43542. enumerable: true,
  43543. configurable: true
  43544. });
  43545. /**
  43546. * Specifies if the material will require alpha blending
  43547. * @returns a boolean specifying if alpha blending is needed
  43548. */
  43549. StandardMaterial.prototype.needAlphaBlending = function () {
  43550. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  43551. };
  43552. /**
  43553. * Specifies if this material should be rendered in alpha test mode
  43554. * @returns a boolean specifying if an alpha test is needed.
  43555. */
  43556. StandardMaterial.prototype.needAlphaTesting = function () {
  43557. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  43558. };
  43559. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  43560. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  43561. };
  43562. /**
  43563. * Get the texture used for alpha test purpose.
  43564. * @returns the diffuse texture in case of the standard material.
  43565. */
  43566. StandardMaterial.prototype.getAlphaTestTexture = function () {
  43567. return this._diffuseTexture;
  43568. };
  43569. /**
  43570. * Get if the submesh is ready to be used and all its information available.
  43571. * Child classes can use it to update shaders
  43572. * @param mesh defines the mesh to check
  43573. * @param subMesh defines which submesh to check
  43574. * @param useInstances specifies that instances should be used
  43575. * @returns a boolean indicating that the submesh is ready or not
  43576. */
  43577. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  43578. if (useInstances === void 0) { useInstances = false; }
  43579. if (subMesh.effect && this.isFrozen) {
  43580. if (this._wasPreviouslyReady) {
  43581. return true;
  43582. }
  43583. }
  43584. if (!subMesh._materialDefines) {
  43585. subMesh._materialDefines = new StandardMaterialDefines();
  43586. }
  43587. var scene = this.getScene();
  43588. var defines = subMesh._materialDefines;
  43589. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  43590. if (defines._renderId === scene.getRenderId()) {
  43591. return true;
  43592. }
  43593. }
  43594. var engine = scene.getEngine();
  43595. // Lights
  43596. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  43597. // Textures
  43598. if (defines._areTexturesDirty) {
  43599. defines._needUVs = false;
  43600. defines.MAINUV1 = false;
  43601. defines.MAINUV2 = false;
  43602. if (scene.texturesEnabled) {
  43603. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  43604. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  43605. return false;
  43606. }
  43607. else {
  43608. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  43609. }
  43610. }
  43611. else {
  43612. defines.DIFFUSE = false;
  43613. }
  43614. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  43615. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  43616. return false;
  43617. }
  43618. else {
  43619. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  43620. }
  43621. }
  43622. else {
  43623. defines.AMBIENT = false;
  43624. }
  43625. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  43626. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  43627. return false;
  43628. }
  43629. else {
  43630. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  43631. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  43632. }
  43633. }
  43634. else {
  43635. defines.OPACITY = false;
  43636. }
  43637. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  43638. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  43639. return false;
  43640. }
  43641. else {
  43642. defines._needNormals = true;
  43643. defines.REFLECTION = true;
  43644. defines.ROUGHNESS = (this._roughness > 0);
  43645. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  43646. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  43647. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  43648. switch (this._reflectionTexture.coordinatesMode) {
  43649. case BABYLON.Texture.EXPLICIT_MODE:
  43650. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  43651. break;
  43652. case BABYLON.Texture.PLANAR_MODE:
  43653. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  43654. break;
  43655. case BABYLON.Texture.PROJECTION_MODE:
  43656. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  43657. break;
  43658. case BABYLON.Texture.SKYBOX_MODE:
  43659. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  43660. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  43661. break;
  43662. case BABYLON.Texture.SPHERICAL_MODE:
  43663. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  43664. break;
  43665. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  43666. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  43667. break;
  43668. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  43669. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  43670. break;
  43671. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  43672. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  43673. break;
  43674. case BABYLON.Texture.CUBIC_MODE:
  43675. case BABYLON.Texture.INVCUBIC_MODE:
  43676. default:
  43677. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  43678. break;
  43679. }
  43680. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  43681. }
  43682. }
  43683. else {
  43684. defines.REFLECTION = false;
  43685. }
  43686. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  43687. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  43688. return false;
  43689. }
  43690. else {
  43691. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  43692. }
  43693. }
  43694. else {
  43695. defines.EMISSIVE = false;
  43696. }
  43697. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  43698. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  43699. return false;
  43700. }
  43701. else {
  43702. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  43703. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  43704. }
  43705. }
  43706. else {
  43707. defines.LIGHTMAP = false;
  43708. }
  43709. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  43710. if (!this._specularTexture.isReadyOrNotBlocking()) {
  43711. return false;
  43712. }
  43713. else {
  43714. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  43715. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  43716. }
  43717. }
  43718. else {
  43719. defines.SPECULAR = false;
  43720. }
  43721. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  43722. // Bump texure can not be not blocking.
  43723. if (!this._bumpTexture.isReady()) {
  43724. return false;
  43725. }
  43726. else {
  43727. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  43728. defines.PARALLAX = this._useParallax;
  43729. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  43730. }
  43731. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  43732. }
  43733. else {
  43734. defines.BUMP = false;
  43735. }
  43736. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  43737. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  43738. return false;
  43739. }
  43740. else {
  43741. defines._needUVs = true;
  43742. defines.REFRACTION = true;
  43743. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  43744. }
  43745. }
  43746. else {
  43747. defines.REFRACTION = false;
  43748. }
  43749. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  43750. }
  43751. else {
  43752. defines.DIFFUSE = false;
  43753. defines.AMBIENT = false;
  43754. defines.OPACITY = false;
  43755. defines.REFLECTION = false;
  43756. defines.EMISSIVE = false;
  43757. defines.LIGHTMAP = false;
  43758. defines.BUMP = false;
  43759. defines.REFRACTION = false;
  43760. }
  43761. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  43762. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  43763. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  43764. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  43765. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  43766. }
  43767. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  43768. if (!this._imageProcessingConfiguration.isReady()) {
  43769. return false;
  43770. }
  43771. this._imageProcessingConfiguration.prepareDefines(defines);
  43772. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  43773. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  43774. }
  43775. if (defines._areFresnelDirty) {
  43776. if (StandardMaterial.FresnelEnabled) {
  43777. // Fresnel
  43778. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  43779. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  43780. this._reflectionFresnelParameters) {
  43781. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  43782. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  43783. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  43784. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  43785. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  43786. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  43787. defines._needNormals = true;
  43788. defines.FRESNEL = true;
  43789. }
  43790. }
  43791. else {
  43792. defines.FRESNEL = false;
  43793. }
  43794. }
  43795. // Misc.
  43796. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  43797. // Attribs
  43798. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  43799. // Values that need to be evaluated on every frame
  43800. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  43801. // Get correct effect
  43802. if (defines.isDirty) {
  43803. defines.markAsProcessed();
  43804. // Fallbacks
  43805. var fallbacks = new BABYLON.EffectFallbacks();
  43806. if (defines.REFLECTION) {
  43807. fallbacks.addFallback(0, "REFLECTION");
  43808. }
  43809. if (defines.SPECULAR) {
  43810. fallbacks.addFallback(0, "SPECULAR");
  43811. }
  43812. if (defines.BUMP) {
  43813. fallbacks.addFallback(0, "BUMP");
  43814. }
  43815. if (defines.PARALLAX) {
  43816. fallbacks.addFallback(1, "PARALLAX");
  43817. }
  43818. if (defines.PARALLAXOCCLUSION) {
  43819. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  43820. }
  43821. if (defines.SPECULAROVERALPHA) {
  43822. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  43823. }
  43824. if (defines.FOG) {
  43825. fallbacks.addFallback(1, "FOG");
  43826. }
  43827. if (defines.POINTSIZE) {
  43828. fallbacks.addFallback(0, "POINTSIZE");
  43829. }
  43830. if (defines.LOGARITHMICDEPTH) {
  43831. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  43832. }
  43833. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  43834. if (defines.SPECULARTERM) {
  43835. fallbacks.addFallback(0, "SPECULARTERM");
  43836. }
  43837. if (defines.DIFFUSEFRESNEL) {
  43838. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  43839. }
  43840. if (defines.OPACITYFRESNEL) {
  43841. fallbacks.addFallback(2, "OPACITYFRESNEL");
  43842. }
  43843. if (defines.REFLECTIONFRESNEL) {
  43844. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  43845. }
  43846. if (defines.EMISSIVEFRESNEL) {
  43847. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  43848. }
  43849. if (defines.FRESNEL) {
  43850. fallbacks.addFallback(4, "FRESNEL");
  43851. }
  43852. //Attributes
  43853. var attribs = [BABYLON.VertexBuffer.PositionKind];
  43854. if (defines.NORMAL) {
  43855. attribs.push(BABYLON.VertexBuffer.NormalKind);
  43856. }
  43857. if (defines.UV1) {
  43858. attribs.push(BABYLON.VertexBuffer.UVKind);
  43859. }
  43860. if (defines.UV2) {
  43861. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  43862. }
  43863. if (defines.VERTEXCOLOR) {
  43864. attribs.push(BABYLON.VertexBuffer.ColorKind);
  43865. }
  43866. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  43867. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  43868. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  43869. var shaderName = "default";
  43870. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  43871. "vFogInfos", "vFogColor", "pointSize",
  43872. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  43873. "mBones",
  43874. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  43875. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  43876. "vReflectionPosition", "vReflectionSize",
  43877. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff"
  43878. ];
  43879. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler", "refractionCubeSampler", "refraction2DSampler"];
  43880. var uniformBuffers = ["Material", "Scene"];
  43881. if (BABYLON.ImageProcessingConfiguration) {
  43882. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  43883. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  43884. }
  43885. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  43886. uniformsNames: uniforms,
  43887. uniformBuffersNames: uniformBuffers,
  43888. samplers: samplers,
  43889. defines: defines,
  43890. maxSimultaneousLights: this._maxSimultaneousLights
  43891. });
  43892. if (this.customShaderNameResolve) {
  43893. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  43894. }
  43895. var join = defines.toString();
  43896. var previousEffect = subMesh.effect;
  43897. var effect = scene.getEngine().createEffect(shaderName, {
  43898. attributes: attribs,
  43899. uniformsNames: uniforms,
  43900. uniformBuffersNames: uniformBuffers,
  43901. samplers: samplers,
  43902. defines: join,
  43903. fallbacks: fallbacks,
  43904. onCompiled: this.onCompiled,
  43905. onError: this.onError,
  43906. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  43907. }, engine);
  43908. if (effect) {
  43909. // Use previous effect while new one is compiling
  43910. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  43911. effect = previousEffect;
  43912. defines.markAsUnprocessed();
  43913. }
  43914. else {
  43915. scene.resetCachedMaterial();
  43916. subMesh.setEffect(effect, defines);
  43917. this.buildUniformLayout();
  43918. }
  43919. }
  43920. }
  43921. if (!subMesh.effect || !subMesh.effect.isReady()) {
  43922. return false;
  43923. }
  43924. defines._renderId = scene.getRenderId();
  43925. this._wasPreviouslyReady = true;
  43926. return true;
  43927. };
  43928. /**
  43929. * Builds the material UBO layouts.
  43930. * Used internally during the effect preparation.
  43931. */
  43932. StandardMaterial.prototype.buildUniformLayout = function () {
  43933. // Order is important !
  43934. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  43935. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  43936. this._uniformBuffer.addUniform("opacityParts", 4);
  43937. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  43938. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  43939. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  43940. this._uniformBuffer.addUniform("refractionRightColor", 4);
  43941. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  43942. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  43943. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  43944. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  43945. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  43946. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  43947. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  43948. this._uniformBuffer.addUniform("vReflectionSize", 3);
  43949. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  43950. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  43951. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  43952. this._uniformBuffer.addUniform("vBumpInfos", 3);
  43953. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  43954. this._uniformBuffer.addUniform("ambientMatrix", 16);
  43955. this._uniformBuffer.addUniform("opacityMatrix", 16);
  43956. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  43957. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  43958. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  43959. this._uniformBuffer.addUniform("specularMatrix", 16);
  43960. this._uniformBuffer.addUniform("bumpMatrix", 16);
  43961. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  43962. this._uniformBuffer.addUniform("refractionMatrix", 16);
  43963. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  43964. this._uniformBuffer.addUniform("vSpecularColor", 4);
  43965. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  43966. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  43967. this._uniformBuffer.addUniform("pointSize", 1);
  43968. this._uniformBuffer.create();
  43969. };
  43970. /**
  43971. * Unbinds the material from the mesh
  43972. */
  43973. StandardMaterial.prototype.unbind = function () {
  43974. if (this._activeEffect) {
  43975. var needFlag = false;
  43976. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43977. this._activeEffect.setTexture("reflection2DSampler", null);
  43978. needFlag = true;
  43979. }
  43980. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43981. this._activeEffect.setTexture("refraction2DSampler", null);
  43982. needFlag = true;
  43983. }
  43984. if (needFlag) {
  43985. this._markAllSubMeshesAsTexturesDirty();
  43986. }
  43987. }
  43988. _super.prototype.unbind.call(this);
  43989. };
  43990. /**
  43991. * Binds the submesh to this material by preparing the effect and shader to draw
  43992. * @param world defines the world transformation matrix
  43993. * @param mesh defines the mesh containing the submesh
  43994. * @param subMesh defines the submesh to bind the material to
  43995. */
  43996. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  43997. var scene = this.getScene();
  43998. var defines = subMesh._materialDefines;
  43999. if (!defines) {
  44000. return;
  44001. }
  44002. var effect = subMesh.effect;
  44003. if (!effect) {
  44004. return;
  44005. }
  44006. this._activeEffect = effect;
  44007. // Matrices
  44008. this.bindOnlyWorldMatrix(world);
  44009. // Normal Matrix
  44010. if (defines.OBJECTSPACE_NORMALMAP) {
  44011. world.toNormalMatrix(this._normalMatrix);
  44012. this.bindOnlyNormalMatrix(this._normalMatrix);
  44013. }
  44014. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44015. // Bones
  44016. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44017. if (mustRebind) {
  44018. this._uniformBuffer.bindToEffect(effect, "Material");
  44019. this.bindViewProjection(effect);
  44020. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44021. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44022. // Fresnel
  44023. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44024. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44025. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44026. }
  44027. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44028. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44029. }
  44030. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44031. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44032. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44033. }
  44034. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44035. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44036. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44037. }
  44038. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44039. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44040. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44041. }
  44042. }
  44043. // Textures
  44044. if (scene.texturesEnabled) {
  44045. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44046. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44047. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44048. if (this._diffuseTexture.hasAlpha) {
  44049. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44050. }
  44051. }
  44052. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44053. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44054. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44055. }
  44056. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44057. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44058. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44059. }
  44060. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44061. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44062. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44063. if (this._reflectionTexture.boundingBoxSize) {
  44064. var cubeTexture = this._reflectionTexture;
  44065. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44066. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44067. }
  44068. }
  44069. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44070. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44071. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44072. }
  44073. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44074. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44075. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44076. }
  44077. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44078. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44079. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44080. }
  44081. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44082. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44083. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44084. if (scene._mirroredCameraPosition) {
  44085. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44086. }
  44087. else {
  44088. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44089. }
  44090. }
  44091. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44092. var depth = 1.0;
  44093. if (!this._refractionTexture.isCube) {
  44094. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44095. if (this._refractionTexture.depth) {
  44096. depth = this._refractionTexture.depth;
  44097. }
  44098. }
  44099. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44100. }
  44101. }
  44102. // Point size
  44103. if (this.pointsCloud) {
  44104. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44105. }
  44106. if (defines.SPECULARTERM) {
  44107. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44108. }
  44109. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44110. // Diffuse
  44111. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44112. }
  44113. // Textures
  44114. if (scene.texturesEnabled) {
  44115. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44116. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44117. }
  44118. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44119. effect.setTexture("ambientSampler", this._ambientTexture);
  44120. }
  44121. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44122. effect.setTexture("opacitySampler", this._opacityTexture);
  44123. }
  44124. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44125. if (this._reflectionTexture.isCube) {
  44126. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44127. }
  44128. else {
  44129. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44130. }
  44131. }
  44132. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44133. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44134. }
  44135. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44136. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44137. }
  44138. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44139. effect.setTexture("specularSampler", this._specularTexture);
  44140. }
  44141. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44142. effect.setTexture("bumpSampler", this._bumpTexture);
  44143. }
  44144. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44145. var depth = 1.0;
  44146. if (this._refractionTexture.isCube) {
  44147. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44148. }
  44149. else {
  44150. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44151. }
  44152. }
  44153. }
  44154. // Clip plane
  44155. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44156. // Colors
  44157. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44158. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44159. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44160. }
  44161. if (mustRebind || !this.isFrozen) {
  44162. // Lights
  44163. if (scene.lightsEnabled && !this._disableLighting) {
  44164. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44165. }
  44166. // View
  44167. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44168. this.bindView(effect);
  44169. }
  44170. // Fog
  44171. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44172. // Morph targets
  44173. if (defines.NUM_MORPH_INFLUENCERS) {
  44174. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44175. }
  44176. // Log. depth
  44177. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44178. // image processing
  44179. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44180. this._imageProcessingConfiguration.bind(this._activeEffect);
  44181. }
  44182. }
  44183. this._uniformBuffer.update();
  44184. this._afterBind(mesh, this._activeEffect);
  44185. };
  44186. /**
  44187. * Get the list of animatables in the material.
  44188. * @returns the list of animatables object used in the material
  44189. */
  44190. StandardMaterial.prototype.getAnimatables = function () {
  44191. var results = [];
  44192. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44193. results.push(this._diffuseTexture);
  44194. }
  44195. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44196. results.push(this._ambientTexture);
  44197. }
  44198. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44199. results.push(this._opacityTexture);
  44200. }
  44201. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44202. results.push(this._reflectionTexture);
  44203. }
  44204. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44205. results.push(this._emissiveTexture);
  44206. }
  44207. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44208. results.push(this._specularTexture);
  44209. }
  44210. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44211. results.push(this._bumpTexture);
  44212. }
  44213. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44214. results.push(this._lightmapTexture);
  44215. }
  44216. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44217. results.push(this._refractionTexture);
  44218. }
  44219. return results;
  44220. };
  44221. /**
  44222. * Gets the active textures from the material
  44223. * @returns an array of textures
  44224. */
  44225. StandardMaterial.prototype.getActiveTextures = function () {
  44226. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44227. if (this._diffuseTexture) {
  44228. activeTextures.push(this._diffuseTexture);
  44229. }
  44230. if (this._ambientTexture) {
  44231. activeTextures.push(this._ambientTexture);
  44232. }
  44233. if (this._opacityTexture) {
  44234. activeTextures.push(this._opacityTexture);
  44235. }
  44236. if (this._reflectionTexture) {
  44237. activeTextures.push(this._reflectionTexture);
  44238. }
  44239. if (this._emissiveTexture) {
  44240. activeTextures.push(this._emissiveTexture);
  44241. }
  44242. if (this._specularTexture) {
  44243. activeTextures.push(this._specularTexture);
  44244. }
  44245. if (this._bumpTexture) {
  44246. activeTextures.push(this._bumpTexture);
  44247. }
  44248. if (this._lightmapTexture) {
  44249. activeTextures.push(this._lightmapTexture);
  44250. }
  44251. if (this._refractionTexture) {
  44252. activeTextures.push(this._refractionTexture);
  44253. }
  44254. return activeTextures;
  44255. };
  44256. /**
  44257. * Specifies if the material uses a texture
  44258. * @param texture defines the texture to check against the material
  44259. * @returns a boolean specifying if the material uses the texture
  44260. */
  44261. StandardMaterial.prototype.hasTexture = function (texture) {
  44262. if (_super.prototype.hasTexture.call(this, texture)) {
  44263. return true;
  44264. }
  44265. if (this._diffuseTexture === texture) {
  44266. return true;
  44267. }
  44268. if (this._ambientTexture === texture) {
  44269. return true;
  44270. }
  44271. if (this._opacityTexture === texture) {
  44272. return true;
  44273. }
  44274. if (this._reflectionTexture === texture) {
  44275. return true;
  44276. }
  44277. if (this._emissiveTexture === texture) {
  44278. return true;
  44279. }
  44280. if (this._specularTexture === texture) {
  44281. return true;
  44282. }
  44283. if (this._bumpTexture === texture) {
  44284. return true;
  44285. }
  44286. if (this._lightmapTexture === texture) {
  44287. return true;
  44288. }
  44289. if (this._refractionTexture === texture) {
  44290. return true;
  44291. }
  44292. return false;
  44293. };
  44294. /**
  44295. * Disposes the material
  44296. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44297. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44298. */
  44299. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44300. if (forceDisposeTextures) {
  44301. if (this._diffuseTexture) {
  44302. this._diffuseTexture.dispose();
  44303. }
  44304. if (this._ambientTexture) {
  44305. this._ambientTexture.dispose();
  44306. }
  44307. if (this._opacityTexture) {
  44308. this._opacityTexture.dispose();
  44309. }
  44310. if (this._reflectionTexture) {
  44311. this._reflectionTexture.dispose();
  44312. }
  44313. if (this._emissiveTexture) {
  44314. this._emissiveTexture.dispose();
  44315. }
  44316. if (this._specularTexture) {
  44317. this._specularTexture.dispose();
  44318. }
  44319. if (this._bumpTexture) {
  44320. this._bumpTexture.dispose();
  44321. }
  44322. if (this._lightmapTexture) {
  44323. this._lightmapTexture.dispose();
  44324. }
  44325. if (this._refractionTexture) {
  44326. this._refractionTexture.dispose();
  44327. }
  44328. }
  44329. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44330. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44331. }
  44332. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  44333. };
  44334. /**
  44335. * Makes a duplicate of the material, and gives it a new name
  44336. * @param name defines the new name for the duplicated material
  44337. * @returns the cloned material
  44338. */
  44339. StandardMaterial.prototype.clone = function (name) {
  44340. var _this = this;
  44341. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  44342. result.name = name;
  44343. result.id = name;
  44344. return result;
  44345. };
  44346. /**
  44347. * Serializes this material in a JSON representation
  44348. * @returns the serialized material object
  44349. */
  44350. StandardMaterial.prototype.serialize = function () {
  44351. return BABYLON.SerializationHelper.Serialize(this);
  44352. };
  44353. /**
  44354. * Creates a standard material from parsed material data
  44355. * @param source defines the JSON represnetation of the material
  44356. * @param scene defines the hosting scene
  44357. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  44358. * @returns a new material
  44359. */
  44360. StandardMaterial.Parse = function (source, scene, rootUrl) {
  44361. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  44362. };
  44363. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  44364. /**
  44365. * Are diffuse textures enabled in the application.
  44366. */
  44367. get: function () {
  44368. return StandardMaterial._DiffuseTextureEnabled;
  44369. },
  44370. set: function (value) {
  44371. if (StandardMaterial._DiffuseTextureEnabled === value) {
  44372. return;
  44373. }
  44374. StandardMaterial._DiffuseTextureEnabled = value;
  44375. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44376. },
  44377. enumerable: true,
  44378. configurable: true
  44379. });
  44380. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  44381. /**
  44382. * Are ambient textures enabled in the application.
  44383. */
  44384. get: function () {
  44385. return StandardMaterial._AmbientTextureEnabled;
  44386. },
  44387. set: function (value) {
  44388. if (StandardMaterial._AmbientTextureEnabled === value) {
  44389. return;
  44390. }
  44391. StandardMaterial._AmbientTextureEnabled = value;
  44392. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44393. },
  44394. enumerable: true,
  44395. configurable: true
  44396. });
  44397. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  44398. /**
  44399. * Are opacity textures enabled in the application.
  44400. */
  44401. get: function () {
  44402. return StandardMaterial._OpacityTextureEnabled;
  44403. },
  44404. set: function (value) {
  44405. if (StandardMaterial._OpacityTextureEnabled === value) {
  44406. return;
  44407. }
  44408. StandardMaterial._OpacityTextureEnabled = value;
  44409. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44410. },
  44411. enumerable: true,
  44412. configurable: true
  44413. });
  44414. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  44415. /**
  44416. * Are reflection textures enabled in the application.
  44417. */
  44418. get: function () {
  44419. return StandardMaterial._ReflectionTextureEnabled;
  44420. },
  44421. set: function (value) {
  44422. if (StandardMaterial._ReflectionTextureEnabled === value) {
  44423. return;
  44424. }
  44425. StandardMaterial._ReflectionTextureEnabled = value;
  44426. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44427. },
  44428. enumerable: true,
  44429. configurable: true
  44430. });
  44431. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  44432. /**
  44433. * Are emissive textures enabled in the application.
  44434. */
  44435. get: function () {
  44436. return StandardMaterial._EmissiveTextureEnabled;
  44437. },
  44438. set: function (value) {
  44439. if (StandardMaterial._EmissiveTextureEnabled === value) {
  44440. return;
  44441. }
  44442. StandardMaterial._EmissiveTextureEnabled = value;
  44443. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44444. },
  44445. enumerable: true,
  44446. configurable: true
  44447. });
  44448. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  44449. /**
  44450. * Are specular textures enabled in the application.
  44451. */
  44452. get: function () {
  44453. return StandardMaterial._SpecularTextureEnabled;
  44454. },
  44455. set: function (value) {
  44456. if (StandardMaterial._SpecularTextureEnabled === value) {
  44457. return;
  44458. }
  44459. StandardMaterial._SpecularTextureEnabled = value;
  44460. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44461. },
  44462. enumerable: true,
  44463. configurable: true
  44464. });
  44465. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  44466. /**
  44467. * Are bump textures enabled in the application.
  44468. */
  44469. get: function () {
  44470. return StandardMaterial._BumpTextureEnabled;
  44471. },
  44472. set: function (value) {
  44473. if (StandardMaterial._BumpTextureEnabled === value) {
  44474. return;
  44475. }
  44476. StandardMaterial._BumpTextureEnabled = value;
  44477. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44478. },
  44479. enumerable: true,
  44480. configurable: true
  44481. });
  44482. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  44483. /**
  44484. * Are lightmap textures enabled in the application.
  44485. */
  44486. get: function () {
  44487. return StandardMaterial._LightmapTextureEnabled;
  44488. },
  44489. set: function (value) {
  44490. if (StandardMaterial._LightmapTextureEnabled === value) {
  44491. return;
  44492. }
  44493. StandardMaterial._LightmapTextureEnabled = value;
  44494. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44495. },
  44496. enumerable: true,
  44497. configurable: true
  44498. });
  44499. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  44500. /**
  44501. * Are refraction textures enabled in the application.
  44502. */
  44503. get: function () {
  44504. return StandardMaterial._RefractionTextureEnabled;
  44505. },
  44506. set: function (value) {
  44507. if (StandardMaterial._RefractionTextureEnabled === value) {
  44508. return;
  44509. }
  44510. StandardMaterial._RefractionTextureEnabled = value;
  44511. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44512. },
  44513. enumerable: true,
  44514. configurable: true
  44515. });
  44516. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  44517. /**
  44518. * Are color grading textures enabled in the application.
  44519. */
  44520. get: function () {
  44521. return StandardMaterial._ColorGradingTextureEnabled;
  44522. },
  44523. set: function (value) {
  44524. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  44525. return;
  44526. }
  44527. StandardMaterial._ColorGradingTextureEnabled = value;
  44528. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44529. },
  44530. enumerable: true,
  44531. configurable: true
  44532. });
  44533. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  44534. /**
  44535. * Are fresnels enabled in the application.
  44536. */
  44537. get: function () {
  44538. return StandardMaterial._FresnelEnabled;
  44539. },
  44540. set: function (value) {
  44541. if (StandardMaterial._FresnelEnabled === value) {
  44542. return;
  44543. }
  44544. StandardMaterial._FresnelEnabled = value;
  44545. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  44546. },
  44547. enumerable: true,
  44548. configurable: true
  44549. });
  44550. // Flags used to enable or disable a type of texture for all Standard Materials
  44551. StandardMaterial._DiffuseTextureEnabled = true;
  44552. StandardMaterial._AmbientTextureEnabled = true;
  44553. StandardMaterial._OpacityTextureEnabled = true;
  44554. StandardMaterial._ReflectionTextureEnabled = true;
  44555. StandardMaterial._EmissiveTextureEnabled = true;
  44556. StandardMaterial._SpecularTextureEnabled = true;
  44557. StandardMaterial._BumpTextureEnabled = true;
  44558. StandardMaterial._LightmapTextureEnabled = true;
  44559. StandardMaterial._RefractionTextureEnabled = true;
  44560. StandardMaterial._ColorGradingTextureEnabled = true;
  44561. StandardMaterial._FresnelEnabled = true;
  44562. __decorate([
  44563. BABYLON.serializeAsTexture("diffuseTexture")
  44564. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  44565. __decorate([
  44566. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44567. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  44568. __decorate([
  44569. BABYLON.serializeAsTexture("ambientTexture")
  44570. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  44571. __decorate([
  44572. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44573. ], StandardMaterial.prototype, "ambientTexture", void 0);
  44574. __decorate([
  44575. BABYLON.serializeAsTexture("opacityTexture")
  44576. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  44577. __decorate([
  44578. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44579. ], StandardMaterial.prototype, "opacityTexture", void 0);
  44580. __decorate([
  44581. BABYLON.serializeAsTexture("reflectionTexture")
  44582. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  44583. __decorate([
  44584. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44585. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  44586. __decorate([
  44587. BABYLON.serializeAsTexture("emissiveTexture")
  44588. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  44589. __decorate([
  44590. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44591. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  44592. __decorate([
  44593. BABYLON.serializeAsTexture("specularTexture")
  44594. ], StandardMaterial.prototype, "_specularTexture", void 0);
  44595. __decorate([
  44596. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44597. ], StandardMaterial.prototype, "specularTexture", void 0);
  44598. __decorate([
  44599. BABYLON.serializeAsTexture("bumpTexture")
  44600. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  44601. __decorate([
  44602. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44603. ], StandardMaterial.prototype, "bumpTexture", void 0);
  44604. __decorate([
  44605. BABYLON.serializeAsTexture("lightmapTexture")
  44606. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  44607. __decorate([
  44608. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44609. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  44610. __decorate([
  44611. BABYLON.serializeAsTexture("refractionTexture")
  44612. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  44613. __decorate([
  44614. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44615. ], StandardMaterial.prototype, "refractionTexture", void 0);
  44616. __decorate([
  44617. BABYLON.serializeAsColor3("ambient")
  44618. ], StandardMaterial.prototype, "ambientColor", void 0);
  44619. __decorate([
  44620. BABYLON.serializeAsColor3("diffuse")
  44621. ], StandardMaterial.prototype, "diffuseColor", void 0);
  44622. __decorate([
  44623. BABYLON.serializeAsColor3("specular")
  44624. ], StandardMaterial.prototype, "specularColor", void 0);
  44625. __decorate([
  44626. BABYLON.serializeAsColor3("emissive")
  44627. ], StandardMaterial.prototype, "emissiveColor", void 0);
  44628. __decorate([
  44629. BABYLON.serialize()
  44630. ], StandardMaterial.prototype, "specularPower", void 0);
  44631. __decorate([
  44632. BABYLON.serialize("useAlphaFromDiffuseTexture")
  44633. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  44634. __decorate([
  44635. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44636. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  44637. __decorate([
  44638. BABYLON.serialize("useEmissiveAsIllumination")
  44639. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  44640. __decorate([
  44641. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44642. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  44643. __decorate([
  44644. BABYLON.serialize("linkEmissiveWithDiffuse")
  44645. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  44646. __decorate([
  44647. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44648. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  44649. __decorate([
  44650. BABYLON.serialize("useSpecularOverAlpha")
  44651. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  44652. __decorate([
  44653. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44654. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  44655. __decorate([
  44656. BABYLON.serialize("useReflectionOverAlpha")
  44657. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  44658. __decorate([
  44659. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44660. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  44661. __decorate([
  44662. BABYLON.serialize("disableLighting")
  44663. ], StandardMaterial.prototype, "_disableLighting", void 0);
  44664. __decorate([
  44665. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44666. ], StandardMaterial.prototype, "disableLighting", void 0);
  44667. __decorate([
  44668. BABYLON.serialize("useObjectSpaceNormalMap")
  44669. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  44670. __decorate([
  44671. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44672. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  44673. __decorate([
  44674. BABYLON.serialize("useParallax")
  44675. ], StandardMaterial.prototype, "_useParallax", void 0);
  44676. __decorate([
  44677. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44678. ], StandardMaterial.prototype, "useParallax", void 0);
  44679. __decorate([
  44680. BABYLON.serialize("useParallaxOcclusion")
  44681. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  44682. __decorate([
  44683. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44684. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  44685. __decorate([
  44686. BABYLON.serialize()
  44687. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  44688. __decorate([
  44689. BABYLON.serialize("roughness")
  44690. ], StandardMaterial.prototype, "_roughness", void 0);
  44691. __decorate([
  44692. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44693. ], StandardMaterial.prototype, "roughness", void 0);
  44694. __decorate([
  44695. BABYLON.serialize()
  44696. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  44697. __decorate([
  44698. BABYLON.serialize()
  44699. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  44700. __decorate([
  44701. BABYLON.serialize()
  44702. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  44703. __decorate([
  44704. BABYLON.serialize("useLightmapAsShadowmap")
  44705. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  44706. __decorate([
  44707. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44708. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  44709. __decorate([
  44710. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  44711. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  44712. __decorate([
  44713. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44714. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  44715. __decorate([
  44716. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  44717. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  44718. __decorate([
  44719. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  44720. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  44721. __decorate([
  44722. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  44723. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  44724. __decorate([
  44725. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44726. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  44727. __decorate([
  44728. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  44729. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  44730. __decorate([
  44731. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44732. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  44733. __decorate([
  44734. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  44735. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  44736. __decorate([
  44737. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44738. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  44739. __decorate([
  44740. BABYLON.serialize("useReflectionFresnelFromSpecular")
  44741. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  44742. __decorate([
  44743. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44744. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  44745. __decorate([
  44746. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  44747. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  44748. __decorate([
  44749. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44750. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  44751. __decorate([
  44752. BABYLON.serialize("maxSimultaneousLights")
  44753. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  44754. __decorate([
  44755. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44756. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  44757. __decorate([
  44758. BABYLON.serialize("invertNormalMapX")
  44759. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  44760. __decorate([
  44761. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44762. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  44763. __decorate([
  44764. BABYLON.serialize("invertNormalMapY")
  44765. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  44766. __decorate([
  44767. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44768. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  44769. __decorate([
  44770. BABYLON.serialize("twoSidedLighting")
  44771. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  44772. __decorate([
  44773. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44774. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  44775. __decorate([
  44776. BABYLON.serialize()
  44777. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  44778. return StandardMaterial;
  44779. }(BABYLON.PushMaterial));
  44780. BABYLON.StandardMaterial = StandardMaterial;
  44781. })(BABYLON || (BABYLON = {}));
  44782. //# sourceMappingURL=babylon.standardMaterial.js.map
  44783. var BABYLON;
  44784. (function (BABYLON) {
  44785. /**
  44786. * Class representing spherical polynomial coefficients to the 3rd degree
  44787. */
  44788. var SphericalPolynomial = /** @class */ (function () {
  44789. function SphericalPolynomial() {
  44790. /**
  44791. * The x coefficients of the spherical polynomial
  44792. */
  44793. this.x = BABYLON.Vector3.Zero();
  44794. /**
  44795. * The y coefficients of the spherical polynomial
  44796. */
  44797. this.y = BABYLON.Vector3.Zero();
  44798. /**
  44799. * The z coefficients of the spherical polynomial
  44800. */
  44801. this.z = BABYLON.Vector3.Zero();
  44802. /**
  44803. * The xx coefficients of the spherical polynomial
  44804. */
  44805. this.xx = BABYLON.Vector3.Zero();
  44806. /**
  44807. * The yy coefficients of the spherical polynomial
  44808. */
  44809. this.yy = BABYLON.Vector3.Zero();
  44810. /**
  44811. * The zz coefficients of the spherical polynomial
  44812. */
  44813. this.zz = BABYLON.Vector3.Zero();
  44814. /**
  44815. * The xy coefficients of the spherical polynomial
  44816. */
  44817. this.xy = BABYLON.Vector3.Zero();
  44818. /**
  44819. * The yz coefficients of the spherical polynomial
  44820. */
  44821. this.yz = BABYLON.Vector3.Zero();
  44822. /**
  44823. * The zx coefficients of the spherical polynomial
  44824. */
  44825. this.zx = BABYLON.Vector3.Zero();
  44826. }
  44827. /**
  44828. * Adds an ambient color to the spherical polynomial
  44829. * @param color the color to add
  44830. */
  44831. SphericalPolynomial.prototype.addAmbient = function (color) {
  44832. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  44833. this.xx = this.xx.add(colorVector);
  44834. this.yy = this.yy.add(colorVector);
  44835. this.zz = this.zz.add(colorVector);
  44836. };
  44837. /**
  44838. * Scales the spherical polynomial by the given amount
  44839. * @param scale the amount to scale
  44840. */
  44841. SphericalPolynomial.prototype.scale = function (scale) {
  44842. this.x = this.x.scale(scale);
  44843. this.y = this.y.scale(scale);
  44844. this.z = this.z.scale(scale);
  44845. this.xx = this.xx.scale(scale);
  44846. this.yy = this.yy.scale(scale);
  44847. this.zz = this.zz.scale(scale);
  44848. this.yz = this.yz.scale(scale);
  44849. this.zx = this.zx.scale(scale);
  44850. this.xy = this.xy.scale(scale);
  44851. };
  44852. /**
  44853. * Gets the spherical polynomial from harmonics
  44854. * @param harmonics the spherical harmonics
  44855. * @returns the spherical polynomial
  44856. */
  44857. SphericalPolynomial.FromHarmonics = function (harmonics) {
  44858. var result = new SphericalPolynomial();
  44859. result.x = harmonics.l11.scale(1.02333);
  44860. result.y = harmonics.l1_1.scale(1.02333);
  44861. result.z = harmonics.l10.scale(1.02333);
  44862. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  44863. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  44864. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  44865. result.yz = harmonics.l2_1.scale(0.858086);
  44866. result.zx = harmonics.l21.scale(0.858086);
  44867. result.xy = harmonics.l2_2.scale(0.858086);
  44868. result.scale(1.0 / Math.PI);
  44869. return result;
  44870. };
  44871. /**
  44872. * Constructs a spherical polynomial from an array.
  44873. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  44874. * @returns the spherical polynomial
  44875. */
  44876. SphericalPolynomial.FromArray = function (data) {
  44877. var sp = new SphericalPolynomial();
  44878. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  44879. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  44880. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  44881. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  44882. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  44883. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  44884. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  44885. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  44886. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  44887. return sp;
  44888. };
  44889. return SphericalPolynomial;
  44890. }());
  44891. BABYLON.SphericalPolynomial = SphericalPolynomial;
  44892. /**
  44893. * Class representing spherical harmonics coefficients to the 3rd degree
  44894. */
  44895. var SphericalHarmonics = /** @class */ (function () {
  44896. function SphericalHarmonics() {
  44897. /**
  44898. * The l0,0 coefficients of the spherical harmonics
  44899. */
  44900. this.l00 = BABYLON.Vector3.Zero();
  44901. /**
  44902. * The l1,-1 coefficients of the spherical harmonics
  44903. */
  44904. this.l1_1 = BABYLON.Vector3.Zero();
  44905. /**
  44906. * The l1,0 coefficients of the spherical harmonics
  44907. */
  44908. this.l10 = BABYLON.Vector3.Zero();
  44909. /**
  44910. * The l1,1 coefficients of the spherical harmonics
  44911. */
  44912. this.l11 = BABYLON.Vector3.Zero();
  44913. /**
  44914. * The l2,-2 coefficients of the spherical harmonics
  44915. */
  44916. this.l2_2 = BABYLON.Vector3.Zero();
  44917. /**
  44918. * The l2,-1 coefficients of the spherical harmonics
  44919. */
  44920. this.l2_1 = BABYLON.Vector3.Zero();
  44921. /**
  44922. * The l2,0 coefficients of the spherical harmonics
  44923. */
  44924. this.l20 = BABYLON.Vector3.Zero();
  44925. /**
  44926. * The l2,1 coefficients of the spherical harmonics
  44927. */
  44928. this.l21 = BABYLON.Vector3.Zero();
  44929. /**
  44930. * The l2,2 coefficients of the spherical harmonics
  44931. */
  44932. this.lL22 = BABYLON.Vector3.Zero();
  44933. }
  44934. /**
  44935. * Adds a light to the spherical harmonics
  44936. * @param direction the direction of the light
  44937. * @param color the color of the light
  44938. * @param deltaSolidAngle the delta solid angle of the light
  44939. */
  44940. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  44941. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  44942. var c = colorVector.scale(deltaSolidAngle);
  44943. this.l00 = this.l00.add(c.scale(0.282095));
  44944. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  44945. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  44946. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  44947. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  44948. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  44949. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  44950. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  44951. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  44952. };
  44953. /**
  44954. * Scales the spherical harmonics by the given amount
  44955. * @param scale the amount to scale
  44956. */
  44957. SphericalHarmonics.prototype.scale = function (scale) {
  44958. this.l00 = this.l00.scale(scale);
  44959. this.l1_1 = this.l1_1.scale(scale);
  44960. this.l10 = this.l10.scale(scale);
  44961. this.l11 = this.l11.scale(scale);
  44962. this.l2_2 = this.l2_2.scale(scale);
  44963. this.l2_1 = this.l2_1.scale(scale);
  44964. this.l20 = this.l20.scale(scale);
  44965. this.l21 = this.l21.scale(scale);
  44966. this.lL22 = this.lL22.scale(scale);
  44967. };
  44968. /**
  44969. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  44970. *
  44971. * ```
  44972. * E_lm = A_l * L_lm
  44973. * ```
  44974. *
  44975. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  44976. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  44977. * the scaling factors are given in equation 9.
  44978. */
  44979. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  44980. // Constant (Band 0)
  44981. this.l00 = this.l00.scale(3.141593);
  44982. // Linear (Band 1)
  44983. this.l1_1 = this.l1_1.scale(2.094395);
  44984. this.l10 = this.l10.scale(2.094395);
  44985. this.l11 = this.l11.scale(2.094395);
  44986. // Quadratic (Band 2)
  44987. this.l2_2 = this.l2_2.scale(0.785398);
  44988. this.l2_1 = this.l2_1.scale(0.785398);
  44989. this.l20 = this.l20.scale(0.785398);
  44990. this.l21 = this.l21.scale(0.785398);
  44991. this.lL22 = this.lL22.scale(0.785398);
  44992. };
  44993. /**
  44994. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  44995. *
  44996. * ```
  44997. * L = (1/pi) * E * rho
  44998. * ```
  44999. *
  45000. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45001. */
  45002. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45003. this.scale(1.0 / Math.PI);
  45004. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45005. // (The pixel shader must apply albedo after texture fetches, etc).
  45006. };
  45007. /**
  45008. * Gets the spherical harmonics from polynomial
  45009. * @param polynomial the spherical polynomial
  45010. * @returns the spherical harmonics
  45011. */
  45012. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45013. var result = new SphericalHarmonics();
  45014. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45015. result.l1_1 = polynomial.y.scale(0.977204);
  45016. result.l10 = polynomial.z.scale(0.977204);
  45017. result.l11 = polynomial.x.scale(0.977204);
  45018. result.l2_2 = polynomial.xy.scale(1.16538);
  45019. result.l2_1 = polynomial.yz.scale(1.16538);
  45020. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45021. result.l21 = polynomial.zx.scale(1.16538);
  45022. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45023. result.scale(Math.PI);
  45024. return result;
  45025. };
  45026. /**
  45027. * Constructs a spherical harmonics from an array.
  45028. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45029. * @returns the spherical harmonics
  45030. */
  45031. SphericalHarmonics.FromArray = function (data) {
  45032. var sh = new SphericalHarmonics();
  45033. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45034. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45035. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45036. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45037. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45038. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45039. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45040. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45041. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45042. return sh;
  45043. };
  45044. return SphericalHarmonics;
  45045. }());
  45046. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45047. })(BABYLON || (BABYLON = {}));
  45048. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45049. var BABYLON;
  45050. (function (BABYLON) {
  45051. var FileFaceOrientation = /** @class */ (function () {
  45052. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45053. this.name = name;
  45054. this.worldAxisForNormal = worldAxisForNormal;
  45055. this.worldAxisForFileX = worldAxisForFileX;
  45056. this.worldAxisForFileY = worldAxisForFileY;
  45057. }
  45058. return FileFaceOrientation;
  45059. }());
  45060. /**
  45061. * Helper class dealing with the extraction of spherical polynomial dataArray
  45062. * from a cube map.
  45063. */
  45064. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45065. function CubeMapToSphericalPolynomialTools() {
  45066. }
  45067. /**
  45068. * Converts a texture to the according Spherical Polynomial data.
  45069. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45070. *
  45071. * @param texture The texture to extract the information from.
  45072. * @return The Spherical Polynomial data.
  45073. */
  45074. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45075. if (!texture.isCube) {
  45076. // Only supports cube Textures currently.
  45077. return null;
  45078. }
  45079. var size = texture.getSize().width;
  45080. var right = texture.readPixels(0);
  45081. var left = texture.readPixels(1);
  45082. var up;
  45083. var down;
  45084. if (texture.isRenderTarget) {
  45085. up = texture.readPixels(3);
  45086. down = texture.readPixels(2);
  45087. }
  45088. else {
  45089. up = texture.readPixels(2);
  45090. down = texture.readPixels(3);
  45091. }
  45092. var front = texture.readPixels(4);
  45093. var back = texture.readPixels(5);
  45094. var gammaSpace = texture.gammaSpace;
  45095. // Always read as RGBA.
  45096. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45097. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45098. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45099. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45100. }
  45101. var cubeInfo = {
  45102. size: size,
  45103. right: right,
  45104. left: left,
  45105. up: up,
  45106. down: down,
  45107. front: front,
  45108. back: back,
  45109. format: format,
  45110. type: type,
  45111. gammaSpace: gammaSpace,
  45112. };
  45113. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45114. };
  45115. /**
  45116. * Converts a cubemap to the according Spherical Polynomial data.
  45117. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45118. *
  45119. * @param cubeInfo The Cube map to extract the information from.
  45120. * @return The Spherical Polynomial data.
  45121. */
  45122. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45123. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45124. var totalSolidAngle = 0.0;
  45125. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45126. var du = 2.0 / cubeInfo.size;
  45127. var dv = du;
  45128. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45129. var minUV = du * 0.5 - 1.0;
  45130. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45131. var fileFace = this.FileFaces[faceIndex];
  45132. var dataArray = cubeInfo[fileFace.name];
  45133. var v = minUV;
  45134. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45135. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45136. // Because SP is still linear, so summation is fine in that basis.
  45137. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45138. for (var y = 0; y < cubeInfo.size; y++) {
  45139. var u = minUV;
  45140. for (var x = 0; x < cubeInfo.size; x++) {
  45141. // World direction (not normalised)
  45142. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45143. worldDirection.normalize();
  45144. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45145. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45146. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45147. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45148. // Handle Integer types.
  45149. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45150. r /= 255;
  45151. g /= 255;
  45152. b /= 255;
  45153. }
  45154. // Handle Gamma space textures.
  45155. if (cubeInfo.gammaSpace) {
  45156. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45157. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45158. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45159. }
  45160. var color = new BABYLON.Color3(r, g, b);
  45161. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45162. totalSolidAngle += deltaSolidAngle;
  45163. u += du;
  45164. }
  45165. v += dv;
  45166. }
  45167. }
  45168. // Solid angle for entire sphere is 4*pi
  45169. var sphereSolidAngle = 4.0 * Math.PI;
  45170. // Adjust the solid angle to allow for how many faces we processed.
  45171. var facesProcessed = 6.0;
  45172. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45173. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45174. // This is needed because the numerical integration over the cube uses a
  45175. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45176. // and also to compensate for accumulative error due to float precision in the summation.
  45177. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45178. sphericalHarmonics.scale(correctionFactor);
  45179. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45180. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45181. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45182. };
  45183. CubeMapToSphericalPolynomialTools.FileFaces = [
  45184. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45185. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45186. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45187. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45188. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45189. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45190. ];
  45191. return CubeMapToSphericalPolynomialTools;
  45192. }());
  45193. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45194. })(BABYLON || (BABYLON = {}));
  45195. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45196. var BABYLON;
  45197. (function (BABYLON) {
  45198. /**
  45199. * Manages the defines for the PBR Material.
  45200. * @hiddenChildren
  45201. */
  45202. var PBRMaterialDefines = /** @class */ (function (_super) {
  45203. __extends(PBRMaterialDefines, _super);
  45204. /**
  45205. * Initializes the PBR Material defines.
  45206. */
  45207. function PBRMaterialDefines() {
  45208. var _this = _super.call(this) || this;
  45209. _this.PBR = true;
  45210. _this.MAINUV1 = false;
  45211. _this.MAINUV2 = false;
  45212. _this.UV1 = false;
  45213. _this.UV2 = false;
  45214. _this.ALBEDO = false;
  45215. _this.ALBEDODIRECTUV = 0;
  45216. _this.VERTEXCOLOR = false;
  45217. _this.AMBIENT = false;
  45218. _this.AMBIENTDIRECTUV = 0;
  45219. _this.AMBIENTINGRAYSCALE = false;
  45220. _this.OPACITY = false;
  45221. _this.VERTEXALPHA = false;
  45222. _this.OPACITYDIRECTUV = 0;
  45223. _this.OPACITYRGB = false;
  45224. _this.ALPHATEST = false;
  45225. _this.DEPTHPREPASS = false;
  45226. _this.ALPHABLEND = false;
  45227. _this.ALPHAFROMALBEDO = false;
  45228. _this.ALPHATESTVALUE = "0.5";
  45229. _this.SPECULAROVERALPHA = false;
  45230. _this.RADIANCEOVERALPHA = false;
  45231. _this.ALPHAFRESNEL = false;
  45232. _this.LINEARALPHAFRESNEL = false;
  45233. _this.PREMULTIPLYALPHA = false;
  45234. _this.EMISSIVE = false;
  45235. _this.EMISSIVEDIRECTUV = 0;
  45236. _this.REFLECTIVITY = false;
  45237. _this.REFLECTIVITYDIRECTUV = 0;
  45238. _this.SPECULARTERM = false;
  45239. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45240. _this.MICROSURFACEAUTOMATIC = false;
  45241. _this.LODBASEDMICROSFURACE = false;
  45242. _this.MICROSURFACEMAP = false;
  45243. _this.MICROSURFACEMAPDIRECTUV = 0;
  45244. _this.METALLICWORKFLOW = false;
  45245. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45246. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45247. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45248. _this.AOSTOREINMETALMAPRED = false;
  45249. _this.ENVIRONMENTBRDF = false;
  45250. _this.NORMAL = false;
  45251. _this.TANGENT = false;
  45252. _this.BUMP = false;
  45253. _this.BUMPDIRECTUV = 0;
  45254. _this.OBJECTSPACE_NORMALMAP = false;
  45255. _this.PARALLAX = false;
  45256. _this.PARALLAXOCCLUSION = false;
  45257. _this.NORMALXYSCALE = true;
  45258. _this.LIGHTMAP = false;
  45259. _this.LIGHTMAPDIRECTUV = 0;
  45260. _this.USELIGHTMAPASSHADOWMAP = false;
  45261. _this.GAMMALIGHTMAP = false;
  45262. _this.REFLECTION = false;
  45263. _this.REFLECTIONMAP_3D = false;
  45264. _this.REFLECTIONMAP_SPHERICAL = false;
  45265. _this.REFLECTIONMAP_PLANAR = false;
  45266. _this.REFLECTIONMAP_CUBIC = false;
  45267. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45268. _this.REFLECTIONMAP_PROJECTION = false;
  45269. _this.REFLECTIONMAP_SKYBOX = false;
  45270. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45271. _this.REFLECTIONMAP_EXPLICIT = false;
  45272. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45273. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45274. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45275. _this.INVERTCUBICMAP = false;
  45276. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45277. _this.USESPHERICALINVERTEX = false;
  45278. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45279. _this.LODINREFLECTIONALPHA = false;
  45280. _this.GAMMAREFLECTION = false;
  45281. _this.RGBDREFLECTION = false;
  45282. _this.RADIANCEOCCLUSION = false;
  45283. _this.HORIZONOCCLUSION = false;
  45284. _this.REFRACTION = false;
  45285. _this.REFRACTIONMAP_3D = false;
  45286. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45287. _this.LODINREFRACTIONALPHA = false;
  45288. _this.GAMMAREFRACTION = false;
  45289. _this.RGBDREFRACTION = false;
  45290. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45291. _this.INSTANCES = false;
  45292. _this.NUM_BONE_INFLUENCERS = 0;
  45293. _this.BonesPerMesh = 0;
  45294. _this.NONUNIFORMSCALING = false;
  45295. _this.MORPHTARGETS = false;
  45296. _this.MORPHTARGETS_NORMAL = false;
  45297. _this.MORPHTARGETS_TANGENT = false;
  45298. _this.NUM_MORPH_INFLUENCERS = 0;
  45299. _this.IMAGEPROCESSING = false;
  45300. _this.VIGNETTE = false;
  45301. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45302. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45303. _this.TONEMAPPING = false;
  45304. _this.TONEMAPPING_ACES = false;
  45305. _this.CONTRAST = false;
  45306. _this.COLORCURVES = false;
  45307. _this.COLORGRADING = false;
  45308. _this.COLORGRADING3D = false;
  45309. _this.SAMPLER3DGREENDEPTH = false;
  45310. _this.SAMPLER3DBGRMAP = false;
  45311. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45312. _this.EXPOSURE = false;
  45313. _this.USEPHYSICALLIGHTFALLOFF = false;
  45314. _this.USEGLTFLIGHTFALLOFF = false;
  45315. _this.TWOSIDEDLIGHTING = false;
  45316. _this.SHADOWFLOAT = false;
  45317. _this.CLIPPLANE = false;
  45318. _this.CLIPPLANE2 = false;
  45319. _this.CLIPPLANE3 = false;
  45320. _this.CLIPPLANE4 = false;
  45321. _this.POINTSIZE = false;
  45322. _this.FOG = false;
  45323. _this.LOGARITHMICDEPTH = false;
  45324. _this.FORCENORMALFORWARD = false;
  45325. _this.SPECULARAA = false;
  45326. _this.UNLIT = false;
  45327. _this.rebuild();
  45328. return _this;
  45329. }
  45330. /**
  45331. * Resets the PBR Material defines.
  45332. */
  45333. PBRMaterialDefines.prototype.reset = function () {
  45334. _super.prototype.reset.call(this);
  45335. this.ALPHATESTVALUE = "0.5";
  45336. this.PBR = true;
  45337. };
  45338. return PBRMaterialDefines;
  45339. }(BABYLON.MaterialDefines));
  45340. /**
  45341. * The Physically based material base class of BJS.
  45342. *
  45343. * This offers the main features of a standard PBR material.
  45344. * For more information, please refer to the documentation :
  45345. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45346. */
  45347. var PBRBaseMaterial = /** @class */ (function (_super) {
  45348. __extends(PBRBaseMaterial, _super);
  45349. /**
  45350. * Instantiates a new PBRMaterial instance.
  45351. *
  45352. * @param name The material name
  45353. * @param scene The scene the material will be use in.
  45354. */
  45355. function PBRBaseMaterial(name, scene) {
  45356. var _this = _super.call(this, name, scene) || this;
  45357. /**
  45358. * Intensity of the direct lights e.g. the four lights available in your scene.
  45359. * This impacts both the direct diffuse and specular highlights.
  45360. */
  45361. _this._directIntensity = 1.0;
  45362. /**
  45363. * Intensity of the emissive part of the material.
  45364. * This helps controlling the emissive effect without modifying the emissive color.
  45365. */
  45366. _this._emissiveIntensity = 1.0;
  45367. /**
  45368. * Intensity of the environment e.g. how much the environment will light the object
  45369. * either through harmonics for rough material or through the refelction for shiny ones.
  45370. */
  45371. _this._environmentIntensity = 1.0;
  45372. /**
  45373. * This is a special control allowing the reduction of the specular highlights coming from the
  45374. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45375. */
  45376. _this._specularIntensity = 1.0;
  45377. /**
  45378. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  45379. */
  45380. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  45381. /**
  45382. * Debug Control allowing disabling the bump map on this material.
  45383. */
  45384. _this._disableBumpMap = false;
  45385. /**
  45386. * AKA Occlusion Texture Intensity in other nomenclature.
  45387. */
  45388. _this._ambientTextureStrength = 1.0;
  45389. /**
  45390. * Defines how much the AO map is occluding the analytical lights (point spot...).
  45391. * 1 means it completely occludes it
  45392. * 0 mean it has no impact
  45393. */
  45394. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  45395. /**
  45396. * The color of a material in ambient lighting.
  45397. */
  45398. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  45399. /**
  45400. * AKA Diffuse Color in other nomenclature.
  45401. */
  45402. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  45403. /**
  45404. * AKA Specular Color in other nomenclature.
  45405. */
  45406. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45407. /**
  45408. * The color applied when light is reflected from a material.
  45409. */
  45410. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  45411. /**
  45412. * The color applied when light is emitted from a material.
  45413. */
  45414. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  45415. /**
  45416. * AKA Glossiness in other nomenclature.
  45417. */
  45418. _this._microSurface = 0.9;
  45419. /**
  45420. * source material index of refraction (IOR)' / 'destination material IOR.
  45421. */
  45422. _this._indexOfRefraction = 0.66;
  45423. /**
  45424. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  45425. */
  45426. _this._invertRefractionY = false;
  45427. /**
  45428. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  45429. * Materials half opaque for instance using refraction could benefit from this control.
  45430. */
  45431. _this._linkRefractionWithTransparency = false;
  45432. /**
  45433. * Specifies that the material will use the light map as a show map.
  45434. */
  45435. _this._useLightmapAsShadowmap = false;
  45436. /**
  45437. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  45438. * makes the reflect vector face the model (under horizon).
  45439. */
  45440. _this._useHorizonOcclusion = true;
  45441. /**
  45442. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  45443. * too much the area relying on ambient texture to define their ambient occlusion.
  45444. */
  45445. _this._useRadianceOcclusion = true;
  45446. /**
  45447. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  45448. */
  45449. _this._useAlphaFromAlbedoTexture = false;
  45450. /**
  45451. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  45452. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  45453. */
  45454. _this._useSpecularOverAlpha = true;
  45455. /**
  45456. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  45457. */
  45458. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  45459. /**
  45460. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  45461. */
  45462. _this._useRoughnessFromMetallicTextureAlpha = true;
  45463. /**
  45464. * Specifies if the metallic texture contains the roughness information in its green channel.
  45465. */
  45466. _this._useRoughnessFromMetallicTextureGreen = false;
  45467. /**
  45468. * Specifies if the metallic texture contains the metallness information in its blue channel.
  45469. */
  45470. _this._useMetallnessFromMetallicTextureBlue = false;
  45471. /**
  45472. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  45473. */
  45474. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  45475. /**
  45476. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  45477. */
  45478. _this._useAmbientInGrayScale = false;
  45479. /**
  45480. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  45481. * The material will try to infer what glossiness each pixel should be.
  45482. */
  45483. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  45484. /**
  45485. * Defines the falloff type used in this material.
  45486. * It by default is Physical.
  45487. */
  45488. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  45489. /**
  45490. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  45491. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  45492. */
  45493. _this._useRadianceOverAlpha = true;
  45494. /**
  45495. * Allows using an object space normal map (instead of tangent space).
  45496. */
  45497. _this._useObjectSpaceNormalMap = false;
  45498. /**
  45499. * Allows using the bump map in parallax mode.
  45500. */
  45501. _this._useParallax = false;
  45502. /**
  45503. * Allows using the bump map in parallax occlusion mode.
  45504. */
  45505. _this._useParallaxOcclusion = false;
  45506. /**
  45507. * Controls the scale bias of the parallax mode.
  45508. */
  45509. _this._parallaxScaleBias = 0.05;
  45510. /**
  45511. * If sets to true, disables all the lights affecting the material.
  45512. */
  45513. _this._disableLighting = false;
  45514. /**
  45515. * Number of Simultaneous lights allowed on the material.
  45516. */
  45517. _this._maxSimultaneousLights = 4;
  45518. /**
  45519. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  45520. */
  45521. _this._invertNormalMapX = false;
  45522. /**
  45523. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  45524. */
  45525. _this._invertNormalMapY = false;
  45526. /**
  45527. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45528. */
  45529. _this._twoSidedLighting = false;
  45530. /**
  45531. * Defines the alpha limits in alpha test mode.
  45532. */
  45533. _this._alphaCutOff = 0.4;
  45534. /**
  45535. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  45536. */
  45537. _this._forceAlphaTest = false;
  45538. /**
  45539. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45540. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  45541. */
  45542. _this._useAlphaFresnel = false;
  45543. /**
  45544. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45545. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  45546. */
  45547. _this._useLinearAlphaFresnel = false;
  45548. /**
  45549. * The transparency mode of the material.
  45550. */
  45551. _this._transparencyMode = null;
  45552. /**
  45553. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  45554. * from cos thetav and roughness:
  45555. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  45556. */
  45557. _this._environmentBRDFTexture = null;
  45558. /**
  45559. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  45560. */
  45561. _this._forceIrradianceInFragment = false;
  45562. /**
  45563. * Force normal to face away from face.
  45564. */
  45565. _this._forceNormalForward = false;
  45566. /**
  45567. * Enables specular anti aliasing in the PBR shader.
  45568. * It will both interacts on the Geometry for analytical and IBL lighting.
  45569. * It also prefilter the roughness map based on the bump values.
  45570. */
  45571. _this._enableSpecularAntiAliasing = false;
  45572. /**
  45573. * Stores the available render targets.
  45574. */
  45575. _this._renderTargets = new BABYLON.SmartArray(16);
  45576. /**
  45577. * Sets the global ambient color for the material used in lighting calculations.
  45578. */
  45579. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  45580. /**
  45581. * If set to true, no lighting calculations will be applied.
  45582. */
  45583. _this._unlit = false;
  45584. // Setup the default processing configuration to the scene.
  45585. _this._attachImageProcessingConfiguration(null);
  45586. _this.getRenderTargetTextures = function () {
  45587. _this._renderTargets.reset();
  45588. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  45589. _this._renderTargets.push(_this._reflectionTexture);
  45590. }
  45591. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  45592. _this._renderTargets.push(_this._refractionTexture);
  45593. }
  45594. return _this._renderTargets;
  45595. };
  45596. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  45597. return _this;
  45598. }
  45599. /**
  45600. * Attaches a new image processing configuration to the PBR Material.
  45601. * @param configuration
  45602. */
  45603. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  45604. var _this = this;
  45605. if (configuration === this._imageProcessingConfiguration) {
  45606. return;
  45607. }
  45608. // Detaches observer.
  45609. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45610. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45611. }
  45612. // Pick the scene configuration if needed.
  45613. if (!configuration) {
  45614. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  45615. }
  45616. else {
  45617. this._imageProcessingConfiguration = configuration;
  45618. }
  45619. // Attaches observer.
  45620. if (this._imageProcessingConfiguration) {
  45621. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  45622. _this._markAllSubMeshesAsImageProcessingDirty();
  45623. });
  45624. }
  45625. };
  45626. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  45627. /**
  45628. * Gets a boolean indicating that current material needs to register RTT
  45629. */
  45630. get: function () {
  45631. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  45632. return true;
  45633. }
  45634. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  45635. return true;
  45636. }
  45637. return false;
  45638. },
  45639. enumerable: true,
  45640. configurable: true
  45641. });
  45642. /**
  45643. * Gets the name of the material class.
  45644. */
  45645. PBRBaseMaterial.prototype.getClassName = function () {
  45646. return "PBRBaseMaterial";
  45647. };
  45648. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  45649. /**
  45650. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  45651. */
  45652. get: function () {
  45653. return this._useLogarithmicDepth;
  45654. },
  45655. /**
  45656. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  45657. */
  45658. set: function (value) {
  45659. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  45660. },
  45661. enumerable: true,
  45662. configurable: true
  45663. });
  45664. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  45665. /**
  45666. * Gets the current transparency mode.
  45667. */
  45668. get: function () {
  45669. return this._transparencyMode;
  45670. },
  45671. /**
  45672. * Sets the transparency mode of the material.
  45673. *
  45674. * | Value | Type | Description |
  45675. * | ----- | ----------------------------------- | ----------- |
  45676. * | 0 | OPAQUE | |
  45677. * | 1 | ALPHATEST | |
  45678. * | 2 | ALPHABLEND | |
  45679. * | 3 | ALPHATESTANDBLEND | |
  45680. *
  45681. */
  45682. set: function (value) {
  45683. if (this._transparencyMode === value) {
  45684. return;
  45685. }
  45686. this._transparencyMode = value;
  45687. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  45688. this._markAllSubMeshesAsTexturesAndMiscDirty();
  45689. },
  45690. enumerable: true,
  45691. configurable: true
  45692. });
  45693. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  45694. /**
  45695. * Returns true if alpha blending should be disabled.
  45696. */
  45697. get: function () {
  45698. return (this._linkRefractionWithTransparency ||
  45699. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  45700. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  45701. },
  45702. enumerable: true,
  45703. configurable: true
  45704. });
  45705. /**
  45706. * Specifies whether or not this material should be rendered in alpha blend mode.
  45707. */
  45708. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  45709. if (this._disableAlphaBlending) {
  45710. return false;
  45711. }
  45712. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  45713. };
  45714. /**
  45715. * Specifies if the mesh will require alpha blending.
  45716. * @param mesh - BJS mesh.
  45717. */
  45718. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  45719. if (this._disableAlphaBlending) {
  45720. return false;
  45721. }
  45722. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  45723. };
  45724. /**
  45725. * Specifies whether or not this material should be rendered in alpha test mode.
  45726. */
  45727. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  45728. if (this._forceAlphaTest) {
  45729. return true;
  45730. }
  45731. if (this._linkRefractionWithTransparency) {
  45732. return false;
  45733. }
  45734. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  45735. };
  45736. /**
  45737. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  45738. */
  45739. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  45740. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  45741. };
  45742. /**
  45743. * Gets the texture used for the alpha test.
  45744. */
  45745. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  45746. return this._albedoTexture;
  45747. };
  45748. /**
  45749. * Specifies that the submesh is ready to be used.
  45750. * @param mesh - BJS mesh.
  45751. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  45752. * @param useInstances - Specifies that instances should be used.
  45753. * @returns - boolean indicating that the submesh is ready or not.
  45754. */
  45755. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  45756. if (subMesh.effect && this.isFrozen) {
  45757. if (this._wasPreviouslyReady) {
  45758. return true;
  45759. }
  45760. }
  45761. if (!subMesh._materialDefines) {
  45762. subMesh._materialDefines = new PBRMaterialDefines();
  45763. }
  45764. var defines = subMesh._materialDefines;
  45765. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  45766. if (defines._renderId === this.getScene().getRenderId()) {
  45767. return true;
  45768. }
  45769. }
  45770. var scene = this.getScene();
  45771. var engine = scene.getEngine();
  45772. if (defines._areTexturesDirty) {
  45773. if (scene.texturesEnabled) {
  45774. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  45775. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  45776. return false;
  45777. }
  45778. }
  45779. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  45780. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  45781. return false;
  45782. }
  45783. }
  45784. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  45785. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  45786. return false;
  45787. }
  45788. }
  45789. var reflectionTexture = this._getReflectionTexture();
  45790. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  45791. if (!reflectionTexture.isReadyOrNotBlocking()) {
  45792. return false;
  45793. }
  45794. }
  45795. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  45796. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  45797. return false;
  45798. }
  45799. }
  45800. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  45801. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  45802. return false;
  45803. }
  45804. }
  45805. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  45806. if (this._metallicTexture) {
  45807. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  45808. return false;
  45809. }
  45810. }
  45811. else if (this._reflectivityTexture) {
  45812. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  45813. return false;
  45814. }
  45815. }
  45816. if (this._microSurfaceTexture) {
  45817. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  45818. return false;
  45819. }
  45820. }
  45821. }
  45822. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  45823. // Bump texture cannot be not blocking.
  45824. if (!this._bumpTexture.isReady()) {
  45825. return false;
  45826. }
  45827. }
  45828. var refractionTexture = this._getRefractionTexture();
  45829. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  45830. if (!refractionTexture.isReadyOrNotBlocking()) {
  45831. return false;
  45832. }
  45833. }
  45834. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  45835. // This is blocking.
  45836. if (!this._environmentBRDFTexture.isReady()) {
  45837. return false;
  45838. }
  45839. }
  45840. }
  45841. }
  45842. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  45843. if (!this._imageProcessingConfiguration.isReady()) {
  45844. return false;
  45845. }
  45846. }
  45847. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  45848. mesh.createNormals(true);
  45849. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  45850. }
  45851. var previousEffect = subMesh.effect;
  45852. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  45853. if (effect) {
  45854. // Use previous effect while new one is compiling
  45855. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  45856. effect = previousEffect;
  45857. defines.markAsUnprocessed();
  45858. }
  45859. else {
  45860. scene.resetCachedMaterial();
  45861. subMesh.setEffect(effect, defines);
  45862. this.buildUniformLayout();
  45863. }
  45864. }
  45865. if (!subMesh.effect || !subMesh.effect.isReady()) {
  45866. return false;
  45867. }
  45868. defines._renderId = scene.getRenderId();
  45869. this._wasPreviouslyReady = true;
  45870. return true;
  45871. };
  45872. /**
  45873. * Specifies if the material uses metallic roughness workflow.
  45874. * @returns boolean specifiying if the material uses metallic roughness workflow.
  45875. */
  45876. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  45877. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  45878. return true;
  45879. }
  45880. return false;
  45881. };
  45882. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  45883. if (onCompiled === void 0) { onCompiled = null; }
  45884. if (onError === void 0) { onError = null; }
  45885. if (useInstances === void 0) { useInstances = null; }
  45886. if (useClipPlane === void 0) { useClipPlane = null; }
  45887. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  45888. if (!defines.isDirty) {
  45889. return null;
  45890. }
  45891. defines.markAsProcessed();
  45892. var scene = this.getScene();
  45893. var engine = scene.getEngine();
  45894. // Fallbacks
  45895. var fallbacks = new BABYLON.EffectFallbacks();
  45896. var fallbackRank = 0;
  45897. if (defines.USESPHERICALINVERTEX) {
  45898. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  45899. }
  45900. if (defines.FOG) {
  45901. fallbacks.addFallback(fallbackRank, "FOG");
  45902. }
  45903. if (defines.SPECULARAA) {
  45904. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  45905. }
  45906. if (defines.POINTSIZE) {
  45907. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  45908. }
  45909. if (defines.LOGARITHMICDEPTH) {
  45910. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  45911. }
  45912. if (defines.PARALLAX) {
  45913. fallbacks.addFallback(fallbackRank, "PARALLAX");
  45914. }
  45915. if (defines.PARALLAXOCCLUSION) {
  45916. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  45917. }
  45918. if (defines.ENVIRONMENTBRDF) {
  45919. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  45920. }
  45921. if (defines.TANGENT) {
  45922. fallbacks.addFallback(fallbackRank++, "TANGENT");
  45923. }
  45924. if (defines.BUMP) {
  45925. fallbacks.addFallback(fallbackRank++, "BUMP");
  45926. }
  45927. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  45928. if (defines.SPECULARTERM) {
  45929. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  45930. }
  45931. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  45932. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  45933. }
  45934. if (defines.LIGHTMAP) {
  45935. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  45936. }
  45937. if (defines.NORMAL) {
  45938. fallbacks.addFallback(fallbackRank++, "NORMAL");
  45939. }
  45940. if (defines.AMBIENT) {
  45941. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  45942. }
  45943. if (defines.EMISSIVE) {
  45944. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  45945. }
  45946. if (defines.VERTEXCOLOR) {
  45947. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  45948. }
  45949. if (defines.NUM_BONE_INFLUENCERS > 0) {
  45950. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  45951. }
  45952. if (defines.MORPHTARGETS) {
  45953. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  45954. }
  45955. //Attributes
  45956. var attribs = [BABYLON.VertexBuffer.PositionKind];
  45957. if (defines.NORMAL) {
  45958. attribs.push(BABYLON.VertexBuffer.NormalKind);
  45959. }
  45960. if (defines.TANGENT) {
  45961. attribs.push(BABYLON.VertexBuffer.TangentKind);
  45962. }
  45963. if (defines.UV1) {
  45964. attribs.push(BABYLON.VertexBuffer.UVKind);
  45965. }
  45966. if (defines.UV2) {
  45967. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  45968. }
  45969. if (defines.VERTEXCOLOR) {
  45970. attribs.push(BABYLON.VertexBuffer.ColorKind);
  45971. }
  45972. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  45973. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  45974. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  45975. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  45976. "vFogInfos", "vFogColor", "pointSize",
  45977. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  45978. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  45979. "mBones",
  45980. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  45981. "vLightingIntensity",
  45982. "logarithmicDepthConstant",
  45983. "vSphericalX", "vSphericalY", "vSphericalZ",
  45984. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  45985. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  45986. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  45987. "vTangentSpaceParams"
  45988. ];
  45989. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  45990. "bumpSampler", "lightmapSampler", "opacitySampler",
  45991. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  45992. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  45993. "microSurfaceSampler", "environmentBrdfSampler"];
  45994. var uniformBuffers = ["Material", "Scene"];
  45995. if (BABYLON.ImageProcessingConfiguration) {
  45996. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  45997. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  45998. }
  45999. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46000. uniformsNames: uniforms,
  46001. uniformBuffersNames: uniformBuffers,
  46002. samplers: samplers,
  46003. defines: defines,
  46004. maxSimultaneousLights: this._maxSimultaneousLights
  46005. });
  46006. var join = defines.toString();
  46007. return engine.createEffect("pbr", {
  46008. attributes: attribs,
  46009. uniformsNames: uniforms,
  46010. uniformBuffersNames: uniformBuffers,
  46011. samplers: samplers,
  46012. defines: join,
  46013. fallbacks: fallbacks,
  46014. onCompiled: onCompiled,
  46015. onError: onError,
  46016. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46017. }, engine);
  46018. };
  46019. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46020. if (useInstances === void 0) { useInstances = null; }
  46021. if (useClipPlane === void 0) { useClipPlane = null; }
  46022. var scene = this.getScene();
  46023. var engine = scene.getEngine();
  46024. // Lights
  46025. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46026. defines._needNormals = true;
  46027. // Textures
  46028. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46029. if (defines._areTexturesDirty) {
  46030. defines._needUVs = false;
  46031. if (scene.texturesEnabled) {
  46032. if (scene.getEngine().getCaps().textureLOD) {
  46033. defines.LODBASEDMICROSFURACE = true;
  46034. }
  46035. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46036. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46037. }
  46038. else {
  46039. defines.ALBEDO = false;
  46040. }
  46041. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46042. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46043. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46044. }
  46045. else {
  46046. defines.AMBIENT = false;
  46047. }
  46048. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46049. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46050. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46051. }
  46052. else {
  46053. defines.OPACITY = false;
  46054. }
  46055. var reflectionTexture = this._getReflectionTexture();
  46056. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46057. defines.REFLECTION = true;
  46058. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46059. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46060. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46061. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46062. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46063. defines.INVERTCUBICMAP = true;
  46064. }
  46065. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46066. switch (reflectionTexture.coordinatesMode) {
  46067. case BABYLON.Texture.EXPLICIT_MODE:
  46068. defines.REFLECTIONMAP_EXPLICIT = true;
  46069. break;
  46070. case BABYLON.Texture.PLANAR_MODE:
  46071. defines.REFLECTIONMAP_PLANAR = true;
  46072. break;
  46073. case BABYLON.Texture.PROJECTION_MODE:
  46074. defines.REFLECTIONMAP_PROJECTION = true;
  46075. break;
  46076. case BABYLON.Texture.SKYBOX_MODE:
  46077. defines.REFLECTIONMAP_SKYBOX = true;
  46078. break;
  46079. case BABYLON.Texture.SPHERICAL_MODE:
  46080. defines.REFLECTIONMAP_SPHERICAL = true;
  46081. break;
  46082. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46083. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46084. break;
  46085. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46086. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46087. break;
  46088. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46089. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46090. break;
  46091. case BABYLON.Texture.CUBIC_MODE:
  46092. case BABYLON.Texture.INVCUBIC_MODE:
  46093. default:
  46094. defines.REFLECTIONMAP_CUBIC = true;
  46095. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46096. break;
  46097. }
  46098. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46099. if (reflectionTexture.sphericalPolynomial) {
  46100. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46101. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46102. defines.USESPHERICALINVERTEX = false;
  46103. }
  46104. else {
  46105. defines.USESPHERICALINVERTEX = true;
  46106. }
  46107. }
  46108. }
  46109. else {
  46110. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46111. }
  46112. }
  46113. else {
  46114. defines.REFLECTION = false;
  46115. defines.REFLECTIONMAP_3D = false;
  46116. defines.REFLECTIONMAP_SPHERICAL = false;
  46117. defines.REFLECTIONMAP_PLANAR = false;
  46118. defines.REFLECTIONMAP_CUBIC = false;
  46119. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46120. defines.REFLECTIONMAP_PROJECTION = false;
  46121. defines.REFLECTIONMAP_SKYBOX = false;
  46122. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46123. defines.REFLECTIONMAP_EXPLICIT = false;
  46124. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46125. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46126. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46127. defines.INVERTCUBICMAP = false;
  46128. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46129. defines.USESPHERICALINVERTEX = false;
  46130. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46131. defines.LODINREFLECTIONALPHA = false;
  46132. defines.GAMMAREFLECTION = false;
  46133. defines.RGBDREFLECTION = false;
  46134. }
  46135. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46136. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46137. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46138. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46139. }
  46140. else {
  46141. defines.LIGHTMAP = false;
  46142. }
  46143. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46144. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46145. }
  46146. else {
  46147. defines.EMISSIVE = false;
  46148. }
  46149. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46150. if (this._metallicTexture) {
  46151. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46152. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46153. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46154. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46155. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46156. }
  46157. else if (this._reflectivityTexture) {
  46158. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46159. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46160. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46161. }
  46162. else {
  46163. defines.REFLECTIVITY = false;
  46164. }
  46165. if (this._microSurfaceTexture) {
  46166. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46167. }
  46168. else {
  46169. defines.MICROSURFACEMAP = false;
  46170. }
  46171. }
  46172. else {
  46173. defines.REFLECTIVITY = false;
  46174. defines.MICROSURFACEMAP = false;
  46175. }
  46176. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46177. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46178. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46179. defines.PARALLAX = true;
  46180. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46181. }
  46182. else {
  46183. defines.PARALLAX = false;
  46184. }
  46185. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46186. }
  46187. else {
  46188. defines.BUMP = false;
  46189. }
  46190. var refractionTexture = this._getRefractionTexture();
  46191. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46192. defines.REFRACTION = true;
  46193. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46194. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46195. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46196. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46197. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46198. if (this._linkRefractionWithTransparency) {
  46199. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46200. }
  46201. }
  46202. else {
  46203. defines.REFRACTION = false;
  46204. }
  46205. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46206. defines.ENVIRONMENTBRDF = true;
  46207. }
  46208. else {
  46209. defines.ENVIRONMENTBRDF = false;
  46210. }
  46211. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46212. defines.ALPHAFROMALBEDO = true;
  46213. }
  46214. else {
  46215. defines.ALPHAFROMALBEDO = false;
  46216. }
  46217. }
  46218. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46219. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46220. defines.USEPHYSICALLIGHTFALLOFF = false;
  46221. defines.USEGLTFLIGHTFALLOFF = false;
  46222. }
  46223. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46224. defines.USEPHYSICALLIGHTFALLOFF = false;
  46225. defines.USEGLTFLIGHTFALLOFF = true;
  46226. }
  46227. else {
  46228. defines.USEPHYSICALLIGHTFALLOFF = true;
  46229. defines.USEGLTFLIGHTFALLOFF = false;
  46230. }
  46231. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46232. if (!this.backFaceCulling && this._twoSidedLighting) {
  46233. defines.TWOSIDEDLIGHTING = true;
  46234. }
  46235. else {
  46236. defines.TWOSIDEDLIGHTING = false;
  46237. }
  46238. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46239. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46240. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46241. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46242. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46243. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46244. }
  46245. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46246. this._imageProcessingConfiguration.prepareDefines(defines);
  46247. }
  46248. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46249. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46250. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46251. // Misc.
  46252. if (defines._areMiscDirty) {
  46253. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46254. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46255. }
  46256. // Values that need to be evaluated on every frame
  46257. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46258. // Attribs
  46259. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46260. };
  46261. /**
  46262. * Force shader compilation
  46263. */
  46264. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46265. var _this = this;
  46266. var localOptions = __assign({ clipPlane: false }, options);
  46267. var defines = new PBRMaterialDefines();
  46268. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46269. if (effect.isReady()) {
  46270. if (onCompiled) {
  46271. onCompiled(this);
  46272. }
  46273. }
  46274. else {
  46275. effect.onCompileObservable.add(function () {
  46276. if (onCompiled) {
  46277. onCompiled(_this);
  46278. }
  46279. });
  46280. }
  46281. };
  46282. /**
  46283. * Initializes the uniform buffer layout for the shader.
  46284. */
  46285. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46286. // Order is important !
  46287. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46288. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46289. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46290. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46291. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46292. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46293. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46294. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46295. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46296. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46297. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46298. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46299. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46300. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46301. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46302. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46303. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46304. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46305. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46306. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46307. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46308. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46309. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46310. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46311. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46312. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46313. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46314. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46315. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46316. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46317. this._uniformBuffer.addUniform("pointSize", 1);
  46318. this._uniformBuffer.create();
  46319. };
  46320. /**
  46321. * Unbinds the textures.
  46322. */
  46323. PBRBaseMaterial.prototype.unbind = function () {
  46324. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46325. this._uniformBuffer.setTexture("reflectionSampler", null);
  46326. }
  46327. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46328. this._uniformBuffer.setTexture("refractionSampler", null);
  46329. }
  46330. _super.prototype.unbind.call(this);
  46331. };
  46332. /**
  46333. * Binds the submesh data.
  46334. * @param world - The world matrix.
  46335. * @param mesh - The BJS mesh.
  46336. * @param subMesh - A submesh of the BJS mesh.
  46337. */
  46338. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  46339. var scene = this.getScene();
  46340. var defines = subMesh._materialDefines;
  46341. if (!defines) {
  46342. return;
  46343. }
  46344. var effect = subMesh.effect;
  46345. if (!effect) {
  46346. return;
  46347. }
  46348. this._activeEffect = effect;
  46349. // Matrices
  46350. this.bindOnlyWorldMatrix(world);
  46351. // Normal Matrix
  46352. if (defines.OBJECTSPACE_NORMALMAP) {
  46353. world.toNormalMatrix(this._normalMatrix);
  46354. this.bindOnlyNormalMatrix(this._normalMatrix);
  46355. }
  46356. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  46357. // Bones
  46358. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  46359. var reflectionTexture = null;
  46360. if (mustRebind) {
  46361. this._uniformBuffer.bindToEffect(effect, "Material");
  46362. this.bindViewProjection(effect);
  46363. reflectionTexture = this._getReflectionTexture();
  46364. var refractionTexture = this._getRefractionTexture();
  46365. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  46366. // Texture uniforms
  46367. if (scene.texturesEnabled) {
  46368. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46369. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  46370. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  46371. }
  46372. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46373. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  46374. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  46375. }
  46376. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46377. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  46378. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  46379. }
  46380. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46381. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  46382. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  46383. if (reflectionTexture.boundingBoxSize) {
  46384. var cubeTexture = reflectionTexture;
  46385. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  46386. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  46387. }
  46388. var polynomials = reflectionTexture.sphericalPolynomial;
  46389. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  46390. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  46391. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  46392. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  46393. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  46394. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  46395. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  46396. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  46397. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  46398. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  46399. }
  46400. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  46401. }
  46402. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46403. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  46404. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  46405. }
  46406. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46407. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  46408. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  46409. }
  46410. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46411. if (this._metallicTexture) {
  46412. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  46413. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  46414. }
  46415. else if (this._reflectivityTexture) {
  46416. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  46417. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  46418. }
  46419. if (this._microSurfaceTexture) {
  46420. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  46421. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  46422. }
  46423. }
  46424. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46425. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  46426. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  46427. if (scene._mirroredCameraPosition) {
  46428. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  46429. }
  46430. else {
  46431. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  46432. }
  46433. }
  46434. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46435. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  46436. var depth = 1.0;
  46437. if (!refractionTexture.isCube) {
  46438. if (refractionTexture.depth) {
  46439. depth = refractionTexture.depth;
  46440. }
  46441. }
  46442. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  46443. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  46444. }
  46445. }
  46446. // Point size
  46447. if (this.pointsCloud) {
  46448. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  46449. }
  46450. // Colors
  46451. if (defines.METALLICWORKFLOW) {
  46452. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  46453. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  46454. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  46455. }
  46456. else {
  46457. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  46458. }
  46459. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  46460. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  46461. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  46462. // Misc
  46463. this._lightingInfos.x = this._directIntensity;
  46464. this._lightingInfos.y = this._emissiveIntensity;
  46465. this._lightingInfos.z = this._environmentIntensity;
  46466. this._lightingInfos.w = this._specularIntensity;
  46467. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  46468. }
  46469. // Textures
  46470. if (scene.texturesEnabled) {
  46471. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46472. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  46473. }
  46474. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46475. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  46476. }
  46477. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46478. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  46479. }
  46480. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46481. if (defines.LODBASEDMICROSFURACE) {
  46482. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  46483. }
  46484. else {
  46485. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  46486. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  46487. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  46488. }
  46489. }
  46490. if (defines.ENVIRONMENTBRDF) {
  46491. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  46492. }
  46493. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46494. if (defines.LODBASEDMICROSFURACE) {
  46495. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  46496. }
  46497. else {
  46498. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  46499. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  46500. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  46501. }
  46502. }
  46503. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46504. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  46505. }
  46506. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46507. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  46508. }
  46509. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46510. if (this._metallicTexture) {
  46511. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  46512. }
  46513. else if (this._reflectivityTexture) {
  46514. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  46515. }
  46516. if (this._microSurfaceTexture) {
  46517. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  46518. }
  46519. }
  46520. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46521. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  46522. }
  46523. }
  46524. // Clip plane
  46525. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  46526. // Colors
  46527. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  46528. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  46529. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  46530. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  46531. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  46532. }
  46533. if (mustRebind || !this.isFrozen) {
  46534. // Lights
  46535. if (scene.lightsEnabled && !this._disableLighting) {
  46536. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  46537. }
  46538. // View
  46539. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  46540. this.bindView(effect);
  46541. }
  46542. // Fog
  46543. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  46544. // Morph targets
  46545. if (defines.NUM_MORPH_INFLUENCERS) {
  46546. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  46547. }
  46548. // image processing
  46549. this._imageProcessingConfiguration.bind(this._activeEffect);
  46550. // Log. depth
  46551. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  46552. }
  46553. this._uniformBuffer.update();
  46554. this._afterBind(mesh, this._activeEffect);
  46555. };
  46556. /**
  46557. * Returns the animatable textures.
  46558. * @returns - Array of animatable textures.
  46559. */
  46560. PBRBaseMaterial.prototype.getAnimatables = function () {
  46561. var results = [];
  46562. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  46563. results.push(this._albedoTexture);
  46564. }
  46565. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  46566. results.push(this._ambientTexture);
  46567. }
  46568. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  46569. results.push(this._opacityTexture);
  46570. }
  46571. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  46572. results.push(this._reflectionTexture);
  46573. }
  46574. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  46575. results.push(this._emissiveTexture);
  46576. }
  46577. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  46578. results.push(this._metallicTexture);
  46579. }
  46580. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  46581. results.push(this._reflectivityTexture);
  46582. }
  46583. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  46584. results.push(this._bumpTexture);
  46585. }
  46586. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  46587. results.push(this._lightmapTexture);
  46588. }
  46589. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  46590. results.push(this._refractionTexture);
  46591. }
  46592. return results;
  46593. };
  46594. /**
  46595. * Returns the texture used for reflections.
  46596. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  46597. */
  46598. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  46599. if (this._reflectionTexture) {
  46600. return this._reflectionTexture;
  46601. }
  46602. return this.getScene().environmentTexture;
  46603. };
  46604. /**
  46605. * Returns the texture used for refraction or null if none is used.
  46606. * @returns - Refection texture if present. If no refraction texture and refraction
  46607. * is linked with transparency, returns environment texture. Otherwise, returns null.
  46608. */
  46609. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  46610. if (this._refractionTexture) {
  46611. return this._refractionTexture;
  46612. }
  46613. if (this._linkRefractionWithTransparency) {
  46614. return this.getScene().environmentTexture;
  46615. }
  46616. return null;
  46617. };
  46618. /**
  46619. * Disposes the resources of the material.
  46620. * @param forceDisposeEffect - Forces the disposal of effects.
  46621. * @param forceDisposeTextures - Forces the disposal of all textures.
  46622. */
  46623. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  46624. if (forceDisposeTextures) {
  46625. if (this._albedoTexture) {
  46626. this._albedoTexture.dispose();
  46627. }
  46628. if (this._ambientTexture) {
  46629. this._ambientTexture.dispose();
  46630. }
  46631. if (this._opacityTexture) {
  46632. this._opacityTexture.dispose();
  46633. }
  46634. if (this._reflectionTexture) {
  46635. this._reflectionTexture.dispose();
  46636. }
  46637. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  46638. this._environmentBRDFTexture.dispose();
  46639. }
  46640. if (this._emissiveTexture) {
  46641. this._emissiveTexture.dispose();
  46642. }
  46643. if (this._metallicTexture) {
  46644. this._metallicTexture.dispose();
  46645. }
  46646. if (this._reflectivityTexture) {
  46647. this._reflectivityTexture.dispose();
  46648. }
  46649. if (this._bumpTexture) {
  46650. this._bumpTexture.dispose();
  46651. }
  46652. if (this._lightmapTexture) {
  46653. this._lightmapTexture.dispose();
  46654. }
  46655. if (this._refractionTexture) {
  46656. this._refractionTexture.dispose();
  46657. }
  46658. }
  46659. this._renderTargets.dispose();
  46660. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46661. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46662. }
  46663. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  46664. };
  46665. /**
  46666. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  46667. */
  46668. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  46669. /**
  46670. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  46671. * to enhance interoperability with other engines.
  46672. */
  46673. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  46674. /**
  46675. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  46676. * to enhance interoperability with other materials.
  46677. */
  46678. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  46679. /**
  46680. * Stores the reflectivity values based on metallic roughness workflow.
  46681. */
  46682. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  46683. __decorate([
  46684. BABYLON.serializeAsImageProcessingConfiguration()
  46685. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  46686. __decorate([
  46687. BABYLON.serialize()
  46688. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  46689. __decorate([
  46690. BABYLON.serialize()
  46691. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  46692. return PBRBaseMaterial;
  46693. }(BABYLON.PushMaterial));
  46694. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  46695. })(BABYLON || (BABYLON = {}));
  46696. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  46697. var BABYLON;
  46698. (function (BABYLON) {
  46699. /**
  46700. * The Physically based simple base material of BJS.
  46701. *
  46702. * This enables better naming and convention enforcements on top of the pbrMaterial.
  46703. * It is used as the base class for both the specGloss and metalRough conventions.
  46704. */
  46705. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  46706. __extends(PBRBaseSimpleMaterial, _super);
  46707. /**
  46708. * Instantiates a new PBRMaterial instance.
  46709. *
  46710. * @param name The material name
  46711. * @param scene The scene the material will be use in.
  46712. */
  46713. function PBRBaseSimpleMaterial(name, scene) {
  46714. var _this = _super.call(this, name, scene) || this;
  46715. /**
  46716. * Number of Simultaneous lights allowed on the material.
  46717. */
  46718. _this.maxSimultaneousLights = 4;
  46719. /**
  46720. * If sets to true, disables all the lights affecting the material.
  46721. */
  46722. _this.disableLighting = false;
  46723. /**
  46724. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  46725. */
  46726. _this.invertNormalMapX = false;
  46727. /**
  46728. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  46729. */
  46730. _this.invertNormalMapY = false;
  46731. /**
  46732. * Emissivie color used to self-illuminate the model.
  46733. */
  46734. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  46735. /**
  46736. * Occlusion Channel Strenght.
  46737. */
  46738. _this.occlusionStrength = 1.0;
  46739. /**
  46740. * If true, the light map contains occlusion information instead of lighting info.
  46741. */
  46742. _this.useLightmapAsShadowmap = false;
  46743. _this._useAlphaFromAlbedoTexture = true;
  46744. _this._useAmbientInGrayScale = true;
  46745. return _this;
  46746. }
  46747. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  46748. /**
  46749. * Gets the current double sided mode.
  46750. */
  46751. get: function () {
  46752. return this._twoSidedLighting;
  46753. },
  46754. /**
  46755. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46756. */
  46757. set: function (value) {
  46758. if (this._twoSidedLighting === value) {
  46759. return;
  46760. }
  46761. this._twoSidedLighting = value;
  46762. this.backFaceCulling = !value;
  46763. this._markAllSubMeshesAsTexturesDirty();
  46764. },
  46765. enumerable: true,
  46766. configurable: true
  46767. });
  46768. /**
  46769. * Return the active textures of the material.
  46770. */
  46771. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  46772. var activeTextures = _super.prototype.getActiveTextures.call(this);
  46773. if (this.environmentTexture) {
  46774. activeTextures.push(this.environmentTexture);
  46775. }
  46776. if (this.normalTexture) {
  46777. activeTextures.push(this.normalTexture);
  46778. }
  46779. if (this.emissiveTexture) {
  46780. activeTextures.push(this.emissiveTexture);
  46781. }
  46782. if (this.occlusionTexture) {
  46783. activeTextures.push(this.occlusionTexture);
  46784. }
  46785. if (this.lightmapTexture) {
  46786. activeTextures.push(this.lightmapTexture);
  46787. }
  46788. return activeTextures;
  46789. };
  46790. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  46791. if (_super.prototype.hasTexture.call(this, texture)) {
  46792. return true;
  46793. }
  46794. if (this.lightmapTexture === texture) {
  46795. return true;
  46796. }
  46797. return false;
  46798. };
  46799. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  46800. return "PBRBaseSimpleMaterial";
  46801. };
  46802. __decorate([
  46803. BABYLON.serialize(),
  46804. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46805. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  46806. __decorate([
  46807. BABYLON.serialize(),
  46808. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46809. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  46810. __decorate([
  46811. BABYLON.serializeAsTexture(),
  46812. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  46813. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  46814. __decorate([
  46815. BABYLON.serialize(),
  46816. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46817. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  46818. __decorate([
  46819. BABYLON.serialize(),
  46820. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46821. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  46822. __decorate([
  46823. BABYLON.serializeAsTexture(),
  46824. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  46825. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  46826. __decorate([
  46827. BABYLON.serializeAsColor3("emissive"),
  46828. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46829. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  46830. __decorate([
  46831. BABYLON.serializeAsTexture(),
  46832. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46833. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  46834. __decorate([
  46835. BABYLON.serialize(),
  46836. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  46837. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  46838. __decorate([
  46839. BABYLON.serializeAsTexture(),
  46840. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  46841. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  46842. __decorate([
  46843. BABYLON.serialize(),
  46844. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  46845. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  46846. __decorate([
  46847. BABYLON.serialize()
  46848. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  46849. __decorate([
  46850. BABYLON.serializeAsTexture(),
  46851. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  46852. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  46853. __decorate([
  46854. BABYLON.serialize(),
  46855. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46856. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  46857. return PBRBaseSimpleMaterial;
  46858. }(BABYLON.PBRBaseMaterial));
  46859. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  46860. })(BABYLON || (BABYLON = {}));
  46861. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  46862. var BABYLON;
  46863. (function (BABYLON) {
  46864. /**
  46865. * The Physically based material of BJS.
  46866. *
  46867. * This offers the main features of a standard PBR material.
  46868. * For more information, please refer to the documentation :
  46869. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46870. */
  46871. var PBRMaterial = /** @class */ (function (_super) {
  46872. __extends(PBRMaterial, _super);
  46873. /**
  46874. * Instantiates a new PBRMaterial instance.
  46875. *
  46876. * @param name The material name
  46877. * @param scene The scene the material will be use in.
  46878. */
  46879. function PBRMaterial(name, scene) {
  46880. var _this = _super.call(this, name, scene) || this;
  46881. /**
  46882. * Intensity of the direct lights e.g. the four lights available in your scene.
  46883. * This impacts both the direct diffuse and specular highlights.
  46884. */
  46885. _this.directIntensity = 1.0;
  46886. /**
  46887. * Intensity of the emissive part of the material.
  46888. * This helps controlling the emissive effect without modifying the emissive color.
  46889. */
  46890. _this.emissiveIntensity = 1.0;
  46891. /**
  46892. * Intensity of the environment e.g. how much the environment will light the object
  46893. * either through harmonics for rough material or through the refelction for shiny ones.
  46894. */
  46895. _this.environmentIntensity = 1.0;
  46896. /**
  46897. * This is a special control allowing the reduction of the specular highlights coming from the
  46898. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46899. */
  46900. _this.specularIntensity = 1.0;
  46901. /**
  46902. * Debug Control allowing disabling the bump map on this material.
  46903. */
  46904. _this.disableBumpMap = false;
  46905. /**
  46906. * AKA Occlusion Texture Intensity in other nomenclature.
  46907. */
  46908. _this.ambientTextureStrength = 1.0;
  46909. /**
  46910. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46911. * 1 means it completely occludes it
  46912. * 0 mean it has no impact
  46913. */
  46914. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46915. /**
  46916. * The color of a material in ambient lighting.
  46917. */
  46918. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  46919. /**
  46920. * AKA Diffuse Color in other nomenclature.
  46921. */
  46922. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  46923. /**
  46924. * AKA Specular Color in other nomenclature.
  46925. */
  46926. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46927. /**
  46928. * The color reflected from the material.
  46929. */
  46930. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  46931. /**
  46932. * The color emitted from the material.
  46933. */
  46934. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  46935. /**
  46936. * AKA Glossiness in other nomenclature.
  46937. */
  46938. _this.microSurface = 1.0;
  46939. /**
  46940. * source material index of refraction (IOR)' / 'destination material IOR.
  46941. */
  46942. _this.indexOfRefraction = 0.66;
  46943. /**
  46944. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  46945. */
  46946. _this.invertRefractionY = false;
  46947. /**
  46948. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46949. * Materials half opaque for instance using refraction could benefit from this control.
  46950. */
  46951. _this.linkRefractionWithTransparency = false;
  46952. /**
  46953. * If true, the light map contains occlusion information instead of lighting info.
  46954. */
  46955. _this.useLightmapAsShadowmap = false;
  46956. /**
  46957. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46958. */
  46959. _this.useAlphaFromAlbedoTexture = false;
  46960. /**
  46961. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46962. */
  46963. _this.forceAlphaTest = false;
  46964. /**
  46965. * Defines the alpha limits in alpha test mode.
  46966. */
  46967. _this.alphaCutOff = 0.4;
  46968. /**
  46969. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  46970. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46971. */
  46972. _this.useSpecularOverAlpha = true;
  46973. /**
  46974. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46975. */
  46976. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  46977. /**
  46978. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46979. */
  46980. _this.useRoughnessFromMetallicTextureAlpha = true;
  46981. /**
  46982. * Specifies if the metallic texture contains the roughness information in its green channel.
  46983. */
  46984. _this.useRoughnessFromMetallicTextureGreen = false;
  46985. /**
  46986. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46987. */
  46988. _this.useMetallnessFromMetallicTextureBlue = false;
  46989. /**
  46990. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46991. */
  46992. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  46993. /**
  46994. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46995. */
  46996. _this.useAmbientInGrayScale = false;
  46997. /**
  46998. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46999. * The material will try to infer what glossiness each pixel should be.
  47000. */
  47001. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47002. /**
  47003. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47004. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47005. */
  47006. _this.useRadianceOverAlpha = true;
  47007. /**
  47008. * Allows using an object space normal map (instead of tangent space).
  47009. */
  47010. _this.useObjectSpaceNormalMap = false;
  47011. /**
  47012. * Allows using the bump map in parallax mode.
  47013. */
  47014. _this.useParallax = false;
  47015. /**
  47016. * Allows using the bump map in parallax occlusion mode.
  47017. */
  47018. _this.useParallaxOcclusion = false;
  47019. /**
  47020. * Controls the scale bias of the parallax mode.
  47021. */
  47022. _this.parallaxScaleBias = 0.05;
  47023. /**
  47024. * If sets to true, disables all the lights affecting the material.
  47025. */
  47026. _this.disableLighting = false;
  47027. /**
  47028. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47029. */
  47030. _this.forceIrradianceInFragment = false;
  47031. /**
  47032. * Number of Simultaneous lights allowed on the material.
  47033. */
  47034. _this.maxSimultaneousLights = 4;
  47035. /**
  47036. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47037. */
  47038. _this.invertNormalMapX = false;
  47039. /**
  47040. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47041. */
  47042. _this.invertNormalMapY = false;
  47043. /**
  47044. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47045. */
  47046. _this.twoSidedLighting = false;
  47047. /**
  47048. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47049. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47050. */
  47051. _this.useAlphaFresnel = false;
  47052. /**
  47053. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47054. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47055. */
  47056. _this.useLinearAlphaFresnel = false;
  47057. /**
  47058. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47059. * And/Or occlude the blended part.
  47060. */
  47061. _this.environmentBRDFTexture = null;
  47062. /**
  47063. * Force normal to face away from face.
  47064. */
  47065. _this.forceNormalForward = false;
  47066. /**
  47067. * Enables specular anti aliasing in the PBR shader.
  47068. * It will both interacts on the Geometry for analytical and IBL lighting.
  47069. * It also prefilter the roughness map based on the bump values.
  47070. */
  47071. _this.enableSpecularAntiAliasing = false;
  47072. /**
  47073. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47074. * makes the reflect vector face the model (under horizon).
  47075. */
  47076. _this.useHorizonOcclusion = true;
  47077. /**
  47078. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47079. * too much the area relying on ambient texture to define their ambient occlusion.
  47080. */
  47081. _this.useRadianceOcclusion = true;
  47082. /**
  47083. * If set to true, no lighting calculations will be applied.
  47084. */
  47085. _this.unlit = false;
  47086. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47087. return _this;
  47088. }
  47089. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47090. /**
  47091. * BJS is using an harcoded light falloff based on a manually sets up range.
  47092. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47093. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47094. */
  47095. get: function () {
  47096. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47097. },
  47098. /**
  47099. * BJS is using an harcoded light falloff based on a manually sets up range.
  47100. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47101. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47102. */
  47103. set: function (value) {
  47104. if (value !== this.usePhysicalLightFalloff) {
  47105. // Ensure the effect will be rebuilt.
  47106. this._markAllSubMeshesAsTexturesDirty();
  47107. if (value) {
  47108. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47109. }
  47110. else {
  47111. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47112. }
  47113. }
  47114. },
  47115. enumerable: true,
  47116. configurable: true
  47117. });
  47118. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47119. /**
  47120. * In order to support the falloff compatibility with gltf, a special mode has been added
  47121. * to reproduce the gltf light falloff.
  47122. */
  47123. get: function () {
  47124. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47125. },
  47126. /**
  47127. * In order to support the falloff compatibility with gltf, a special mode has been added
  47128. * to reproduce the gltf light falloff.
  47129. */
  47130. set: function (value) {
  47131. if (value !== this.useGLTFLightFalloff) {
  47132. // Ensure the effect will be rebuilt.
  47133. this._markAllSubMeshesAsTexturesDirty();
  47134. if (value) {
  47135. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  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, "imageProcessingConfiguration", {
  47146. /**
  47147. * Gets the image processing configuration used either in this material.
  47148. */
  47149. get: function () {
  47150. return this._imageProcessingConfiguration;
  47151. },
  47152. /**
  47153. * Sets the Default image processing configuration used either in the this material.
  47154. *
  47155. * If sets to null, the scene one is in use.
  47156. */
  47157. set: function (value) {
  47158. this._attachImageProcessingConfiguration(value);
  47159. // Ensure the effect will be rebuilt.
  47160. this._markAllSubMeshesAsTexturesDirty();
  47161. },
  47162. enumerable: true,
  47163. configurable: true
  47164. });
  47165. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47166. /**
  47167. * Gets wether the color curves effect is enabled.
  47168. */
  47169. get: function () {
  47170. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47171. },
  47172. /**
  47173. * Sets wether the color curves effect is enabled.
  47174. */
  47175. set: function (value) {
  47176. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47177. },
  47178. enumerable: true,
  47179. configurable: true
  47180. });
  47181. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47182. /**
  47183. * Gets wether the color grading effect is enabled.
  47184. */
  47185. get: function () {
  47186. return this.imageProcessingConfiguration.colorGradingEnabled;
  47187. },
  47188. /**
  47189. * Gets wether the color grading effect is enabled.
  47190. */
  47191. set: function (value) {
  47192. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47193. },
  47194. enumerable: true,
  47195. configurable: true
  47196. });
  47197. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47198. /**
  47199. * Gets wether tonemapping is enabled or not.
  47200. */
  47201. get: function () {
  47202. return this._imageProcessingConfiguration.toneMappingEnabled;
  47203. },
  47204. /**
  47205. * Sets wether tonemapping is enabled or not
  47206. */
  47207. set: function (value) {
  47208. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47209. },
  47210. enumerable: true,
  47211. configurable: true
  47212. });
  47213. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47214. /**
  47215. * The camera exposure used on this material.
  47216. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47217. * This corresponds to a photographic exposure.
  47218. */
  47219. get: function () {
  47220. return this._imageProcessingConfiguration.exposure;
  47221. },
  47222. /**
  47223. * The camera exposure used on this material.
  47224. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47225. * This corresponds to a photographic exposure.
  47226. */
  47227. set: function (value) {
  47228. this._imageProcessingConfiguration.exposure = value;
  47229. },
  47230. enumerable: true,
  47231. configurable: true
  47232. });
  47233. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47234. /**
  47235. * Gets The camera contrast used on this material.
  47236. */
  47237. get: function () {
  47238. return this._imageProcessingConfiguration.contrast;
  47239. },
  47240. /**
  47241. * Sets The camera contrast used on this material.
  47242. */
  47243. set: function (value) {
  47244. this._imageProcessingConfiguration.contrast = value;
  47245. },
  47246. enumerable: true,
  47247. configurable: true
  47248. });
  47249. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47250. /**
  47251. * Gets the Color Grading 2D Lookup Texture.
  47252. */
  47253. get: function () {
  47254. return this._imageProcessingConfiguration.colorGradingTexture;
  47255. },
  47256. /**
  47257. * Sets the Color Grading 2D Lookup Texture.
  47258. */
  47259. set: function (value) {
  47260. this._imageProcessingConfiguration.colorGradingTexture = value;
  47261. },
  47262. enumerable: true,
  47263. configurable: true
  47264. });
  47265. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47266. /**
  47267. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47268. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47269. * 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;
  47270. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47271. */
  47272. get: function () {
  47273. return this._imageProcessingConfiguration.colorCurves;
  47274. },
  47275. /**
  47276. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47277. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47278. * 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;
  47279. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47280. */
  47281. set: function (value) {
  47282. this._imageProcessingConfiguration.colorCurves = value;
  47283. },
  47284. enumerable: true,
  47285. configurable: true
  47286. });
  47287. /**
  47288. * Returns the name of this material class.
  47289. */
  47290. PBRMaterial.prototype.getClassName = function () {
  47291. return "PBRMaterial";
  47292. };
  47293. /**
  47294. * Returns an array of the actively used textures.
  47295. * @returns - Array of BaseTextures
  47296. */
  47297. PBRMaterial.prototype.getActiveTextures = function () {
  47298. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47299. if (this._albedoTexture) {
  47300. activeTextures.push(this._albedoTexture);
  47301. }
  47302. if (this._ambientTexture) {
  47303. activeTextures.push(this._ambientTexture);
  47304. }
  47305. if (this._opacityTexture) {
  47306. activeTextures.push(this._opacityTexture);
  47307. }
  47308. if (this._reflectionTexture) {
  47309. activeTextures.push(this._reflectionTexture);
  47310. }
  47311. if (this._emissiveTexture) {
  47312. activeTextures.push(this._emissiveTexture);
  47313. }
  47314. if (this._reflectivityTexture) {
  47315. activeTextures.push(this._reflectivityTexture);
  47316. }
  47317. if (this._metallicTexture) {
  47318. activeTextures.push(this._metallicTexture);
  47319. }
  47320. if (this._microSurfaceTexture) {
  47321. activeTextures.push(this._microSurfaceTexture);
  47322. }
  47323. if (this._bumpTexture) {
  47324. activeTextures.push(this._bumpTexture);
  47325. }
  47326. if (this._lightmapTexture) {
  47327. activeTextures.push(this._lightmapTexture);
  47328. }
  47329. if (this._refractionTexture) {
  47330. activeTextures.push(this._refractionTexture);
  47331. }
  47332. return activeTextures;
  47333. };
  47334. /**
  47335. * Checks to see if a texture is used in the material.
  47336. * @param texture - Base texture to use.
  47337. * @returns - Boolean specifying if a texture is used in the material.
  47338. */
  47339. PBRMaterial.prototype.hasTexture = function (texture) {
  47340. if (_super.prototype.hasTexture.call(this, texture)) {
  47341. return true;
  47342. }
  47343. if (this._albedoTexture === texture) {
  47344. return true;
  47345. }
  47346. if (this._ambientTexture === texture) {
  47347. return true;
  47348. }
  47349. if (this._opacityTexture === texture) {
  47350. return true;
  47351. }
  47352. if (this._reflectionTexture === texture) {
  47353. return true;
  47354. }
  47355. if (this._reflectivityTexture === texture) {
  47356. return true;
  47357. }
  47358. if (this._metallicTexture === texture) {
  47359. return true;
  47360. }
  47361. if (this._microSurfaceTexture === texture) {
  47362. return true;
  47363. }
  47364. if (this._bumpTexture === texture) {
  47365. return true;
  47366. }
  47367. if (this._lightmapTexture === texture) {
  47368. return true;
  47369. }
  47370. if (this._refractionTexture === texture) {
  47371. return true;
  47372. }
  47373. return false;
  47374. };
  47375. /**
  47376. * Makes a duplicate of the current material.
  47377. * @param name - name to use for the new material.
  47378. */
  47379. PBRMaterial.prototype.clone = function (name) {
  47380. var _this = this;
  47381. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  47382. clone.id = name;
  47383. clone.name = name;
  47384. return clone;
  47385. };
  47386. /**
  47387. * Serializes this PBR Material.
  47388. * @returns - An object with the serialized material.
  47389. */
  47390. PBRMaterial.prototype.serialize = function () {
  47391. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47392. serializationObject.customType = "BABYLON.PBRMaterial";
  47393. return serializationObject;
  47394. };
  47395. // Statics
  47396. /**
  47397. * Parses a PBR Material from a serialized object.
  47398. * @param source - Serialized object.
  47399. * @param scene - BJS scene instance.
  47400. * @param rootUrl - url for the scene object
  47401. * @returns - PBRMaterial
  47402. */
  47403. PBRMaterial.Parse = function (source, scene, rootUrl) {
  47404. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  47405. };
  47406. /**
  47407. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  47408. */
  47409. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  47410. /**
  47411. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  47412. */
  47413. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  47414. /**
  47415. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47416. */
  47417. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  47418. /**
  47419. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47420. * They are also discarded below the alpha cutoff threshold to improve performances.
  47421. */
  47422. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  47423. /**
  47424. * Defines the default value of how much AO map is occluding the analytical lights
  47425. * (point spot...).
  47426. */
  47427. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  47428. __decorate([
  47429. BABYLON.serialize(),
  47430. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47431. ], PBRMaterial.prototype, "directIntensity", void 0);
  47432. __decorate([
  47433. BABYLON.serialize(),
  47434. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47435. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  47436. __decorate([
  47437. BABYLON.serialize(),
  47438. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47439. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  47440. __decorate([
  47441. BABYLON.serialize(),
  47442. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47443. ], PBRMaterial.prototype, "specularIntensity", void 0);
  47444. __decorate([
  47445. BABYLON.serialize(),
  47446. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47447. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  47448. __decorate([
  47449. BABYLON.serializeAsTexture(),
  47450. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47451. ], PBRMaterial.prototype, "albedoTexture", void 0);
  47452. __decorate([
  47453. BABYLON.serializeAsTexture(),
  47454. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47455. ], PBRMaterial.prototype, "ambientTexture", void 0);
  47456. __decorate([
  47457. BABYLON.serialize(),
  47458. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47459. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  47460. __decorate([
  47461. BABYLON.serialize(),
  47462. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47463. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  47464. __decorate([
  47465. BABYLON.serializeAsTexture(),
  47466. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47467. ], PBRMaterial.prototype, "opacityTexture", void 0);
  47468. __decorate([
  47469. BABYLON.serializeAsTexture(),
  47470. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47471. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  47472. __decorate([
  47473. BABYLON.serializeAsTexture(),
  47474. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47475. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  47476. __decorate([
  47477. BABYLON.serializeAsTexture(),
  47478. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47479. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  47480. __decorate([
  47481. BABYLON.serializeAsTexture(),
  47482. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47483. ], PBRMaterial.prototype, "metallicTexture", void 0);
  47484. __decorate([
  47485. BABYLON.serialize(),
  47486. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47487. ], PBRMaterial.prototype, "metallic", void 0);
  47488. __decorate([
  47489. BABYLON.serialize(),
  47490. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47491. ], PBRMaterial.prototype, "roughness", void 0);
  47492. __decorate([
  47493. BABYLON.serializeAsTexture(),
  47494. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47495. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  47496. __decorate([
  47497. BABYLON.serializeAsTexture(),
  47498. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47499. ], PBRMaterial.prototype, "bumpTexture", void 0);
  47500. __decorate([
  47501. BABYLON.serializeAsTexture(),
  47502. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47503. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  47504. __decorate([
  47505. BABYLON.serializeAsTexture(),
  47506. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47507. ], PBRMaterial.prototype, "refractionTexture", void 0);
  47508. __decorate([
  47509. BABYLON.serializeAsColor3("ambient"),
  47510. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47511. ], PBRMaterial.prototype, "ambientColor", void 0);
  47512. __decorate([
  47513. BABYLON.serializeAsColor3("albedo"),
  47514. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47515. ], PBRMaterial.prototype, "albedoColor", void 0);
  47516. __decorate([
  47517. BABYLON.serializeAsColor3("reflectivity"),
  47518. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47519. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  47520. __decorate([
  47521. BABYLON.serializeAsColor3("reflection"),
  47522. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47523. ], PBRMaterial.prototype, "reflectionColor", void 0);
  47524. __decorate([
  47525. BABYLON.serializeAsColor3("emissive"),
  47526. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47527. ], PBRMaterial.prototype, "emissiveColor", void 0);
  47528. __decorate([
  47529. BABYLON.serialize(),
  47530. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47531. ], PBRMaterial.prototype, "microSurface", void 0);
  47532. __decorate([
  47533. BABYLON.serialize(),
  47534. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47535. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  47536. __decorate([
  47537. BABYLON.serialize(),
  47538. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47539. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  47540. __decorate([
  47541. BABYLON.serialize(),
  47542. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47543. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  47544. __decorate([
  47545. BABYLON.serialize(),
  47546. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47547. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47548. __decorate([
  47549. BABYLON.serialize(),
  47550. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47551. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  47552. __decorate([
  47553. BABYLON.serialize(),
  47554. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47555. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  47556. __decorate([
  47557. BABYLON.serialize(),
  47558. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47559. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  47560. __decorate([
  47561. BABYLON.serialize(),
  47562. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47563. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  47564. __decorate([
  47565. BABYLON.serialize(),
  47566. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47567. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  47568. __decorate([
  47569. BABYLON.serialize(),
  47570. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47571. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  47572. __decorate([
  47573. BABYLON.serialize(),
  47574. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47575. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  47576. __decorate([
  47577. BABYLON.serialize(),
  47578. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47579. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  47580. __decorate([
  47581. BABYLON.serialize(),
  47582. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47583. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  47584. __decorate([
  47585. BABYLON.serialize(),
  47586. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47587. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  47588. __decorate([
  47589. BABYLON.serialize(),
  47590. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47591. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  47592. __decorate([
  47593. BABYLON.serialize()
  47594. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  47595. __decorate([
  47596. BABYLON.serialize()
  47597. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  47598. __decorate([
  47599. BABYLON.serialize(),
  47600. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47601. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  47602. __decorate([
  47603. BABYLON.serialize(),
  47604. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47605. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  47606. __decorate([
  47607. BABYLON.serialize(),
  47608. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47609. ], PBRMaterial.prototype, "useParallax", void 0);
  47610. __decorate([
  47611. BABYLON.serialize(),
  47612. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47613. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  47614. __decorate([
  47615. BABYLON.serialize(),
  47616. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47617. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  47618. __decorate([
  47619. BABYLON.serialize(),
  47620. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47621. ], PBRMaterial.prototype, "disableLighting", void 0);
  47622. __decorate([
  47623. BABYLON.serialize(),
  47624. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47625. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  47626. __decorate([
  47627. BABYLON.serialize(),
  47628. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47629. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  47630. __decorate([
  47631. BABYLON.serialize(),
  47632. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47633. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  47634. __decorate([
  47635. BABYLON.serialize(),
  47636. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47637. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  47638. __decorate([
  47639. BABYLON.serialize(),
  47640. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47641. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  47642. __decorate([
  47643. BABYLON.serialize(),
  47644. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47645. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  47646. __decorate([
  47647. BABYLON.serialize(),
  47648. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47649. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  47650. __decorate([
  47651. BABYLON.serializeAsTexture(),
  47652. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47653. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  47654. __decorate([
  47655. BABYLON.serialize(),
  47656. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47657. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  47658. __decorate([
  47659. BABYLON.serialize(),
  47660. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47661. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  47662. __decorate([
  47663. BABYLON.serialize(),
  47664. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47665. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  47666. __decorate([
  47667. BABYLON.serialize(),
  47668. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47669. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  47670. __decorate([
  47671. BABYLON.serialize(),
  47672. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  47673. ], PBRMaterial.prototype, "unlit", void 0);
  47674. return PBRMaterial;
  47675. }(BABYLON.PBRBaseMaterial));
  47676. BABYLON.PBRMaterial = PBRMaterial;
  47677. })(BABYLON || (BABYLON = {}));
  47678. //# sourceMappingURL=babylon.pbrMaterial.js.map
  47679. var BABYLON;
  47680. (function (BABYLON) {
  47681. /**
  47682. * The PBR material of BJS following the metal roughness convention.
  47683. *
  47684. * This fits to the PBR convention in the GLTF definition:
  47685. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  47686. */
  47687. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  47688. __extends(PBRMetallicRoughnessMaterial, _super);
  47689. /**
  47690. * Instantiates a new PBRMetalRoughnessMaterial instance.
  47691. *
  47692. * @param name The material name
  47693. * @param scene The scene the material will be use in.
  47694. */
  47695. function PBRMetallicRoughnessMaterial(name, scene) {
  47696. var _this = _super.call(this, name, scene) || this;
  47697. _this._useRoughnessFromMetallicTextureAlpha = false;
  47698. _this._useRoughnessFromMetallicTextureGreen = true;
  47699. _this._useMetallnessFromMetallicTextureBlue = true;
  47700. _this.metallic = 1.0;
  47701. _this.roughness = 1.0;
  47702. return _this;
  47703. }
  47704. /**
  47705. * Return the currrent class name of the material.
  47706. */
  47707. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  47708. return "PBRMetallicRoughnessMaterial";
  47709. };
  47710. /**
  47711. * Return the active textures of the material.
  47712. */
  47713. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  47714. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47715. if (this.baseTexture) {
  47716. activeTextures.push(this.baseTexture);
  47717. }
  47718. if (this.metallicRoughnessTexture) {
  47719. activeTextures.push(this.metallicRoughnessTexture);
  47720. }
  47721. return activeTextures;
  47722. };
  47723. /**
  47724. * Checks to see if a texture is used in the material.
  47725. * @param texture - Base texture to use.
  47726. * @returns - Boolean specifying if a texture is used in the material.
  47727. */
  47728. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  47729. if (_super.prototype.hasTexture.call(this, texture)) {
  47730. return true;
  47731. }
  47732. if (this.baseTexture === texture) {
  47733. return true;
  47734. }
  47735. if (this.metallicRoughnessTexture === texture) {
  47736. return true;
  47737. }
  47738. return false;
  47739. };
  47740. /**
  47741. * Makes a duplicate of the current material.
  47742. * @param name - name to use for the new material.
  47743. */
  47744. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  47745. var _this = this;
  47746. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  47747. clone.id = name;
  47748. clone.name = name;
  47749. return clone;
  47750. };
  47751. /**
  47752. * Serialize the material to a parsable JSON object.
  47753. */
  47754. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  47755. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47756. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  47757. return serializationObject;
  47758. };
  47759. /**
  47760. * Parses a JSON object correponding to the serialize function.
  47761. */
  47762. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  47763. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  47764. };
  47765. __decorate([
  47766. BABYLON.serializeAsColor3(),
  47767. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  47768. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  47769. __decorate([
  47770. BABYLON.serializeAsTexture(),
  47771. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  47772. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  47773. __decorate([
  47774. BABYLON.serialize(),
  47775. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47776. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  47777. __decorate([
  47778. BABYLON.serialize(),
  47779. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47780. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  47781. __decorate([
  47782. BABYLON.serializeAsTexture(),
  47783. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  47784. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  47785. return PBRMetallicRoughnessMaterial;
  47786. }(BABYLON.PBRBaseSimpleMaterial));
  47787. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  47788. })(BABYLON || (BABYLON = {}));
  47789. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  47790. var BABYLON;
  47791. (function (BABYLON) {
  47792. /**
  47793. * The PBR material of BJS following the specular glossiness convention.
  47794. *
  47795. * This fits to the PBR convention in the GLTF definition:
  47796. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  47797. */
  47798. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  47799. __extends(PBRSpecularGlossinessMaterial, _super);
  47800. /**
  47801. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  47802. *
  47803. * @param name The material name
  47804. * @param scene The scene the material will be use in.
  47805. */
  47806. function PBRSpecularGlossinessMaterial(name, scene) {
  47807. var _this = _super.call(this, name, scene) || this;
  47808. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  47809. return _this;
  47810. }
  47811. /**
  47812. * Return the currrent class name of the material.
  47813. */
  47814. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  47815. return "PBRSpecularGlossinessMaterial";
  47816. };
  47817. /**
  47818. * Return the active textures of the material.
  47819. */
  47820. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  47821. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47822. if (this.diffuseTexture) {
  47823. activeTextures.push(this.diffuseTexture);
  47824. }
  47825. if (this.specularGlossinessTexture) {
  47826. activeTextures.push(this.specularGlossinessTexture);
  47827. }
  47828. return activeTextures;
  47829. };
  47830. /**
  47831. * Checks to see if a texture is used in the material.
  47832. * @param texture - Base texture to use.
  47833. * @returns - Boolean specifying if a texture is used in the material.
  47834. */
  47835. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  47836. if (_super.prototype.hasTexture.call(this, texture)) {
  47837. return true;
  47838. }
  47839. if (this.diffuseTexture === texture) {
  47840. return true;
  47841. }
  47842. if (this.specularGlossinessTexture === texture) {
  47843. return true;
  47844. }
  47845. return false;
  47846. };
  47847. /**
  47848. * Makes a duplicate of the current material.
  47849. * @param name - name to use for the new material.
  47850. */
  47851. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  47852. var _this = this;
  47853. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  47854. clone.id = name;
  47855. clone.name = name;
  47856. return clone;
  47857. };
  47858. /**
  47859. * Serialize the material to a parsable JSON object.
  47860. */
  47861. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  47862. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47863. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  47864. return serializationObject;
  47865. };
  47866. /**
  47867. * Parses a JSON object correponding to the serialize function.
  47868. */
  47869. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  47870. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  47871. };
  47872. __decorate([
  47873. BABYLON.serializeAsColor3("diffuse"),
  47874. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  47875. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  47876. __decorate([
  47877. BABYLON.serializeAsTexture(),
  47878. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  47879. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  47880. __decorate([
  47881. BABYLON.serializeAsColor3("specular"),
  47882. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  47883. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  47884. __decorate([
  47885. BABYLON.serialize(),
  47886. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  47887. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  47888. __decorate([
  47889. BABYLON.serializeAsTexture(),
  47890. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  47891. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  47892. return PBRSpecularGlossinessMaterial;
  47893. }(BABYLON.PBRBaseSimpleMaterial));
  47894. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  47895. })(BABYLON || (BABYLON = {}));
  47896. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  47897. var BABYLON;
  47898. (function (BABYLON) {
  47899. /**
  47900. * @ignore
  47901. * This is a list of all the different input types that are available in the application.
  47902. * Fo instance: ArcRotateCameraGamepadInput...
  47903. */
  47904. BABYLON.CameraInputTypes = {};
  47905. /**
  47906. * This represents the input manager used within a camera.
  47907. * It helps dealing with all the different kind of input attached to a camera.
  47908. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47909. */
  47910. var CameraInputsManager = /** @class */ (function () {
  47911. /**
  47912. * Instantiate a new Camera Input Manager.
  47913. * @param camera Defines the camera the input manager blongs to
  47914. */
  47915. function CameraInputsManager(camera) {
  47916. this.attached = {};
  47917. this.camera = camera;
  47918. this.checkInputs = function () { };
  47919. }
  47920. /**
  47921. * Add an input method to a camera
  47922. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47923. * @param input camera input method
  47924. */
  47925. CameraInputsManager.prototype.add = function (input) {
  47926. var type = input.getSimpleName();
  47927. if (this.attached[type]) {
  47928. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  47929. return;
  47930. }
  47931. this.attached[type] = input;
  47932. input.camera = this.camera;
  47933. //for checkInputs, we are dynamically creating a function
  47934. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  47935. if (input.checkInputs) {
  47936. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  47937. }
  47938. if (this.attachedElement) {
  47939. input.attachControl(this.attachedElement);
  47940. }
  47941. };
  47942. /**
  47943. * Remove a specific input method from a camera
  47944. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  47945. * @param inputToRemove camera input method
  47946. */
  47947. CameraInputsManager.prototype.remove = function (inputToRemove) {
  47948. for (var cam in this.attached) {
  47949. var input = this.attached[cam];
  47950. if (input === inputToRemove) {
  47951. input.detachControl(this.attachedElement);
  47952. input.camera = null;
  47953. delete this.attached[cam];
  47954. this.rebuildInputCheck();
  47955. }
  47956. }
  47957. };
  47958. /**
  47959. * Remove a specific input type from a camera
  47960. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  47961. * @param inputType the type of the input to remove
  47962. */
  47963. CameraInputsManager.prototype.removeByType = function (inputType) {
  47964. for (var cam in this.attached) {
  47965. var input = this.attached[cam];
  47966. if (input.getClassName() === inputType) {
  47967. input.detachControl(this.attachedElement);
  47968. input.camera = null;
  47969. delete this.attached[cam];
  47970. this.rebuildInputCheck();
  47971. }
  47972. }
  47973. };
  47974. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  47975. var current = this.checkInputs;
  47976. return function () {
  47977. current();
  47978. fn();
  47979. };
  47980. };
  47981. /**
  47982. * Attach the input controls to the currently attached dom element to listen the events from.
  47983. * @param input Defines the input to attach
  47984. */
  47985. CameraInputsManager.prototype.attachInput = function (input) {
  47986. if (this.attachedElement) {
  47987. input.attachControl(this.attachedElement, this.noPreventDefault);
  47988. }
  47989. };
  47990. /**
  47991. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  47992. * @param element Defines the dom element to collect the events from
  47993. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  47994. */
  47995. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  47996. if (noPreventDefault === void 0) { noPreventDefault = false; }
  47997. if (this.attachedElement) {
  47998. return;
  47999. }
  48000. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48001. this.attachedElement = element;
  48002. this.noPreventDefault = noPreventDefault;
  48003. for (var cam in this.attached) {
  48004. this.attached[cam].attachControl(element, noPreventDefault);
  48005. }
  48006. };
  48007. /**
  48008. * Detach the current manager inputs controls from a specific dom element.
  48009. * @param element Defines the dom element to collect the events from
  48010. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48011. */
  48012. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48013. if (disconnect === void 0) { disconnect = false; }
  48014. if (this.attachedElement !== element) {
  48015. return;
  48016. }
  48017. for (var cam in this.attached) {
  48018. this.attached[cam].detachControl(element);
  48019. if (disconnect) {
  48020. this.attached[cam].camera = null;
  48021. }
  48022. }
  48023. this.attachedElement = null;
  48024. };
  48025. /**
  48026. * Rebuild the dynamic inputCheck function from the current list of
  48027. * defined inputs in the manager.
  48028. */
  48029. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48030. this.checkInputs = function () { };
  48031. for (var cam in this.attached) {
  48032. var input = this.attached[cam];
  48033. if (input.checkInputs) {
  48034. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48035. }
  48036. }
  48037. };
  48038. /**
  48039. * Remove all attached input methods from a camera
  48040. */
  48041. CameraInputsManager.prototype.clear = function () {
  48042. if (this.attachedElement) {
  48043. this.detachElement(this.attachedElement, true);
  48044. }
  48045. this.attached = {};
  48046. this.attachedElement = null;
  48047. this.checkInputs = function () { };
  48048. };
  48049. /**
  48050. * Serialize the current input manager attached to a camera.
  48051. * This ensures than once parsed,
  48052. * the input associated to the camera will be identical to the current ones
  48053. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48054. */
  48055. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48056. var inputs = {};
  48057. for (var cam in this.attached) {
  48058. var input = this.attached[cam];
  48059. var res = BABYLON.SerializationHelper.Serialize(input);
  48060. inputs[input.getClassName()] = res;
  48061. }
  48062. serializedCamera.inputsmgr = inputs;
  48063. };
  48064. /**
  48065. * Parses an input manager serialized JSON to restore the previous list of inputs
  48066. * and states associated to a camera.
  48067. * @param parsedCamera Defines the JSON to parse
  48068. */
  48069. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48070. var parsedInputs = parsedCamera.inputsmgr;
  48071. if (parsedInputs) {
  48072. this.clear();
  48073. for (var n in parsedInputs) {
  48074. var construct = BABYLON.CameraInputTypes[n];
  48075. if (construct) {
  48076. var parsedinput = parsedInputs[n];
  48077. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48078. this.add(input);
  48079. }
  48080. }
  48081. }
  48082. else {
  48083. //2016-03-08 this part is for managing backward compatibility
  48084. for (var n in this.attached) {
  48085. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48086. if (construct) {
  48087. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48088. this.remove(this.attached[n]);
  48089. this.add(input);
  48090. }
  48091. }
  48092. }
  48093. };
  48094. return CameraInputsManager;
  48095. }());
  48096. BABYLON.CameraInputsManager = CameraInputsManager;
  48097. })(BABYLON || (BABYLON = {}));
  48098. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48099. var BABYLON;
  48100. (function (BABYLON) {
  48101. /**
  48102. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48103. * This is the base of the follow, arc rotate cameras and Free camera
  48104. * @see http://doc.babylonjs.com/features/cameras
  48105. */
  48106. var TargetCamera = /** @class */ (function (_super) {
  48107. __extends(TargetCamera, _super);
  48108. /**
  48109. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48110. * This is the base of the follow, arc rotate cameras and Free camera
  48111. * @see http://doc.babylonjs.com/features/cameras
  48112. * @param name Defines the name of the camera in the scene
  48113. * @param position Defines the start position of the camera in the scene
  48114. * @param scene Defines the scene the camera belongs to
  48115. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48116. */
  48117. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48118. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48119. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48120. /**
  48121. * Define the current direction the camera is moving to
  48122. */
  48123. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48124. /**
  48125. * Define the current rotation the camera is rotating to
  48126. */
  48127. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48128. /**
  48129. * Define the current rotation of the camera
  48130. */
  48131. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48132. /**
  48133. * Define the current speed of the camera
  48134. */
  48135. _this.speed = 2.0;
  48136. /**
  48137. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48138. * around all axis.
  48139. */
  48140. _this.noRotationConstraint = false;
  48141. /**
  48142. * Define the current target of the camera as an object or a position.
  48143. */
  48144. _this.lockedTarget = null;
  48145. /** @hidden */
  48146. _this._currentTarget = BABYLON.Vector3.Zero();
  48147. /** @hidden */
  48148. _this._viewMatrix = BABYLON.Matrix.Zero();
  48149. /** @hidden */
  48150. _this._camMatrix = BABYLON.Matrix.Zero();
  48151. /** @hidden */
  48152. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48153. /** @hidden */
  48154. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48155. /** @hidden */
  48156. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48157. /** @hidden */
  48158. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48159. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48160. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48161. _this._defaultUp = BABYLON.Vector3.Up();
  48162. _this._cachedRotationZ = 0;
  48163. _this._cachedQuaternionRotationZ = 0;
  48164. return _this;
  48165. }
  48166. /**
  48167. * Gets the position in front of the camera at a given distance.
  48168. * @param distance The distance from the camera we want the position to be
  48169. * @returns the position
  48170. */
  48171. TargetCamera.prototype.getFrontPosition = function (distance) {
  48172. this.getWorldMatrix();
  48173. var direction = this.getTarget().subtract(this.position);
  48174. direction.normalize();
  48175. direction.scaleInPlace(distance);
  48176. return this.globalPosition.add(direction);
  48177. };
  48178. /** @hidden */
  48179. TargetCamera.prototype._getLockedTargetPosition = function () {
  48180. if (!this.lockedTarget) {
  48181. return null;
  48182. }
  48183. if (this.lockedTarget.absolutePosition) {
  48184. this.lockedTarget.computeWorldMatrix();
  48185. }
  48186. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48187. };
  48188. /**
  48189. * Store current camera state of the camera (fov, position, rotation, etc..)
  48190. * @returns the camera
  48191. */
  48192. TargetCamera.prototype.storeState = function () {
  48193. this._storedPosition = this.position.clone();
  48194. this._storedRotation = this.rotation.clone();
  48195. if (this.rotationQuaternion) {
  48196. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48197. }
  48198. return _super.prototype.storeState.call(this);
  48199. };
  48200. /**
  48201. * Restored camera state. You must call storeState() first
  48202. * @returns whether it was successful or not
  48203. * @hidden
  48204. */
  48205. TargetCamera.prototype._restoreStateValues = function () {
  48206. if (!_super.prototype._restoreStateValues.call(this)) {
  48207. return false;
  48208. }
  48209. this.position = this._storedPosition.clone();
  48210. this.rotation = this._storedRotation.clone();
  48211. if (this.rotationQuaternion) {
  48212. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48213. }
  48214. this.cameraDirection.copyFromFloats(0, 0, 0);
  48215. this.cameraRotation.copyFromFloats(0, 0);
  48216. return true;
  48217. };
  48218. /** @hidden */
  48219. TargetCamera.prototype._initCache = function () {
  48220. _super.prototype._initCache.call(this);
  48221. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48222. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48223. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48224. };
  48225. /** @hidden */
  48226. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48227. if (!ignoreParentClass) {
  48228. _super.prototype._updateCache.call(this);
  48229. }
  48230. var lockedTargetPosition = this._getLockedTargetPosition();
  48231. if (!lockedTargetPosition) {
  48232. this._cache.lockedTarget = null;
  48233. }
  48234. else {
  48235. if (!this._cache.lockedTarget) {
  48236. this._cache.lockedTarget = lockedTargetPosition.clone();
  48237. }
  48238. else {
  48239. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48240. }
  48241. }
  48242. this._cache.rotation.copyFrom(this.rotation);
  48243. if (this.rotationQuaternion) {
  48244. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48245. }
  48246. };
  48247. // Synchronized
  48248. /** @hidden */
  48249. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48250. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48251. return false;
  48252. }
  48253. var lockedTargetPosition = this._getLockedTargetPosition();
  48254. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48255. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48256. };
  48257. // Methods
  48258. /** @hidden */
  48259. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48260. var engine = this.getEngine();
  48261. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48262. };
  48263. // Target
  48264. /** @hidden */
  48265. TargetCamera.prototype.setTarget = function (target) {
  48266. this.upVector.normalize();
  48267. if (this.position.z === target.z) {
  48268. this.position.z += BABYLON.Epsilon;
  48269. }
  48270. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48271. this._camMatrix.invert();
  48272. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48273. var vDir = target.subtract(this.position);
  48274. if (vDir.x >= 0.0) {
  48275. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48276. }
  48277. else {
  48278. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48279. }
  48280. this.rotation.z = 0;
  48281. if (isNaN(this.rotation.x)) {
  48282. this.rotation.x = 0;
  48283. }
  48284. if (isNaN(this.rotation.y)) {
  48285. this.rotation.y = 0;
  48286. }
  48287. if (isNaN(this.rotation.z)) {
  48288. this.rotation.z = 0;
  48289. }
  48290. if (this.rotationQuaternion) {
  48291. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48292. }
  48293. };
  48294. /**
  48295. * Return the current target position of the camera. This value is expressed in local space.
  48296. * @returns the target position
  48297. */
  48298. TargetCamera.prototype.getTarget = function () {
  48299. return this._currentTarget;
  48300. };
  48301. /** @hidden */
  48302. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48303. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48304. };
  48305. /** @hidden */
  48306. TargetCamera.prototype._updatePosition = function () {
  48307. if (this.parent) {
  48308. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48309. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48310. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48311. return;
  48312. }
  48313. this.position.addInPlace(this.cameraDirection);
  48314. };
  48315. /** @hidden */
  48316. TargetCamera.prototype._checkInputs = function () {
  48317. var needToMove = this._decideIfNeedsToMove();
  48318. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48319. // Move
  48320. if (needToMove) {
  48321. this._updatePosition();
  48322. }
  48323. // Rotate
  48324. if (needToRotate) {
  48325. this.rotation.x += this.cameraRotation.x;
  48326. this.rotation.y += this.cameraRotation.y;
  48327. //rotate, if quaternion is set and rotation was used
  48328. if (this.rotationQuaternion) {
  48329. var len = this.rotation.lengthSquared();
  48330. if (len) {
  48331. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48332. }
  48333. }
  48334. if (!this.noRotationConstraint) {
  48335. var limit = (Math.PI / 2) * 0.95;
  48336. if (this.rotation.x > limit) {
  48337. this.rotation.x = limit;
  48338. }
  48339. if (this.rotation.x < -limit) {
  48340. this.rotation.x = -limit;
  48341. }
  48342. }
  48343. }
  48344. // Inertia
  48345. if (needToMove) {
  48346. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  48347. this.cameraDirection.x = 0;
  48348. }
  48349. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  48350. this.cameraDirection.y = 0;
  48351. }
  48352. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  48353. this.cameraDirection.z = 0;
  48354. }
  48355. this.cameraDirection.scaleInPlace(this.inertia);
  48356. }
  48357. if (needToRotate) {
  48358. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  48359. this.cameraRotation.x = 0;
  48360. }
  48361. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  48362. this.cameraRotation.y = 0;
  48363. }
  48364. this.cameraRotation.scaleInPlace(this.inertia);
  48365. }
  48366. _super.prototype._checkInputs.call(this);
  48367. };
  48368. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  48369. if (this.rotationQuaternion) {
  48370. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  48371. }
  48372. else {
  48373. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  48374. }
  48375. };
  48376. /**
  48377. * 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)
  48378. * @returns the current camera
  48379. */
  48380. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  48381. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  48382. return this;
  48383. };
  48384. /** @hidden */
  48385. TargetCamera.prototype._getViewMatrix = function () {
  48386. if (this.lockedTarget) {
  48387. this.setTarget(this._getLockedTargetPosition());
  48388. }
  48389. // Compute
  48390. this._updateCameraRotationMatrix();
  48391. // Apply the changed rotation to the upVector
  48392. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  48393. this._rotateUpVectorWithCameraRotationMatrix();
  48394. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  48395. }
  48396. else if (this._cachedRotationZ != this.rotation.z) {
  48397. this._rotateUpVectorWithCameraRotationMatrix();
  48398. this._cachedRotationZ = this.rotation.z;
  48399. }
  48400. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  48401. // Computing target and final matrix
  48402. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  48403. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  48404. return this._viewMatrix;
  48405. };
  48406. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  48407. if (this.parent) {
  48408. var parentWorldMatrix = this.parent.getWorldMatrix();
  48409. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  48410. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  48411. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  48412. this._markSyncedWithParent();
  48413. }
  48414. else {
  48415. this._globalPosition.copyFrom(position);
  48416. this._globalCurrentTarget.copyFrom(target);
  48417. this._globalCurrentUpVector.copyFrom(up);
  48418. }
  48419. if (this.getScene().useRightHandedSystem) {
  48420. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48421. }
  48422. else {
  48423. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48424. }
  48425. };
  48426. /**
  48427. * @hidden
  48428. */
  48429. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  48430. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  48431. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  48432. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  48433. if (!this.rotationQuaternion) {
  48434. this.rotationQuaternion = new BABYLON.Quaternion();
  48435. }
  48436. rigCamera._cameraRigParams = {};
  48437. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  48438. }
  48439. return rigCamera;
  48440. }
  48441. return null;
  48442. };
  48443. /**
  48444. * @hidden
  48445. */
  48446. TargetCamera.prototype._updateRigCameras = function () {
  48447. var camLeft = this._rigCameras[0];
  48448. var camRight = this._rigCameras[1];
  48449. switch (this.cameraRigMode) {
  48450. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  48451. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  48452. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  48453. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  48454. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  48455. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  48456. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  48457. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  48458. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  48459. camLeft.setTarget(this.getTarget());
  48460. camRight.setTarget(this.getTarget());
  48461. break;
  48462. case BABYLON.Camera.RIG_MODE_VR:
  48463. if (camLeft.rotationQuaternion) {
  48464. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48465. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48466. }
  48467. else {
  48468. camLeft.rotation.copyFrom(this.rotation);
  48469. camRight.rotation.copyFrom(this.rotation);
  48470. }
  48471. camLeft.position.copyFrom(this.position);
  48472. camRight.position.copyFrom(this.position);
  48473. break;
  48474. }
  48475. _super.prototype._updateRigCameras.call(this);
  48476. };
  48477. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  48478. if (!this._rigCamTransformMatrix) {
  48479. this._rigCamTransformMatrix = new BABYLON.Matrix();
  48480. }
  48481. var target = this.getTarget();
  48482. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix);
  48483. this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  48484. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result);
  48485. };
  48486. /**
  48487. * Gets the current object class name.
  48488. * @return the class name
  48489. */
  48490. TargetCamera.prototype.getClassName = function () {
  48491. return "TargetCamera";
  48492. };
  48493. __decorate([
  48494. BABYLON.serializeAsVector3()
  48495. ], TargetCamera.prototype, "rotation", void 0);
  48496. __decorate([
  48497. BABYLON.serialize()
  48498. ], TargetCamera.prototype, "speed", void 0);
  48499. __decorate([
  48500. BABYLON.serializeAsMeshReference("lockedTargetId")
  48501. ], TargetCamera.prototype, "lockedTarget", void 0);
  48502. return TargetCamera;
  48503. }(BABYLON.Camera));
  48504. BABYLON.TargetCamera = TargetCamera;
  48505. })(BABYLON || (BABYLON = {}));
  48506. //# sourceMappingURL=babylon.targetCamera.js.map
  48507. var BABYLON;
  48508. (function (BABYLON) {
  48509. /**
  48510. * Manage the mouse inputs to control the movement of a free camera.
  48511. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48512. */
  48513. var FreeCameraMouseInput = /** @class */ (function () {
  48514. /**
  48515. * Manage the mouse inputs to control the movement of a free camera.
  48516. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48517. * @param touchEnabled Defines if touch is enabled or not
  48518. */
  48519. function FreeCameraMouseInput(
  48520. /**
  48521. * Define if touch is enabled in the mouse input
  48522. */
  48523. touchEnabled) {
  48524. if (touchEnabled === void 0) { touchEnabled = true; }
  48525. this.touchEnabled = touchEnabled;
  48526. /**
  48527. * Defines the buttons associated with the input to handle camera move.
  48528. */
  48529. this.buttons = [0, 1, 2];
  48530. /**
  48531. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  48532. */
  48533. this.angularSensibility = 2000.0;
  48534. this.previousPosition = null;
  48535. }
  48536. /**
  48537. * Attach the input controls to a specific dom element to get the input from.
  48538. * @param element Defines the element the controls should be listened from
  48539. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48540. */
  48541. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  48542. var _this = this;
  48543. var engine = this.camera.getEngine();
  48544. if (!this._pointerInput) {
  48545. this._pointerInput = function (p, s) {
  48546. var evt = p.event;
  48547. if (engine.isInVRExclusivePointerMode) {
  48548. return;
  48549. }
  48550. if (!_this.touchEnabled && evt.pointerType === "touch") {
  48551. return;
  48552. }
  48553. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  48554. return;
  48555. }
  48556. var srcElement = (evt.srcElement || evt.target);
  48557. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  48558. try {
  48559. srcElement.setPointerCapture(evt.pointerId);
  48560. }
  48561. catch (e) {
  48562. //Nothing to do with the error. Execution will continue.
  48563. }
  48564. _this.previousPosition = {
  48565. x: evt.clientX,
  48566. y: evt.clientY
  48567. };
  48568. if (!noPreventDefault) {
  48569. evt.preventDefault();
  48570. element.focus();
  48571. }
  48572. }
  48573. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  48574. try {
  48575. srcElement.releasePointerCapture(evt.pointerId);
  48576. }
  48577. catch (e) {
  48578. //Nothing to do with the error.
  48579. }
  48580. _this.previousPosition = null;
  48581. if (!noPreventDefault) {
  48582. evt.preventDefault();
  48583. }
  48584. }
  48585. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  48586. if (!_this.previousPosition || engine.isPointerLock) {
  48587. return;
  48588. }
  48589. var offsetX = evt.clientX - _this.previousPosition.x;
  48590. if (_this.camera.getScene().useRightHandedSystem) {
  48591. offsetX *= -1;
  48592. }
  48593. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48594. offsetX *= -1;
  48595. }
  48596. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  48597. var offsetY = evt.clientY - _this.previousPosition.y;
  48598. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48599. _this.previousPosition = {
  48600. x: evt.clientX,
  48601. y: evt.clientY
  48602. };
  48603. if (!noPreventDefault) {
  48604. evt.preventDefault();
  48605. }
  48606. }
  48607. };
  48608. }
  48609. this._onMouseMove = function (evt) {
  48610. if (!engine.isPointerLock) {
  48611. return;
  48612. }
  48613. if (engine.isInVRExclusivePointerMode) {
  48614. return;
  48615. }
  48616. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  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.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  48625. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48626. _this.previousPosition = null;
  48627. if (!noPreventDefault) {
  48628. evt.preventDefault();
  48629. }
  48630. };
  48631. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  48632. element.addEventListener("mousemove", this._onMouseMove, false);
  48633. };
  48634. /**
  48635. * Detach the current controls from the specified dom element.
  48636. * @param element Defines the element to stop listening the inputs from
  48637. */
  48638. FreeCameraMouseInput.prototype.detachControl = function (element) {
  48639. if (this._observer && element) {
  48640. this.camera.getScene().onPointerObservable.remove(this._observer);
  48641. if (this._onMouseMove) {
  48642. element.removeEventListener("mousemove", this._onMouseMove);
  48643. }
  48644. this._observer = null;
  48645. this._onMouseMove = null;
  48646. this.previousPosition = null;
  48647. }
  48648. };
  48649. /**
  48650. * Gets the class name of the current intput.
  48651. * @returns the class name
  48652. */
  48653. FreeCameraMouseInput.prototype.getClassName = function () {
  48654. return "FreeCameraMouseInput";
  48655. };
  48656. /**
  48657. * Get the friendly name associated with the input class.
  48658. * @returns the input friendly name
  48659. */
  48660. FreeCameraMouseInput.prototype.getSimpleName = function () {
  48661. return "mouse";
  48662. };
  48663. __decorate([
  48664. BABYLON.serialize()
  48665. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  48666. __decorate([
  48667. BABYLON.serialize()
  48668. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  48669. return FreeCameraMouseInput;
  48670. }());
  48671. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  48672. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  48673. })(BABYLON || (BABYLON = {}));
  48674. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  48675. var BABYLON;
  48676. (function (BABYLON) {
  48677. /**
  48678. * Manage the keyboard inputs to control the movement of a free camera.
  48679. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48680. */
  48681. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  48682. function FreeCameraKeyboardMoveInput() {
  48683. /**
  48684. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  48685. */
  48686. this.keysUp = [38];
  48687. /**
  48688. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  48689. */
  48690. this.keysDown = [40];
  48691. /**
  48692. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  48693. */
  48694. this.keysLeft = [37];
  48695. /**
  48696. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  48697. */
  48698. this.keysRight = [39];
  48699. this._keys = new Array();
  48700. }
  48701. /**
  48702. * Attach the input controls to a specific dom element to get the input from.
  48703. * @param element Defines the element the controls should be listened from
  48704. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48705. */
  48706. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  48707. var _this = this;
  48708. if (this._onCanvasBlurObserver) {
  48709. return;
  48710. }
  48711. this._scene = this.camera.getScene();
  48712. this._engine = this._scene.getEngine();
  48713. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  48714. _this._keys = [];
  48715. });
  48716. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  48717. var evt = info.event;
  48718. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  48719. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  48720. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  48721. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  48722. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  48723. var index = _this._keys.indexOf(evt.keyCode);
  48724. if (index === -1) {
  48725. _this._keys.push(evt.keyCode);
  48726. }
  48727. if (!noPreventDefault) {
  48728. evt.preventDefault();
  48729. }
  48730. }
  48731. }
  48732. else {
  48733. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  48734. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  48735. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  48736. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  48737. var index = _this._keys.indexOf(evt.keyCode);
  48738. if (index >= 0) {
  48739. _this._keys.splice(index, 1);
  48740. }
  48741. if (!noPreventDefault) {
  48742. evt.preventDefault();
  48743. }
  48744. }
  48745. }
  48746. });
  48747. };
  48748. /**
  48749. * Detach the current controls from the specified dom element.
  48750. * @param element Defines the element to stop listening the inputs from
  48751. */
  48752. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  48753. if (this._scene) {
  48754. if (this._onKeyboardObserver) {
  48755. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  48756. }
  48757. if (this._onCanvasBlurObserver) {
  48758. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  48759. }
  48760. this._onKeyboardObserver = null;
  48761. this._onCanvasBlurObserver = null;
  48762. }
  48763. this._keys = [];
  48764. };
  48765. /**
  48766. * Update the current camera state depending on the inputs that have been used this frame.
  48767. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  48768. */
  48769. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  48770. if (this._onKeyboardObserver) {
  48771. var camera = this.camera;
  48772. // Keyboard
  48773. for (var index = 0; index < this._keys.length; index++) {
  48774. var keyCode = this._keys[index];
  48775. var speed = camera._computeLocalCameraSpeed();
  48776. if (this.keysLeft.indexOf(keyCode) !== -1) {
  48777. camera._localDirection.copyFromFloats(-speed, 0, 0);
  48778. }
  48779. else if (this.keysUp.indexOf(keyCode) !== -1) {
  48780. camera._localDirection.copyFromFloats(0, 0, speed);
  48781. }
  48782. else if (this.keysRight.indexOf(keyCode) !== -1) {
  48783. camera._localDirection.copyFromFloats(speed, 0, 0);
  48784. }
  48785. else if (this.keysDown.indexOf(keyCode) !== -1) {
  48786. camera._localDirection.copyFromFloats(0, 0, -speed);
  48787. }
  48788. if (camera.getScene().useRightHandedSystem) {
  48789. camera._localDirection.z *= -1;
  48790. }
  48791. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  48792. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  48793. camera.cameraDirection.addInPlace(camera._transformedDirection);
  48794. }
  48795. }
  48796. };
  48797. /**
  48798. * Gets the class name of the current intput.
  48799. * @returns the class name
  48800. */
  48801. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  48802. return "FreeCameraKeyboardMoveInput";
  48803. };
  48804. /** @hidden */
  48805. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  48806. this._keys = [];
  48807. };
  48808. /**
  48809. * Get the friendly name associated with the input class.
  48810. * @returns the input friendly name
  48811. */
  48812. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  48813. return "keyboard";
  48814. };
  48815. __decorate([
  48816. BABYLON.serialize()
  48817. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  48818. __decorate([
  48819. BABYLON.serialize()
  48820. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  48821. __decorate([
  48822. BABYLON.serialize()
  48823. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  48824. __decorate([
  48825. BABYLON.serialize()
  48826. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  48827. return FreeCameraKeyboardMoveInput;
  48828. }());
  48829. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  48830. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  48831. })(BABYLON || (BABYLON = {}));
  48832. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  48833. var BABYLON;
  48834. (function (BABYLON) {
  48835. /**
  48836. * Default Inputs manager for the FreeCamera.
  48837. * It groups all the default supported inputs for ease of use.
  48838. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48839. */
  48840. var FreeCameraInputsManager = /** @class */ (function (_super) {
  48841. __extends(FreeCameraInputsManager, _super);
  48842. /**
  48843. * Instantiates a new FreeCameraInputsManager.
  48844. * @param camera Defines the camera the inputs belong to
  48845. */
  48846. function FreeCameraInputsManager(camera) {
  48847. return _super.call(this, camera) || this;
  48848. }
  48849. /**
  48850. * Add keyboard input support to the input manager.
  48851. * @returns the current input manager
  48852. */
  48853. FreeCameraInputsManager.prototype.addKeyboard = function () {
  48854. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  48855. return this;
  48856. };
  48857. /**
  48858. * Add mouse input support to the input manager.
  48859. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  48860. * @returns the current input manager
  48861. */
  48862. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  48863. if (touchEnabled === void 0) { touchEnabled = true; }
  48864. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  48865. return this;
  48866. };
  48867. /**
  48868. * Add orientation input support to the input manager.
  48869. * @returns the current input manager
  48870. */
  48871. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  48872. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  48873. return this;
  48874. };
  48875. /**
  48876. * Add touch input support to the input manager.
  48877. * @returns the current input manager
  48878. */
  48879. FreeCameraInputsManager.prototype.addTouch = function () {
  48880. this.add(new BABYLON.FreeCameraTouchInput());
  48881. return this;
  48882. };
  48883. /**
  48884. * Add virtual joystick input support to the input manager.
  48885. * @returns the current input manager
  48886. */
  48887. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  48888. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  48889. return this;
  48890. };
  48891. return FreeCameraInputsManager;
  48892. }(BABYLON.CameraInputsManager));
  48893. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  48894. })(BABYLON || (BABYLON = {}));
  48895. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  48896. var BABYLON;
  48897. (function (BABYLON) {
  48898. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  48899. // Forcing to use the Universal camera
  48900. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  48901. });
  48902. /**
  48903. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  48904. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  48905. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  48906. */
  48907. var FreeCamera = /** @class */ (function (_super) {
  48908. __extends(FreeCamera, _super);
  48909. /**
  48910. * Instantiates a Free Camera.
  48911. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  48912. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  48913. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  48914. * @param name Define the name of the camera in the scene
  48915. * @param position Define the start position of the camera in the scene
  48916. * @param scene Define the scene the camera belongs to
  48917. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48918. */
  48919. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48920. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48921. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48922. /**
  48923. * Define the collision ellipsoid of the camera.
  48924. * This is helpful to simulate a camera body like the player body around the camera
  48925. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  48926. */
  48927. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  48928. /**
  48929. * Define an offset for the position of the ellipsoid around the camera.
  48930. * This can be helpful to determine the center of the body near the gravity center of the body
  48931. * instead of its head.
  48932. */
  48933. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  48934. /**
  48935. * Enable or disable collisions of the camera with the rest of the scene objects.
  48936. */
  48937. _this.checkCollisions = false;
  48938. /**
  48939. * Enable or disable gravity on the camera.
  48940. */
  48941. _this.applyGravity = false;
  48942. _this._needMoveForGravity = false;
  48943. _this._oldPosition = BABYLON.Vector3.Zero();
  48944. _this._diffPosition = BABYLON.Vector3.Zero();
  48945. _this._newPosition = BABYLON.Vector3.Zero();
  48946. // Collisions
  48947. _this._collisionMask = -1;
  48948. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  48949. if (collidedMesh === void 0) { collidedMesh = null; }
  48950. //TODO move this to the collision coordinator!
  48951. if (_this.getScene().workerCollisions) {
  48952. newPosition.multiplyInPlace(_this._collider._radius);
  48953. }
  48954. var updatePosition = function (newPos) {
  48955. _this._newPosition.copyFrom(newPos);
  48956. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  48957. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  48958. _this.position.addInPlace(_this._diffPosition);
  48959. if (_this.onCollide && collidedMesh) {
  48960. _this.onCollide(collidedMesh);
  48961. }
  48962. }
  48963. };
  48964. updatePosition(newPosition);
  48965. };
  48966. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  48967. _this.inputs.addKeyboard().addMouse();
  48968. return _this;
  48969. }
  48970. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  48971. /**
  48972. * Gets the input sensibility for a mouse input. (default is 2000.0)
  48973. * Higher values reduce sensitivity.
  48974. */
  48975. get: function () {
  48976. var mouse = this.inputs.attached["mouse"];
  48977. if (mouse) {
  48978. return mouse.angularSensibility;
  48979. }
  48980. return 0;
  48981. },
  48982. /**
  48983. * Sets the input sensibility for a mouse input. (default is 2000.0)
  48984. * Higher values reduce sensitivity.
  48985. */
  48986. set: function (value) {
  48987. var mouse = this.inputs.attached["mouse"];
  48988. if (mouse) {
  48989. mouse.angularSensibility = value;
  48990. }
  48991. },
  48992. enumerable: true,
  48993. configurable: true
  48994. });
  48995. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  48996. /**
  48997. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  48998. */
  48999. get: function () {
  49000. var keyboard = this.inputs.attached["keyboard"];
  49001. if (keyboard) {
  49002. return keyboard.keysUp;
  49003. }
  49004. return [];
  49005. },
  49006. set: function (value) {
  49007. var keyboard = this.inputs.attached["keyboard"];
  49008. if (keyboard) {
  49009. keyboard.keysUp = value;
  49010. }
  49011. },
  49012. enumerable: true,
  49013. configurable: true
  49014. });
  49015. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49016. /**
  49017. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49018. */
  49019. get: function () {
  49020. var keyboard = this.inputs.attached["keyboard"];
  49021. if (keyboard) {
  49022. return keyboard.keysDown;
  49023. }
  49024. return [];
  49025. },
  49026. set: function (value) {
  49027. var keyboard = this.inputs.attached["keyboard"];
  49028. if (keyboard) {
  49029. keyboard.keysDown = value;
  49030. }
  49031. },
  49032. enumerable: true,
  49033. configurable: true
  49034. });
  49035. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49036. /**
  49037. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49038. */
  49039. get: function () {
  49040. var keyboard = this.inputs.attached["keyboard"];
  49041. if (keyboard) {
  49042. return keyboard.keysLeft;
  49043. }
  49044. return [];
  49045. },
  49046. set: function (value) {
  49047. var keyboard = this.inputs.attached["keyboard"];
  49048. if (keyboard) {
  49049. keyboard.keysLeft = value;
  49050. }
  49051. },
  49052. enumerable: true,
  49053. configurable: true
  49054. });
  49055. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49056. /**
  49057. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49058. */
  49059. get: function () {
  49060. var keyboard = this.inputs.attached["keyboard"];
  49061. if (keyboard) {
  49062. return keyboard.keysRight;
  49063. }
  49064. return [];
  49065. },
  49066. set: function (value) {
  49067. var keyboard = this.inputs.attached["keyboard"];
  49068. if (keyboard) {
  49069. keyboard.keysRight = value;
  49070. }
  49071. },
  49072. enumerable: true,
  49073. configurable: true
  49074. });
  49075. /**
  49076. * Attached controls to the current camera.
  49077. * @param element Defines the element the controls should be listened from
  49078. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49079. */
  49080. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49081. this.inputs.attachElement(element, noPreventDefault);
  49082. };
  49083. /**
  49084. * Detach the current controls from the camera.
  49085. * The camera will stop reacting to inputs.
  49086. * @param element Defines the element to stop listening the inputs from
  49087. */
  49088. FreeCamera.prototype.detachControl = function (element) {
  49089. this.inputs.detachElement(element);
  49090. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49091. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49092. };
  49093. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49094. /**
  49095. * Define a collision mask to limit the list of object the camera can collide with
  49096. */
  49097. get: function () {
  49098. return this._collisionMask;
  49099. },
  49100. set: function (mask) {
  49101. this._collisionMask = !isNaN(mask) ? mask : -1;
  49102. },
  49103. enumerable: true,
  49104. configurable: true
  49105. });
  49106. /** @hidden */
  49107. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49108. var globalPosition;
  49109. if (this.parent) {
  49110. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49111. }
  49112. else {
  49113. globalPosition = this.position;
  49114. }
  49115. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49116. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49117. if (!this._collider) {
  49118. this._collider = new BABYLON.Collider();
  49119. }
  49120. this._collider._radius = this.ellipsoid;
  49121. this._collider.collisionMask = this._collisionMask;
  49122. //no need for clone, as long as gravity is not on.
  49123. var actualDisplacement = displacement;
  49124. //add gravity to the direction to prevent the dual-collision checking
  49125. if (this.applyGravity) {
  49126. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49127. actualDisplacement = displacement.add(this.getScene().gravity);
  49128. }
  49129. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49130. };
  49131. /** @hidden */
  49132. FreeCamera.prototype._checkInputs = function () {
  49133. if (!this._localDirection) {
  49134. this._localDirection = BABYLON.Vector3.Zero();
  49135. this._transformedDirection = BABYLON.Vector3.Zero();
  49136. }
  49137. this.inputs.checkInputs();
  49138. _super.prototype._checkInputs.call(this);
  49139. };
  49140. /** @hidden */
  49141. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49142. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49143. };
  49144. /** @hidden */
  49145. FreeCamera.prototype._updatePosition = function () {
  49146. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49147. this._collideWithWorld(this.cameraDirection);
  49148. }
  49149. else {
  49150. _super.prototype._updatePosition.call(this);
  49151. }
  49152. };
  49153. /**
  49154. * Destroy the camera and release the current resources hold by it.
  49155. */
  49156. FreeCamera.prototype.dispose = function () {
  49157. this.inputs.clear();
  49158. _super.prototype.dispose.call(this);
  49159. };
  49160. /**
  49161. * Gets the current object class name.
  49162. * @return the class name
  49163. */
  49164. FreeCamera.prototype.getClassName = function () {
  49165. return "FreeCamera";
  49166. };
  49167. __decorate([
  49168. BABYLON.serializeAsVector3()
  49169. ], FreeCamera.prototype, "ellipsoid", void 0);
  49170. __decorate([
  49171. BABYLON.serializeAsVector3()
  49172. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49173. __decorate([
  49174. BABYLON.serialize()
  49175. ], FreeCamera.prototype, "checkCollisions", void 0);
  49176. __decorate([
  49177. BABYLON.serialize()
  49178. ], FreeCamera.prototype, "applyGravity", void 0);
  49179. return FreeCamera;
  49180. }(BABYLON.TargetCamera));
  49181. BABYLON.FreeCamera = FreeCamera;
  49182. })(BABYLON || (BABYLON = {}));
  49183. //# sourceMappingURL=babylon.freeCamera.js.map
  49184. var BABYLON;
  49185. (function (BABYLON) {
  49186. /**
  49187. * Listen to mouse events to control the camera.
  49188. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49189. */
  49190. var FlyCameraMouseInput = /** @class */ (function () {
  49191. /**
  49192. * Listen to mouse events to control the camera.
  49193. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49194. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49195. */
  49196. function FlyCameraMouseInput(touchEnabled) {
  49197. if (touchEnabled === void 0) { touchEnabled = true; }
  49198. /**
  49199. * Defines the buttons associated with the input to handle camera rotation.
  49200. */
  49201. this.buttons = [0, 1, 2];
  49202. /**
  49203. * Assign buttons for Yaw control.
  49204. */
  49205. this.buttonsYaw = [-1, 0, 1];
  49206. /**
  49207. * Assign buttons for Pitch control.
  49208. */
  49209. this.buttonsPitch = [-1, 0, 1];
  49210. /**
  49211. * Assign buttons for Roll control.
  49212. */
  49213. this.buttonsRoll = [2];
  49214. /**
  49215. * Detect if any button is being pressed while mouse is moved.
  49216. * -1 = Mouse locked.
  49217. * 0 = Left button.
  49218. * 1 = Middle Button.
  49219. * 2 = Right Button.
  49220. */
  49221. this.activeButton = -1;
  49222. /**
  49223. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49224. * Higher values reduce its sensitivity.
  49225. */
  49226. this.angularSensibility = 1000.0;
  49227. this.previousPosition = null;
  49228. }
  49229. /**
  49230. * Attach the mouse control to the HTML DOM element.
  49231. * @param element Defines the element that listens to the input events.
  49232. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49233. */
  49234. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49235. var _this = this;
  49236. this.element = element;
  49237. this.noPreventDefault = noPreventDefault;
  49238. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49239. _this._pointerInput(p, s);
  49240. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49241. // Correct Roll by rate, if enabled.
  49242. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49243. if (_this.camera.rollCorrect) {
  49244. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49245. }
  49246. });
  49247. // Helper function to keep 'this'.
  49248. this._mousemoveCallback = function (e) {
  49249. _this._onMouseMove(e);
  49250. };
  49251. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49252. };
  49253. /**
  49254. * Detach the current controls from the specified dom element.
  49255. * @param element Defines the element to stop listening the inputs from
  49256. */
  49257. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49258. if (this._observer && element) {
  49259. this.camera.getScene().onPointerObservable.remove(this._observer);
  49260. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49261. if (this._mousemoveCallback) {
  49262. element.removeEventListener("mousemove", this._mousemoveCallback);
  49263. }
  49264. this._observer = null;
  49265. this._rollObserver = null;
  49266. this.previousPosition = null;
  49267. this.noPreventDefault = undefined;
  49268. }
  49269. };
  49270. /**
  49271. * Gets the class name of the current input.
  49272. * @returns the class name.
  49273. */
  49274. FlyCameraMouseInput.prototype.getClassName = function () {
  49275. return "FlyCameraMouseInput";
  49276. };
  49277. /**
  49278. * Get the friendly name associated with the input class.
  49279. * @returns the input's friendly name.
  49280. */
  49281. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49282. return "mouse";
  49283. };
  49284. // Track mouse movement, when the pointer is not locked.
  49285. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49286. var e = p.event;
  49287. var camera = this.camera;
  49288. var engine = camera.getEngine();
  49289. if (engine.isInVRExclusivePointerMode) {
  49290. return;
  49291. }
  49292. if (!this.touchEnabled && e.pointerType === "touch") {
  49293. return;
  49294. }
  49295. // Mouse is moved but an unknown mouse button is pressed.
  49296. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49297. return;
  49298. }
  49299. var srcElement = (e.srcElement || e.target);
  49300. // Mouse down.
  49301. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49302. try {
  49303. srcElement.setPointerCapture(e.pointerId);
  49304. }
  49305. catch (e) {
  49306. // Nothing to do with the error. Execution continues.
  49307. }
  49308. this.previousPosition = {
  49309. x: e.clientX,
  49310. y: e.clientY
  49311. };
  49312. this.activeButton = e.button;
  49313. if (!this.noPreventDefault) {
  49314. e.preventDefault();
  49315. this.element.focus();
  49316. }
  49317. }
  49318. else
  49319. // Mouse up.
  49320. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49321. try {
  49322. srcElement.releasePointerCapture(e.pointerId);
  49323. }
  49324. catch (e) {
  49325. // Nothing to do with the error. Execution continues.
  49326. }
  49327. this.activeButton = -1;
  49328. this.previousPosition = null;
  49329. if (!this.noPreventDefault) {
  49330. e.preventDefault();
  49331. }
  49332. }
  49333. else
  49334. // Mouse move.
  49335. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49336. if (!this.previousPosition || engine.isPointerLock) {
  49337. return;
  49338. }
  49339. var offsetX = e.clientX - this.previousPosition.x;
  49340. var offsetY = e.clientY - this.previousPosition.y;
  49341. this.rotateCamera(offsetX, offsetY);
  49342. this.previousPosition = {
  49343. x: e.clientX,
  49344. y: e.clientY
  49345. };
  49346. if (!this.noPreventDefault) {
  49347. e.preventDefault();
  49348. }
  49349. }
  49350. };
  49351. // Track mouse movement, when pointer is locked.
  49352. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  49353. var camera = this.camera;
  49354. var engine = camera.getEngine();
  49355. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  49356. return;
  49357. }
  49358. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  49359. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  49360. this.rotateCamera(offsetX, offsetY);
  49361. this.previousPosition = null;
  49362. if (!this.noPreventDefault) {
  49363. e.preventDefault();
  49364. }
  49365. };
  49366. /**
  49367. * Rotate camera by mouse offset.
  49368. */
  49369. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  49370. var _this = this;
  49371. var camera = this.camera;
  49372. var scene = this.camera.getScene();
  49373. if (scene.useRightHandedSystem) {
  49374. offsetX *= -1;
  49375. }
  49376. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  49377. offsetX *= -1;
  49378. }
  49379. var x = offsetX / this.angularSensibility;
  49380. var y = offsetY / this.angularSensibility;
  49381. // Initialize to current rotation.
  49382. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  49383. var rotationChange;
  49384. // Pitch.
  49385. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  49386. // Apply change in Radians to vector Angle.
  49387. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  49388. // Apply Pitch to quaternion.
  49389. currentRotation.multiplyInPlace(rotationChange);
  49390. }
  49391. // Yaw.
  49392. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  49393. // Apply change in Radians to vector Angle.
  49394. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  49395. // Apply Yaw to quaternion.
  49396. currentRotation.multiplyInPlace(rotationChange);
  49397. // Add Roll, if banked turning is enabled, within Roll limit.
  49398. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  49399. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  49400. var bankingDelta = camera.bankedTurnMultiplier * -x;
  49401. // Apply change in Radians to vector Angle.
  49402. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  49403. // Apply Yaw to quaternion.
  49404. currentRotation.multiplyInPlace(rotationChange);
  49405. }
  49406. }
  49407. // Roll.
  49408. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  49409. // Apply change in Radians to vector Angle.
  49410. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  49411. // Track Rolling.
  49412. camera._trackRoll -= x;
  49413. // Apply Pitch to quaternion.
  49414. currentRotation.multiplyInPlace(rotationChange);
  49415. }
  49416. // Apply rotationQuaternion to Euler camera.rotation.
  49417. currentRotation.toEulerAnglesToRef(camera.rotation);
  49418. };
  49419. __decorate([
  49420. BABYLON.serialize()
  49421. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  49422. __decorate([
  49423. BABYLON.serialize()
  49424. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  49425. return FlyCameraMouseInput;
  49426. }());
  49427. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  49428. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  49429. })(BABYLON || (BABYLON = {}));
  49430. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  49431. var BABYLON;
  49432. (function (BABYLON) {
  49433. /**
  49434. * Listen to keyboard events to control the camera.
  49435. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49436. */
  49437. var FlyCameraKeyboardInput = /** @class */ (function () {
  49438. function FlyCameraKeyboardInput() {
  49439. /**
  49440. * The list of keyboard keys used to control the forward move of the camera.
  49441. */
  49442. this.keysForward = [87];
  49443. /**
  49444. * The list of keyboard keys used to control the backward move of the camera.
  49445. */
  49446. this.keysBackward = [83];
  49447. /**
  49448. * The list of keyboard keys used to control the forward move of the camera.
  49449. */
  49450. this.keysUp = [69];
  49451. /**
  49452. * The list of keyboard keys used to control the backward move of the camera.
  49453. */
  49454. this.keysDown = [81];
  49455. /**
  49456. * The list of keyboard keys used to control the right strafe move of the camera.
  49457. */
  49458. this.keysRight = [68];
  49459. /**
  49460. * The list of keyboard keys used to control the left strafe move of the camera.
  49461. */
  49462. this.keysLeft = [65];
  49463. this._keys = new Array();
  49464. }
  49465. /**
  49466. * Attach the input controls to a specific dom element to get the input from.
  49467. * @param element Defines the element the controls should be listened from
  49468. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49469. */
  49470. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  49471. var _this = this;
  49472. if (this._onCanvasBlurObserver) {
  49473. return;
  49474. }
  49475. this._scene = this.camera.getScene();
  49476. this._engine = this._scene.getEngine();
  49477. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49478. _this._keys = [];
  49479. });
  49480. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49481. var evt = info.event;
  49482. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49483. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49484. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49485. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49486. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49487. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49488. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49489. var index = _this._keys.indexOf(evt.keyCode);
  49490. if (index === -1) {
  49491. _this._keys.push(evt.keyCode);
  49492. }
  49493. if (!noPreventDefault) {
  49494. evt.preventDefault();
  49495. }
  49496. }
  49497. }
  49498. else {
  49499. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49500. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49501. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49502. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49503. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49504. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49505. var index = _this._keys.indexOf(evt.keyCode);
  49506. if (index >= 0) {
  49507. _this._keys.splice(index, 1);
  49508. }
  49509. if (!noPreventDefault) {
  49510. evt.preventDefault();
  49511. }
  49512. }
  49513. }
  49514. });
  49515. };
  49516. /**
  49517. * Detach the current controls from the specified dom element.
  49518. * @param element Defines the element to stop listening the inputs from
  49519. */
  49520. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  49521. if (this._scene) {
  49522. if (this._onKeyboardObserver) {
  49523. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49524. }
  49525. if (this._onCanvasBlurObserver) {
  49526. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49527. }
  49528. this._onKeyboardObserver = null;
  49529. this._onCanvasBlurObserver = null;
  49530. }
  49531. this._keys = [];
  49532. };
  49533. /**
  49534. * Gets the class name of the current intput.
  49535. * @returns the class name
  49536. */
  49537. FlyCameraKeyboardInput.prototype.getClassName = function () {
  49538. return "FlyCameraKeyboardInput";
  49539. };
  49540. /** @hidden */
  49541. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  49542. this._keys = [];
  49543. };
  49544. /**
  49545. * Get the friendly name associated with the input class.
  49546. * @returns the input friendly name
  49547. */
  49548. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  49549. return "keyboard";
  49550. };
  49551. /**
  49552. * Update the current camera state depending on the inputs that have been used this frame.
  49553. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49554. */
  49555. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  49556. if (this._onKeyboardObserver) {
  49557. var camera = this.camera;
  49558. // Keyboard
  49559. for (var index = 0; index < this._keys.length; index++) {
  49560. var keyCode = this._keys[index];
  49561. var speed = camera._computeLocalCameraSpeed();
  49562. if (this.keysForward.indexOf(keyCode) !== -1) {
  49563. camera._localDirection.copyFromFloats(0, 0, speed);
  49564. }
  49565. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  49566. camera._localDirection.copyFromFloats(0, 0, -speed);
  49567. }
  49568. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49569. camera._localDirection.copyFromFloats(0, speed, 0);
  49570. }
  49571. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49572. camera._localDirection.copyFromFloats(0, -speed, 0);
  49573. }
  49574. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49575. camera._localDirection.copyFromFloats(speed, 0, 0);
  49576. }
  49577. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  49578. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49579. }
  49580. if (camera.getScene().useRightHandedSystem) {
  49581. camera._localDirection.z *= -1;
  49582. }
  49583. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49584. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49585. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49586. }
  49587. }
  49588. };
  49589. __decorate([
  49590. BABYLON.serialize()
  49591. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  49592. __decorate([
  49593. BABYLON.serialize()
  49594. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  49595. __decorate([
  49596. BABYLON.serialize()
  49597. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  49598. __decorate([
  49599. BABYLON.serialize()
  49600. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  49601. __decorate([
  49602. BABYLON.serialize()
  49603. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  49604. __decorate([
  49605. BABYLON.serialize()
  49606. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  49607. return FlyCameraKeyboardInput;
  49608. }());
  49609. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  49610. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  49611. })(BABYLON || (BABYLON = {}));
  49612. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  49613. var BABYLON;
  49614. (function (BABYLON) {
  49615. /**
  49616. * Default Inputs manager for the FlyCamera.
  49617. * It groups all the default supported inputs for ease of use.
  49618. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49619. */
  49620. var FlyCameraInputsManager = /** @class */ (function (_super) {
  49621. __extends(FlyCameraInputsManager, _super);
  49622. /**
  49623. * Instantiates a new FlyCameraInputsManager.
  49624. * @param camera Defines the camera the inputs belong to.
  49625. */
  49626. function FlyCameraInputsManager(camera) {
  49627. return _super.call(this, camera) || this;
  49628. }
  49629. /**
  49630. * Add keyboard input support to the input manager.
  49631. * @returns the new FlyCameraKeyboardMoveInput().
  49632. */
  49633. FlyCameraInputsManager.prototype.addKeyboard = function () {
  49634. this.add(new BABYLON.FlyCameraKeyboardInput());
  49635. return this;
  49636. };
  49637. /**
  49638. * Add mouse input support to the input manager.
  49639. * @param touchEnabled Enable touch screen support.
  49640. * @returns the new FlyCameraMouseInput().
  49641. */
  49642. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49643. if (touchEnabled === void 0) { touchEnabled = true; }
  49644. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  49645. return this;
  49646. };
  49647. return FlyCameraInputsManager;
  49648. }(BABYLON.CameraInputsManager));
  49649. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  49650. })(BABYLON || (BABYLON = {}));
  49651. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  49652. var BABYLON;
  49653. (function (BABYLON) {
  49654. /**
  49655. * This is a flying camera, designed for 3D movement and rotation in all directions,
  49656. * such as in a 3D Space Shooter or a Flight Simulator.
  49657. */
  49658. var FlyCamera = /** @class */ (function (_super) {
  49659. __extends(FlyCamera, _super);
  49660. /**
  49661. * Instantiates a FlyCamera.
  49662. * This is a flying camera, designed for 3D movement and rotation in all directions,
  49663. * such as in a 3D Space Shooter or a Flight Simulator.
  49664. * @param name Define the name of the camera in the scene.
  49665. * @param position Define the starting position of the camera in the scene.
  49666. * @param scene Define the scene the camera belongs to.
  49667. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  49668. */
  49669. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49670. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49671. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49672. /**
  49673. * Define the collision ellipsoid of the camera.
  49674. * This is helpful for simulating a camera body, like a player's body.
  49675. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49676. */
  49677. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  49678. /**
  49679. * Define an offset for the position of the ellipsoid around the camera.
  49680. * This can be helpful if the camera is attached away from the player's body center,
  49681. * such as at its head.
  49682. */
  49683. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49684. /**
  49685. * Enable or disable collisions of the camera with the rest of the scene objects.
  49686. */
  49687. _this.checkCollisions = false;
  49688. /**
  49689. * Enable or disable gravity on the camera.
  49690. */
  49691. _this.applyGravity = false;
  49692. /**
  49693. * Define the current direction the camera is moving to.
  49694. */
  49695. _this.cameraDirection = BABYLON.Vector3.Zero();
  49696. /**
  49697. * Track Roll to maintain the wanted Rolling when looking around.
  49698. */
  49699. _this._trackRoll = 0;
  49700. /**
  49701. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  49702. */
  49703. _this.rollCorrect = 100;
  49704. /**
  49705. * Mimic a banked turn, Rolling the camera when Yawing.
  49706. * It's recommended to use rollCorrect = 10 for faster banking correction.
  49707. */
  49708. _this.bankedTurn = false;
  49709. /**
  49710. * Limit in radians for how much Roll banking will add. (Default: 90°)
  49711. */
  49712. _this.bankedTurnLimit = Math.PI / 2;
  49713. /**
  49714. * Value of 0 disables the banked Roll.
  49715. * Value of 1 is equal to the Yaw angle in radians.
  49716. */
  49717. _this.bankedTurnMultiplier = 1;
  49718. _this._needMoveForGravity = false;
  49719. _this._oldPosition = BABYLON.Vector3.Zero();
  49720. _this._diffPosition = BABYLON.Vector3.Zero();
  49721. _this._newPosition = BABYLON.Vector3.Zero();
  49722. // Collisions.
  49723. _this._collisionMask = -1;
  49724. /** @hidden */
  49725. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49726. if (collidedMesh === void 0) { collidedMesh = null; }
  49727. // TODO Move this to the collision coordinator!
  49728. if (_this.getScene().workerCollisions) {
  49729. newPosition.multiplyInPlace(_this._collider._radius);
  49730. }
  49731. var updatePosition = function (newPos) {
  49732. _this._newPosition.copyFrom(newPos);
  49733. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49734. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49735. _this.position.addInPlace(_this._diffPosition);
  49736. if (_this.onCollide && collidedMesh) {
  49737. _this.onCollide(collidedMesh);
  49738. }
  49739. }
  49740. };
  49741. updatePosition(newPosition);
  49742. };
  49743. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  49744. _this.inputs.addKeyboard().addMouse();
  49745. return _this;
  49746. }
  49747. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  49748. /**
  49749. * Gets the input sensibility for mouse input.
  49750. * Higher values reduce sensitivity.
  49751. */
  49752. get: function () {
  49753. var mouse = this.inputs.attached["mouse"];
  49754. if (mouse) {
  49755. return mouse.angularSensibility;
  49756. }
  49757. return 0;
  49758. },
  49759. /**
  49760. * Sets the input sensibility for a mouse input.
  49761. * Higher values reduce sensitivity.
  49762. */
  49763. set: function (value) {
  49764. var mouse = this.inputs.attached["mouse"];
  49765. if (mouse) {
  49766. mouse.angularSensibility = value;
  49767. }
  49768. },
  49769. enumerable: true,
  49770. configurable: true
  49771. });
  49772. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  49773. /**
  49774. * Get the keys for camera movement forward.
  49775. */
  49776. get: function () {
  49777. var keyboard = this.inputs.attached["keyboard"];
  49778. if (keyboard) {
  49779. return keyboard.keysForward;
  49780. }
  49781. return [];
  49782. },
  49783. /**
  49784. * Set the keys for camera movement forward.
  49785. */
  49786. set: function (value) {
  49787. var keyboard = this.inputs.attached["keyboard"];
  49788. if (keyboard) {
  49789. keyboard.keysForward = value;
  49790. }
  49791. },
  49792. enumerable: true,
  49793. configurable: true
  49794. });
  49795. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  49796. /**
  49797. * Get the keys for camera movement backward.
  49798. */
  49799. get: function () {
  49800. var keyboard = this.inputs.attached["keyboard"];
  49801. if (keyboard) {
  49802. return keyboard.keysBackward;
  49803. }
  49804. return [];
  49805. },
  49806. set: function (value) {
  49807. var keyboard = this.inputs.attached["keyboard"];
  49808. if (keyboard) {
  49809. keyboard.keysBackward = value;
  49810. }
  49811. },
  49812. enumerable: true,
  49813. configurable: true
  49814. });
  49815. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  49816. /**
  49817. * Get the keys for camera movement up.
  49818. */
  49819. get: function () {
  49820. var keyboard = this.inputs.attached["keyboard"];
  49821. if (keyboard) {
  49822. return keyboard.keysUp;
  49823. }
  49824. return [];
  49825. },
  49826. /**
  49827. * Set the keys for camera movement up.
  49828. */
  49829. set: function (value) {
  49830. var keyboard = this.inputs.attached["keyboard"];
  49831. if (keyboard) {
  49832. keyboard.keysUp = value;
  49833. }
  49834. },
  49835. enumerable: true,
  49836. configurable: true
  49837. });
  49838. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  49839. /**
  49840. * Get the keys for camera movement down.
  49841. */
  49842. get: function () {
  49843. var keyboard = this.inputs.attached["keyboard"];
  49844. if (keyboard) {
  49845. return keyboard.keysDown;
  49846. }
  49847. return [];
  49848. },
  49849. /**
  49850. * Set the keys for camera movement down.
  49851. */
  49852. set: function (value) {
  49853. var keyboard = this.inputs.attached["keyboard"];
  49854. if (keyboard) {
  49855. keyboard.keysDown = value;
  49856. }
  49857. },
  49858. enumerable: true,
  49859. configurable: true
  49860. });
  49861. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  49862. /**
  49863. * Get the keys for camera movement left.
  49864. */
  49865. get: function () {
  49866. var keyboard = this.inputs.attached["keyboard"];
  49867. if (keyboard) {
  49868. return keyboard.keysLeft;
  49869. }
  49870. return [];
  49871. },
  49872. /**
  49873. * Set the keys for camera movement left.
  49874. */
  49875. set: function (value) {
  49876. var keyboard = this.inputs.attached["keyboard"];
  49877. if (keyboard) {
  49878. keyboard.keysLeft = value;
  49879. }
  49880. },
  49881. enumerable: true,
  49882. configurable: true
  49883. });
  49884. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  49885. /**
  49886. * Set the keys for camera movement right.
  49887. */
  49888. get: function () {
  49889. var keyboard = this.inputs.attached["keyboard"];
  49890. if (keyboard) {
  49891. return keyboard.keysRight;
  49892. }
  49893. return [];
  49894. },
  49895. /**
  49896. * Set the keys for camera movement right.
  49897. */
  49898. set: function (value) {
  49899. var keyboard = this.inputs.attached["keyboard"];
  49900. if (keyboard) {
  49901. keyboard.keysRight = value;
  49902. }
  49903. },
  49904. enumerable: true,
  49905. configurable: true
  49906. });
  49907. /**
  49908. * Attach a control to the HTML DOM element.
  49909. * @param element Defines the element that listens to the input events.
  49910. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  49911. */
  49912. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  49913. this.inputs.attachElement(element, noPreventDefault);
  49914. };
  49915. /**
  49916. * Detach a control from the HTML DOM element.
  49917. * The camera will stop reacting to that input.
  49918. * @param element Defines the element that listens to the input events.
  49919. */
  49920. FlyCamera.prototype.detachControl = function (element) {
  49921. this.inputs.detachElement(element);
  49922. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49923. };
  49924. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  49925. /**
  49926. * Get the mask that the camera ignores in collision events.
  49927. */
  49928. get: function () {
  49929. return this._collisionMask;
  49930. },
  49931. /**
  49932. * Set the mask that the camera ignores in collision events.
  49933. */
  49934. set: function (mask) {
  49935. this._collisionMask = !isNaN(mask) ? mask : -1;
  49936. },
  49937. enumerable: true,
  49938. configurable: true
  49939. });
  49940. /** @hidden */
  49941. FlyCamera.prototype._collideWithWorld = function (displacement) {
  49942. var globalPosition;
  49943. if (this.parent) {
  49944. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49945. }
  49946. else {
  49947. globalPosition = this.position;
  49948. }
  49949. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49950. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49951. if (!this._collider) {
  49952. this._collider = new BABYLON.Collider();
  49953. }
  49954. this._collider._radius = this.ellipsoid;
  49955. this._collider.collisionMask = this._collisionMask;
  49956. // No need for clone, as long as gravity is not on.
  49957. var actualDisplacement = displacement;
  49958. // Add gravity to direction to prevent dual-collision checking.
  49959. if (this.applyGravity) {
  49960. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  49961. actualDisplacement = displacement.add(this.getScene().gravity);
  49962. }
  49963. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49964. };
  49965. /** @hidden */
  49966. FlyCamera.prototype._checkInputs = function () {
  49967. if (!this._localDirection) {
  49968. this._localDirection = BABYLON.Vector3.Zero();
  49969. this._transformedDirection = BABYLON.Vector3.Zero();
  49970. }
  49971. this.inputs.checkInputs();
  49972. _super.prototype._checkInputs.call(this);
  49973. };
  49974. /** @hidden */
  49975. FlyCamera.prototype._decideIfNeedsToMove = function () {
  49976. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49977. };
  49978. /** @hidden */
  49979. FlyCamera.prototype._updatePosition = function () {
  49980. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49981. this._collideWithWorld(this.cameraDirection);
  49982. }
  49983. else {
  49984. _super.prototype._updatePosition.call(this);
  49985. }
  49986. };
  49987. /**
  49988. * Restore the Roll to its target value at the rate specified.
  49989. * @param rate - Higher means slower restoring.
  49990. * @hidden
  49991. */
  49992. FlyCamera.prototype.restoreRoll = function (rate) {
  49993. var limit = this._trackRoll; // Target Roll.
  49994. var z = this.rotation.z; // Current Roll.
  49995. var delta = limit - z; // Difference in Roll.
  49996. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  49997. // If the difference is noticable, restore the Roll.
  49998. if (Math.abs(delta) >= minRad) {
  49999. // Change Z rotation towards the target Roll.
  50000. this.rotation.z += delta / rate;
  50001. // Match when near enough.
  50002. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50003. this.rotation.z = limit;
  50004. }
  50005. }
  50006. };
  50007. /**
  50008. * Destroy the camera and release the current resources held by it.
  50009. */
  50010. FlyCamera.prototype.dispose = function () {
  50011. this.inputs.clear();
  50012. _super.prototype.dispose.call(this);
  50013. };
  50014. /**
  50015. * Get the current object class name.
  50016. * @returns the class name.
  50017. */
  50018. FlyCamera.prototype.getClassName = function () {
  50019. return "FlyCamera";
  50020. };
  50021. __decorate([
  50022. BABYLON.serializeAsVector3()
  50023. ], FlyCamera.prototype, "ellipsoid", void 0);
  50024. __decorate([
  50025. BABYLON.serializeAsVector3()
  50026. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50027. __decorate([
  50028. BABYLON.serialize()
  50029. ], FlyCamera.prototype, "checkCollisions", void 0);
  50030. __decorate([
  50031. BABYLON.serialize()
  50032. ], FlyCamera.prototype, "applyGravity", void 0);
  50033. return FlyCamera;
  50034. }(BABYLON.TargetCamera));
  50035. BABYLON.FlyCamera = FlyCamera;
  50036. })(BABYLON || (BABYLON = {}));
  50037. //# sourceMappingURL=babylon.flyCamera.js.map
  50038. var BABYLON;
  50039. (function (BABYLON) {
  50040. /**
  50041. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50042. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50043. */
  50044. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50045. function ArcRotateCameraKeyboardMoveInput() {
  50046. /**
  50047. * Defines the list of key codes associated with the up action (increase alpha)
  50048. */
  50049. this.keysUp = [38];
  50050. /**
  50051. * Defines the list of key codes associated with the down action (decrease alpha)
  50052. */
  50053. this.keysDown = [40];
  50054. /**
  50055. * Defines the list of key codes associated with the left action (increase beta)
  50056. */
  50057. this.keysLeft = [37];
  50058. /**
  50059. * Defines the list of key codes associated with the right action (decrease beta)
  50060. */
  50061. this.keysRight = [39];
  50062. /**
  50063. * Defines the list of key codes associated with the reset action.
  50064. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50065. */
  50066. this.keysReset = [220];
  50067. /**
  50068. * Defines the panning sensibility of the inputs.
  50069. * (How fast is the camera paning)
  50070. */
  50071. this.panningSensibility = 50.0;
  50072. /**
  50073. * Defines the zooming sensibility of the inputs.
  50074. * (How fast is the camera zooming)
  50075. */
  50076. this.zoomingSensibility = 25.0;
  50077. /**
  50078. * Defines wether maintaining the alt key down switch the movement mode from
  50079. * orientation to zoom.
  50080. */
  50081. this.useAltToZoom = true;
  50082. /**
  50083. * Rotation speed of the camera
  50084. */
  50085. this.angularSpeed = 0.01;
  50086. this._keys = new Array();
  50087. }
  50088. /**
  50089. * Attach the input controls to a specific dom element to get the input from.
  50090. * @param element Defines the element the controls should be listened from
  50091. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50092. */
  50093. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50094. var _this = this;
  50095. if (this._onCanvasBlurObserver) {
  50096. return;
  50097. }
  50098. this._scene = this.camera.getScene();
  50099. this._engine = this._scene.getEngine();
  50100. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50101. _this._keys = [];
  50102. });
  50103. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50104. var evt = info.event;
  50105. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50106. _this._ctrlPressed = evt.ctrlKey;
  50107. _this._altPressed = evt.altKey;
  50108. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50109. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50110. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50111. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50112. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50113. var index = _this._keys.indexOf(evt.keyCode);
  50114. if (index === -1) {
  50115. _this._keys.push(evt.keyCode);
  50116. }
  50117. if (evt.preventDefault) {
  50118. if (!noPreventDefault) {
  50119. evt.preventDefault();
  50120. }
  50121. }
  50122. }
  50123. }
  50124. else {
  50125. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50126. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50127. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50128. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50129. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50130. var index = _this._keys.indexOf(evt.keyCode);
  50131. if (index >= 0) {
  50132. _this._keys.splice(index, 1);
  50133. }
  50134. if (evt.preventDefault) {
  50135. if (!noPreventDefault) {
  50136. evt.preventDefault();
  50137. }
  50138. }
  50139. }
  50140. }
  50141. });
  50142. };
  50143. /**
  50144. * Detach the current controls from the specified dom element.
  50145. * @param element Defines the element to stop listening the inputs from
  50146. */
  50147. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50148. if (this._scene) {
  50149. if (this._onKeyboardObserver) {
  50150. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50151. }
  50152. if (this._onCanvasBlurObserver) {
  50153. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50154. }
  50155. this._onKeyboardObserver = null;
  50156. this._onCanvasBlurObserver = null;
  50157. }
  50158. this._keys = [];
  50159. };
  50160. /**
  50161. * Update the current camera state depending on the inputs that have been used this frame.
  50162. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50163. */
  50164. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50165. if (this._onKeyboardObserver) {
  50166. var camera = this.camera;
  50167. for (var index = 0; index < this._keys.length; index++) {
  50168. var keyCode = this._keys[index];
  50169. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50170. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50171. camera.inertialPanningX -= 1 / this.panningSensibility;
  50172. }
  50173. else {
  50174. camera.inertialAlphaOffset -= this.angularSpeed;
  50175. }
  50176. }
  50177. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50178. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50179. camera.inertialPanningY += 1 / this.panningSensibility;
  50180. }
  50181. else if (this._altPressed && this.useAltToZoom) {
  50182. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50183. }
  50184. else {
  50185. camera.inertialBetaOffset -= this.angularSpeed;
  50186. }
  50187. }
  50188. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50189. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50190. camera.inertialPanningX += 1 / this.panningSensibility;
  50191. }
  50192. else {
  50193. camera.inertialAlphaOffset += this.angularSpeed;
  50194. }
  50195. }
  50196. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50197. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50198. camera.inertialPanningY -= 1 / this.panningSensibility;
  50199. }
  50200. else if (this._altPressed && this.useAltToZoom) {
  50201. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50202. }
  50203. else {
  50204. camera.inertialBetaOffset += this.angularSpeed;
  50205. }
  50206. }
  50207. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50208. if (camera.useInputToRestoreState) {
  50209. camera.restoreState();
  50210. }
  50211. }
  50212. }
  50213. }
  50214. };
  50215. /**
  50216. * Gets the class name of the current intput.
  50217. * @returns the class name
  50218. */
  50219. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50220. return "ArcRotateCameraKeyboardMoveInput";
  50221. };
  50222. /**
  50223. * Get the friendly name associated with the input class.
  50224. * @returns the input friendly name
  50225. */
  50226. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50227. return "keyboard";
  50228. };
  50229. __decorate([
  50230. BABYLON.serialize()
  50231. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50232. __decorate([
  50233. BABYLON.serialize()
  50234. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50235. __decorate([
  50236. BABYLON.serialize()
  50237. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50238. __decorate([
  50239. BABYLON.serialize()
  50240. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50241. __decorate([
  50242. BABYLON.serialize()
  50243. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50244. __decorate([
  50245. BABYLON.serialize()
  50246. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50247. __decorate([
  50248. BABYLON.serialize()
  50249. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50250. __decorate([
  50251. BABYLON.serialize()
  50252. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50253. __decorate([
  50254. BABYLON.serialize()
  50255. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50256. return ArcRotateCameraKeyboardMoveInput;
  50257. }());
  50258. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50259. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50260. })(BABYLON || (BABYLON = {}));
  50261. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50262. var BABYLON;
  50263. (function (BABYLON) {
  50264. /**
  50265. * Manage the mouse wheel inputs to control an arc rotate camera.
  50266. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50267. */
  50268. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50269. function ArcRotateCameraMouseWheelInput() {
  50270. /**
  50271. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50272. */
  50273. this.wheelPrecision = 3.0;
  50274. /**
  50275. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50276. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50277. */
  50278. this.wheelDeltaPercentage = 0;
  50279. }
  50280. /**
  50281. * Attach the input controls to a specific dom element to get the input from.
  50282. * @param element Defines the element the controls should be listened from
  50283. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50284. */
  50285. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50286. var _this = this;
  50287. this._wheel = function (p, s) {
  50288. //sanity check - this should be a PointerWheel event.
  50289. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50290. return;
  50291. }
  50292. var event = p.event;
  50293. var delta = 0;
  50294. if (event.wheelDelta) {
  50295. if (_this.wheelDeltaPercentage) {
  50296. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50297. if (event.wheelDelta > 0) {
  50298. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50299. }
  50300. else {
  50301. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50302. }
  50303. }
  50304. else {
  50305. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50306. }
  50307. }
  50308. else if (event.detail) {
  50309. delta = -event.detail / _this.wheelPrecision;
  50310. }
  50311. if (delta) {
  50312. _this.camera.inertialRadiusOffset += delta;
  50313. }
  50314. if (event.preventDefault) {
  50315. if (!noPreventDefault) {
  50316. event.preventDefault();
  50317. }
  50318. }
  50319. };
  50320. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  50321. };
  50322. /**
  50323. * Detach the current controls from the specified dom element.
  50324. * @param element Defines the element to stop listening the inputs from
  50325. */
  50326. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  50327. if (this._observer && element) {
  50328. this.camera.getScene().onPointerObservable.remove(this._observer);
  50329. this._observer = null;
  50330. this._wheel = null;
  50331. }
  50332. };
  50333. /**
  50334. * Gets the class name of the current intput.
  50335. * @returns the class name
  50336. */
  50337. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  50338. return "ArcRotateCameraMouseWheelInput";
  50339. };
  50340. /**
  50341. * Get the friendly name associated with the input class.
  50342. * @returns the input friendly name
  50343. */
  50344. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  50345. return "mousewheel";
  50346. };
  50347. __decorate([
  50348. BABYLON.serialize()
  50349. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  50350. __decorate([
  50351. BABYLON.serialize()
  50352. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  50353. return ArcRotateCameraMouseWheelInput;
  50354. }());
  50355. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  50356. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  50357. })(BABYLON || (BABYLON = {}));
  50358. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  50359. var BABYLON;
  50360. (function (BABYLON) {
  50361. /**
  50362. * Manage the pointers inputs to control an arc rotate camera.
  50363. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50364. */
  50365. var ArcRotateCameraPointersInput = /** @class */ (function () {
  50366. function ArcRotateCameraPointersInput() {
  50367. /**
  50368. * Defines the buttons associated with the input to handle camera move.
  50369. */
  50370. this.buttons = [0, 1, 2];
  50371. /**
  50372. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50373. */
  50374. this.angularSensibilityX = 1000.0;
  50375. /**
  50376. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  50377. */
  50378. this.angularSensibilityY = 1000.0;
  50379. /**
  50380. * Defines the pointer pinch precision or how fast is the camera zooming.
  50381. */
  50382. this.pinchPrecision = 12.0;
  50383. /**
  50384. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  50385. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  50386. */
  50387. this.pinchDeltaPercentage = 0;
  50388. /**
  50389. * Defines the pointer panning sensibility or how fast is the camera moving.
  50390. */
  50391. this.panningSensibility = 1000.0;
  50392. /**
  50393. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  50394. */
  50395. this.multiTouchPanning = true;
  50396. /**
  50397. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  50398. */
  50399. this.multiTouchPanAndZoom = true;
  50400. /**
  50401. * Revers pinch action direction.
  50402. */
  50403. this.pinchInwards = true;
  50404. this._isPanClick = false;
  50405. }
  50406. /**
  50407. * Attach the input controls to a specific dom element to get the input from.
  50408. * @param element Defines the element the controls should be listened from
  50409. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50410. */
  50411. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  50412. var _this = this;
  50413. var engine = this.camera.getEngine();
  50414. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  50415. var pointA = null;
  50416. var pointB = null;
  50417. var previousPinchSquaredDistance = 0;
  50418. var initialDistance = 0;
  50419. var twoFingerActivityCount = 0;
  50420. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  50421. this._pointerInput = function (p, s) {
  50422. var evt = p.event;
  50423. var isTouch = p.event.pointerType === "touch";
  50424. if (engine.isInVRExclusivePointerMode) {
  50425. return;
  50426. }
  50427. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  50428. return;
  50429. }
  50430. var srcElement = (evt.srcElement || evt.target);
  50431. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50432. try {
  50433. srcElement.setPointerCapture(evt.pointerId);
  50434. }
  50435. catch (e) {
  50436. //Nothing to do with the error. Execution will continue.
  50437. }
  50438. // Manage panning with pan button click
  50439. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  50440. // manage pointers
  50441. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  50442. if (pointA === null) {
  50443. pointA = cacheSoloPointer;
  50444. }
  50445. else if (pointB === null) {
  50446. pointB = cacheSoloPointer;
  50447. }
  50448. if (!noPreventDefault) {
  50449. evt.preventDefault();
  50450. element.focus();
  50451. }
  50452. }
  50453. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  50454. if (_this.camera.useInputToRestoreState) {
  50455. _this.camera.restoreState();
  50456. }
  50457. }
  50458. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50459. try {
  50460. srcElement.releasePointerCapture(evt.pointerId);
  50461. }
  50462. catch (e) {
  50463. //Nothing to do with the error.
  50464. }
  50465. cacheSoloPointer = null;
  50466. previousPinchSquaredDistance = 0;
  50467. previousMultiTouchPanPosition.isPaning = false;
  50468. previousMultiTouchPanPosition.isPinching = false;
  50469. twoFingerActivityCount = 0;
  50470. initialDistance = 0;
  50471. if (!isTouch) {
  50472. pointB = null; // Mouse and pen are mono pointer
  50473. }
  50474. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  50475. //but emptying completly pointers collection is required to fix a bug on iPhone :
  50476. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  50477. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  50478. if (engine._badOS) {
  50479. pointA = pointB = null;
  50480. }
  50481. else {
  50482. //only remove the impacted pointer in case of multitouch allowing on most
  50483. //platforms switching from rotate to zoom and pan seamlessly.
  50484. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  50485. pointA = pointB;
  50486. pointB = null;
  50487. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50488. }
  50489. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  50490. pointB = null;
  50491. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50492. }
  50493. else {
  50494. pointA = pointB = null;
  50495. }
  50496. }
  50497. if (!noPreventDefault) {
  50498. evt.preventDefault();
  50499. }
  50500. }
  50501. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50502. if (!noPreventDefault) {
  50503. evt.preventDefault();
  50504. }
  50505. // One button down
  50506. if (pointA && pointB === null && cacheSoloPointer) {
  50507. if (_this.panningSensibility !== 0 &&
  50508. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  50509. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  50510. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  50511. }
  50512. else {
  50513. var offsetX = evt.clientX - cacheSoloPointer.x;
  50514. var offsetY = evt.clientY - cacheSoloPointer.y;
  50515. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50516. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50517. }
  50518. cacheSoloPointer.x = evt.clientX;
  50519. cacheSoloPointer.y = evt.clientY;
  50520. }
  50521. // Two buttons down: pinch/pan
  50522. else if (pointA && pointB) {
  50523. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  50524. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  50525. ed.x = evt.clientX;
  50526. ed.y = evt.clientY;
  50527. var direction = _this.pinchInwards ? 1 : -1;
  50528. var distX = pointA.x - pointB.x;
  50529. var distY = pointA.y - pointB.y;
  50530. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  50531. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  50532. if (previousPinchSquaredDistance === 0) {
  50533. initialDistance = pinchDistance;
  50534. previousPinchSquaredDistance = pinchSquaredDistance;
  50535. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  50536. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  50537. return;
  50538. }
  50539. if (_this.multiTouchPanAndZoom) {
  50540. if (_this.pinchDeltaPercentage) {
  50541. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50542. }
  50543. else {
  50544. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50545. (_this.pinchPrecision *
  50546. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50547. direction);
  50548. }
  50549. if (_this.panningSensibility !== 0) {
  50550. var pointersCenterX = (pointA.x + pointB.x) / 2;
  50551. var pointersCenterY = (pointA.y + pointB.y) / 2;
  50552. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  50553. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  50554. previousMultiTouchPanPosition.x = pointersCenterX;
  50555. previousMultiTouchPanPosition.y = pointersCenterY;
  50556. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  50557. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  50558. }
  50559. }
  50560. else {
  50561. twoFingerActivityCount++;
  50562. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  50563. if (_this.pinchDeltaPercentage) {
  50564. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50565. }
  50566. else {
  50567. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50568. (_this.pinchPrecision *
  50569. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50570. direction);
  50571. }
  50572. previousMultiTouchPanPosition.isPaning = false;
  50573. previousMultiTouchPanPosition.isPinching = true;
  50574. }
  50575. else {
  50576. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  50577. if (!previousMultiTouchPanPosition.isPaning) {
  50578. previousMultiTouchPanPosition.isPaning = true;
  50579. previousMultiTouchPanPosition.isPinching = false;
  50580. previousMultiTouchPanPosition.x = ed.x;
  50581. previousMultiTouchPanPosition.y = ed.y;
  50582. return;
  50583. }
  50584. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  50585. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  50586. }
  50587. }
  50588. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  50589. previousMultiTouchPanPosition.x = ed.x;
  50590. previousMultiTouchPanPosition.y = ed.y;
  50591. }
  50592. }
  50593. previousPinchSquaredDistance = pinchSquaredDistance;
  50594. }
  50595. }
  50596. };
  50597. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  50598. this._onContextMenu = function (evt) {
  50599. evt.preventDefault();
  50600. };
  50601. if (!this.camera._useCtrlForPanning) {
  50602. element.addEventListener("contextmenu", this._onContextMenu, false);
  50603. }
  50604. this._onLostFocus = function () {
  50605. //this._keys = [];
  50606. pointA = pointB = null;
  50607. previousPinchSquaredDistance = 0;
  50608. previousMultiTouchPanPosition.isPaning = false;
  50609. previousMultiTouchPanPosition.isPinching = false;
  50610. twoFingerActivityCount = 0;
  50611. cacheSoloPointer = null;
  50612. initialDistance = 0;
  50613. };
  50614. this._onMouseMove = function (evt) {
  50615. if (!engine.isPointerLock) {
  50616. return;
  50617. }
  50618. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  50619. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  50620. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50621. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50622. if (!noPreventDefault) {
  50623. evt.preventDefault();
  50624. }
  50625. };
  50626. this._onGestureStart = function (e) {
  50627. if (window.MSGesture === undefined) {
  50628. return;
  50629. }
  50630. if (!_this._MSGestureHandler) {
  50631. _this._MSGestureHandler = new MSGesture();
  50632. _this._MSGestureHandler.target = element;
  50633. }
  50634. _this._MSGestureHandler.addPointer(e.pointerId);
  50635. };
  50636. this._onGesture = function (e) {
  50637. _this.camera.radius *= e.scale;
  50638. if (e.preventDefault) {
  50639. if (!noPreventDefault) {
  50640. e.stopPropagation();
  50641. e.preventDefault();
  50642. }
  50643. }
  50644. };
  50645. element.addEventListener("mousemove", this._onMouseMove, false);
  50646. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  50647. element.addEventListener("MSGestureChange", this._onGesture, false);
  50648. BABYLON.Tools.RegisterTopRootEvents([
  50649. { name: "blur", handler: this._onLostFocus }
  50650. ]);
  50651. };
  50652. /**
  50653. * Detach the current controls from the specified dom element.
  50654. * @param element Defines the element to stop listening the inputs from
  50655. */
  50656. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  50657. if (this._onLostFocus) {
  50658. BABYLON.Tools.UnregisterTopRootEvents([
  50659. { name: "blur", handler: this._onLostFocus }
  50660. ]);
  50661. }
  50662. if (element && this._observer) {
  50663. this.camera.getScene().onPointerObservable.remove(this._observer);
  50664. this._observer = null;
  50665. if (this._onContextMenu) {
  50666. element.removeEventListener("contextmenu", this._onContextMenu);
  50667. }
  50668. if (this._onMouseMove) {
  50669. element.removeEventListener("mousemove", this._onMouseMove);
  50670. }
  50671. if (this._onGestureStart) {
  50672. element.removeEventListener("MSPointerDown", this._onGestureStart);
  50673. }
  50674. if (this._onGesture) {
  50675. element.removeEventListener("MSGestureChange", this._onGesture);
  50676. }
  50677. this._isPanClick = false;
  50678. this.pinchInwards = true;
  50679. this._onMouseMove = null;
  50680. this._onGestureStart = null;
  50681. this._onGesture = null;
  50682. this._MSGestureHandler = null;
  50683. this._onLostFocus = null;
  50684. this._onContextMenu = null;
  50685. }
  50686. };
  50687. /**
  50688. * Gets the class name of the current intput.
  50689. * @returns the class name
  50690. */
  50691. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  50692. return "ArcRotateCameraPointersInput";
  50693. };
  50694. /**
  50695. * Get the friendly name associated with the input class.
  50696. * @returns the input friendly name
  50697. */
  50698. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  50699. return "pointers";
  50700. };
  50701. __decorate([
  50702. BABYLON.serialize()
  50703. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  50704. __decorate([
  50705. BABYLON.serialize()
  50706. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  50707. __decorate([
  50708. BABYLON.serialize()
  50709. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  50710. __decorate([
  50711. BABYLON.serialize()
  50712. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  50713. __decorate([
  50714. BABYLON.serialize()
  50715. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  50716. __decorate([
  50717. BABYLON.serialize()
  50718. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  50719. __decorate([
  50720. BABYLON.serialize()
  50721. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  50722. __decorate([
  50723. BABYLON.serialize()
  50724. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  50725. return ArcRotateCameraPointersInput;
  50726. }());
  50727. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  50728. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  50729. })(BABYLON || (BABYLON = {}));
  50730. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  50731. var BABYLON;
  50732. (function (BABYLON) {
  50733. /**
  50734. * Default Inputs manager for the ArcRotateCamera.
  50735. * It groups all the default supported inputs for ease of use.
  50736. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50737. */
  50738. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  50739. __extends(ArcRotateCameraInputsManager, _super);
  50740. /**
  50741. * Instantiates a new ArcRotateCameraInputsManager.
  50742. * @param camera Defines the camera the inputs belong to
  50743. */
  50744. function ArcRotateCameraInputsManager(camera) {
  50745. return _super.call(this, camera) || this;
  50746. }
  50747. /**
  50748. * Add mouse wheel input support to the input manager.
  50749. * @returns the current input manager
  50750. */
  50751. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  50752. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  50753. return this;
  50754. };
  50755. /**
  50756. * Add pointers input support to the input manager.
  50757. * @returns the current input manager
  50758. */
  50759. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  50760. this.add(new BABYLON.ArcRotateCameraPointersInput());
  50761. return this;
  50762. };
  50763. /**
  50764. * Add keyboard input support to the input manager.
  50765. * @returns the current input manager
  50766. */
  50767. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  50768. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  50769. return this;
  50770. };
  50771. /**
  50772. * Add orientation input support to the input manager.
  50773. * @returns the current input manager
  50774. */
  50775. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  50776. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  50777. return this;
  50778. };
  50779. return ArcRotateCameraInputsManager;
  50780. }(BABYLON.CameraInputsManager));
  50781. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  50782. })(BABYLON || (BABYLON = {}));
  50783. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  50784. var BABYLON;
  50785. (function (BABYLON) {
  50786. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  50787. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  50788. });
  50789. /**
  50790. * This represents an orbital type of camera.
  50791. *
  50792. * 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.
  50793. * 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.
  50794. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  50795. */
  50796. var ArcRotateCamera = /** @class */ (function (_super) {
  50797. __extends(ArcRotateCamera, _super);
  50798. /**
  50799. * Instantiates a new ArcRotateCamera in a given scene
  50800. * @param name Defines the name of the camera
  50801. * @param alpha Defines the camera rotation along the logitudinal axis
  50802. * @param beta Defines the camera rotation along the latitudinal axis
  50803. * @param radius Defines the camera distance from its target
  50804. * @param target Defines the camera target
  50805. * @param scene Defines the scene the camera belongs to
  50806. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  50807. */
  50808. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  50809. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50810. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  50811. /**
  50812. * Current inertia value on the longitudinal axis.
  50813. * The bigger this number the longer it will take for the camera to stop.
  50814. */
  50815. _this.inertialAlphaOffset = 0;
  50816. /**
  50817. * Current inertia value on the latitudinal axis.
  50818. * The bigger this number the longer it will take for the camera to stop.
  50819. */
  50820. _this.inertialBetaOffset = 0;
  50821. /**
  50822. * Current inertia value on the radius axis.
  50823. * The bigger this number the longer it will take for the camera to stop.
  50824. */
  50825. _this.inertialRadiusOffset = 0;
  50826. /**
  50827. * Minimum allowed angle on the longitudinal axis.
  50828. * This can help limiting how the Camera is able to move in the scene.
  50829. */
  50830. _this.lowerAlphaLimit = null;
  50831. /**
  50832. * Maximum allowed angle on the longitudinal axis.
  50833. * This can help limiting how the Camera is able to move in the scene.
  50834. */
  50835. _this.upperAlphaLimit = null;
  50836. /**
  50837. * Minimum allowed angle on the latitudinal axis.
  50838. * This can help limiting how the Camera is able to move in the scene.
  50839. */
  50840. _this.lowerBetaLimit = 0.01;
  50841. /**
  50842. * Maximum allowed angle on the latitudinal axis.
  50843. * This can help limiting how the Camera is able to move in the scene.
  50844. */
  50845. _this.upperBetaLimit = Math.PI;
  50846. /**
  50847. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  50848. * This can help limiting how the Camera is able to move in the scene.
  50849. */
  50850. _this.lowerRadiusLimit = null;
  50851. /**
  50852. * Maximum allowed distance of the camera to the target (The camera can not get further).
  50853. * This can help limiting how the Camera is able to move in the scene.
  50854. */
  50855. _this.upperRadiusLimit = null;
  50856. /**
  50857. * Defines the current inertia value used during panning of the camera along the X axis.
  50858. */
  50859. _this.inertialPanningX = 0;
  50860. /**
  50861. * Defines the current inertia value used during panning of the camera along the Y axis.
  50862. */
  50863. _this.inertialPanningY = 0;
  50864. /**
  50865. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  50866. * Basically if your fingers moves away from more than this distance you will be considered
  50867. * in pinch mode.
  50868. */
  50869. _this.pinchToPanMaxDistance = 20;
  50870. /**
  50871. * Defines the maximum distance the camera can pan.
  50872. * This could help keeping the cammera always in your scene.
  50873. */
  50874. _this.panningDistanceLimit = null;
  50875. /**
  50876. * Defines the target of the camera before paning.
  50877. */
  50878. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  50879. /**
  50880. * Defines the value of the inertia used during panning.
  50881. * 0 would mean stop inertia and one would mean no decelleration at all.
  50882. */
  50883. _this.panningInertia = 0.9;
  50884. //-- end properties for backward compatibility for inputs
  50885. /**
  50886. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  50887. */
  50888. _this.zoomOnFactor = 1;
  50889. /**
  50890. * Defines a screen offset for the camera position.
  50891. */
  50892. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  50893. /**
  50894. * Allows the camera to be completely reversed.
  50895. * If false the camera can not arrive upside down.
  50896. */
  50897. _this.allowUpsideDown = true;
  50898. /**
  50899. * Define if double tap/click is used to restore the previously saved state of the camera.
  50900. */
  50901. _this.useInputToRestoreState = true;
  50902. /** @hidden */
  50903. _this._viewMatrix = new BABYLON.Matrix();
  50904. /**
  50905. * Defines the allowed panning axis.
  50906. */
  50907. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  50908. /**
  50909. * Observable triggered when the mesh target has been changed on the camera.
  50910. */
  50911. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  50912. /**
  50913. * Defines whether the camera should check collision with the objects oh the scene.
  50914. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  50915. */
  50916. _this.checkCollisions = false;
  50917. /**
  50918. * Defines the collision radius of the camera.
  50919. * This simulates a sphere around the camera.
  50920. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50921. */
  50922. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  50923. _this._previousPosition = BABYLON.Vector3.Zero();
  50924. _this._collisionVelocity = BABYLON.Vector3.Zero();
  50925. _this._newPosition = BABYLON.Vector3.Zero();
  50926. _this._computationVector = BABYLON.Vector3.Zero();
  50927. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50928. if (collidedMesh === void 0) { collidedMesh = null; }
  50929. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  50930. newPosition.multiplyInPlace(_this._collider._radius);
  50931. }
  50932. if (!collidedMesh) {
  50933. _this._previousPosition.copyFrom(_this.position);
  50934. }
  50935. else {
  50936. _this.setPosition(newPosition);
  50937. if (_this.onCollide) {
  50938. _this.onCollide(collidedMesh);
  50939. }
  50940. }
  50941. // Recompute because of constraints
  50942. var cosa = Math.cos(_this.alpha);
  50943. var sina = Math.sin(_this.alpha);
  50944. var cosb = Math.cos(_this.beta);
  50945. var sinb = Math.sin(_this.beta);
  50946. if (sinb === 0) {
  50947. sinb = 0.0001;
  50948. }
  50949. var target = _this._getTargetPosition();
  50950. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  50951. target.addToRef(_this._computationVector, _this._newPosition);
  50952. _this.position.copyFrom(_this._newPosition);
  50953. var up = _this.upVector;
  50954. if (_this.allowUpsideDown && _this.beta < 0) {
  50955. up = up.clone();
  50956. up = up.negate();
  50957. }
  50958. _this._computeViewMatrix(_this.position, target, up);
  50959. _this._viewMatrix.m[12] += _this.targetScreenOffset.x;
  50960. _this._viewMatrix.m[13] += _this.targetScreenOffset.y;
  50961. _this._collisionTriggered = false;
  50962. };
  50963. _this._target = BABYLON.Vector3.Zero();
  50964. if (target) {
  50965. _this.setTarget(target);
  50966. }
  50967. _this.alpha = alpha;
  50968. _this.beta = beta;
  50969. _this.radius = radius;
  50970. _this.getViewMatrix();
  50971. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  50972. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  50973. return _this;
  50974. }
  50975. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  50976. /**
  50977. * Defines the target point of the camera.
  50978. * The camera looks towards it form the radius distance.
  50979. */
  50980. get: function () {
  50981. return this._target;
  50982. },
  50983. set: function (value) {
  50984. this.setTarget(value);
  50985. },
  50986. enumerable: true,
  50987. configurable: true
  50988. });
  50989. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  50990. //-- begin properties for backward compatibility for inputs
  50991. /**
  50992. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50993. */
  50994. get: function () {
  50995. var pointers = this.inputs.attached["pointers"];
  50996. if (pointers) {
  50997. return pointers.angularSensibilityX;
  50998. }
  50999. return 0;
  51000. },
  51001. set: function (value) {
  51002. var pointers = this.inputs.attached["pointers"];
  51003. if (pointers) {
  51004. pointers.angularSensibilityX = value;
  51005. }
  51006. },
  51007. enumerable: true,
  51008. configurable: true
  51009. });
  51010. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51011. /**
  51012. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51013. */
  51014. get: function () {
  51015. var pointers = this.inputs.attached["pointers"];
  51016. if (pointers) {
  51017. return pointers.angularSensibilityY;
  51018. }
  51019. return 0;
  51020. },
  51021. set: function (value) {
  51022. var pointers = this.inputs.attached["pointers"];
  51023. if (pointers) {
  51024. pointers.angularSensibilityY = value;
  51025. }
  51026. },
  51027. enumerable: true,
  51028. configurable: true
  51029. });
  51030. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51031. /**
  51032. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51033. */
  51034. get: function () {
  51035. var pointers = this.inputs.attached["pointers"];
  51036. if (pointers) {
  51037. return pointers.pinchPrecision;
  51038. }
  51039. return 0;
  51040. },
  51041. set: function (value) {
  51042. var pointers = this.inputs.attached["pointers"];
  51043. if (pointers) {
  51044. pointers.pinchPrecision = value;
  51045. }
  51046. },
  51047. enumerable: true,
  51048. configurable: true
  51049. });
  51050. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51051. /**
  51052. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51053. * It will be used instead of pinchDeltaPrecision if different from 0.
  51054. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51055. */
  51056. get: function () {
  51057. var pointers = this.inputs.attached["pointers"];
  51058. if (pointers) {
  51059. return pointers.pinchDeltaPercentage;
  51060. }
  51061. return 0;
  51062. },
  51063. set: function (value) {
  51064. var pointers = this.inputs.attached["pointers"];
  51065. if (pointers) {
  51066. pointers.pinchDeltaPercentage = value;
  51067. }
  51068. },
  51069. enumerable: true,
  51070. configurable: true
  51071. });
  51072. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51073. /**
  51074. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51075. */
  51076. get: function () {
  51077. var pointers = this.inputs.attached["pointers"];
  51078. if (pointers) {
  51079. return pointers.panningSensibility;
  51080. }
  51081. return 0;
  51082. },
  51083. set: function (value) {
  51084. var pointers = this.inputs.attached["pointers"];
  51085. if (pointers) {
  51086. pointers.panningSensibility = value;
  51087. }
  51088. },
  51089. enumerable: true,
  51090. configurable: true
  51091. });
  51092. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51093. /**
  51094. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51095. */
  51096. get: function () {
  51097. var keyboard = this.inputs.attached["keyboard"];
  51098. if (keyboard) {
  51099. return keyboard.keysUp;
  51100. }
  51101. return [];
  51102. },
  51103. set: function (value) {
  51104. var keyboard = this.inputs.attached["keyboard"];
  51105. if (keyboard) {
  51106. keyboard.keysUp = value;
  51107. }
  51108. },
  51109. enumerable: true,
  51110. configurable: true
  51111. });
  51112. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51113. /**
  51114. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51115. */
  51116. get: function () {
  51117. var keyboard = this.inputs.attached["keyboard"];
  51118. if (keyboard) {
  51119. return keyboard.keysDown;
  51120. }
  51121. return [];
  51122. },
  51123. set: function (value) {
  51124. var keyboard = this.inputs.attached["keyboard"];
  51125. if (keyboard) {
  51126. keyboard.keysDown = value;
  51127. }
  51128. },
  51129. enumerable: true,
  51130. configurable: true
  51131. });
  51132. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51133. /**
  51134. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51135. */
  51136. get: function () {
  51137. var keyboard = this.inputs.attached["keyboard"];
  51138. if (keyboard) {
  51139. return keyboard.keysLeft;
  51140. }
  51141. return [];
  51142. },
  51143. set: function (value) {
  51144. var keyboard = this.inputs.attached["keyboard"];
  51145. if (keyboard) {
  51146. keyboard.keysLeft = value;
  51147. }
  51148. },
  51149. enumerable: true,
  51150. configurable: true
  51151. });
  51152. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51153. /**
  51154. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51155. */
  51156. get: function () {
  51157. var keyboard = this.inputs.attached["keyboard"];
  51158. if (keyboard) {
  51159. return keyboard.keysRight;
  51160. }
  51161. return [];
  51162. },
  51163. set: function (value) {
  51164. var keyboard = this.inputs.attached["keyboard"];
  51165. if (keyboard) {
  51166. keyboard.keysRight = value;
  51167. }
  51168. },
  51169. enumerable: true,
  51170. configurable: true
  51171. });
  51172. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51173. /**
  51174. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51175. */
  51176. get: function () {
  51177. var mousewheel = this.inputs.attached["mousewheel"];
  51178. if (mousewheel) {
  51179. return mousewheel.wheelPrecision;
  51180. }
  51181. return 0;
  51182. },
  51183. set: function (value) {
  51184. var mousewheel = this.inputs.attached["mousewheel"];
  51185. if (mousewheel) {
  51186. mousewheel.wheelPrecision = value;
  51187. }
  51188. },
  51189. enumerable: true,
  51190. configurable: true
  51191. });
  51192. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51193. /**
  51194. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51195. * It will be used instead of pinchDeltaPrecision if different from 0.
  51196. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51197. */
  51198. get: function () {
  51199. var mousewheel = this.inputs.attached["mousewheel"];
  51200. if (mousewheel) {
  51201. return mousewheel.wheelDeltaPercentage;
  51202. }
  51203. return 0;
  51204. },
  51205. set: function (value) {
  51206. var mousewheel = this.inputs.attached["mousewheel"];
  51207. if (mousewheel) {
  51208. mousewheel.wheelDeltaPercentage = value;
  51209. }
  51210. },
  51211. enumerable: true,
  51212. configurable: true
  51213. });
  51214. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51215. /**
  51216. * Gets the bouncing behavior of the camera if it has been enabled.
  51217. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51218. */
  51219. get: function () {
  51220. return this._bouncingBehavior;
  51221. },
  51222. enumerable: true,
  51223. configurable: true
  51224. });
  51225. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51226. /**
  51227. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51228. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51229. */
  51230. get: function () {
  51231. return this._bouncingBehavior != null;
  51232. },
  51233. set: function (value) {
  51234. if (value === this.useBouncingBehavior) {
  51235. return;
  51236. }
  51237. if (value) {
  51238. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51239. this.addBehavior(this._bouncingBehavior);
  51240. }
  51241. else if (this._bouncingBehavior) {
  51242. this.removeBehavior(this._bouncingBehavior);
  51243. this._bouncingBehavior = null;
  51244. }
  51245. },
  51246. enumerable: true,
  51247. configurable: true
  51248. });
  51249. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51250. /**
  51251. * Gets the framing behavior of the camera if it has been enabled.
  51252. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51253. */
  51254. get: function () {
  51255. return this._framingBehavior;
  51256. },
  51257. enumerable: true,
  51258. configurable: true
  51259. });
  51260. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51261. /**
  51262. * Defines if the framing behavior of the camera is enabled on the camera.
  51263. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51264. */
  51265. get: function () {
  51266. return this._framingBehavior != null;
  51267. },
  51268. set: function (value) {
  51269. if (value === this.useFramingBehavior) {
  51270. return;
  51271. }
  51272. if (value) {
  51273. this._framingBehavior = new BABYLON.FramingBehavior();
  51274. this.addBehavior(this._framingBehavior);
  51275. }
  51276. else if (this._framingBehavior) {
  51277. this.removeBehavior(this._framingBehavior);
  51278. this._framingBehavior = null;
  51279. }
  51280. },
  51281. enumerable: true,
  51282. configurable: true
  51283. });
  51284. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51285. /**
  51286. * Gets the auto rotation behavior of the camera if it has been enabled.
  51287. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51288. */
  51289. get: function () {
  51290. return this._autoRotationBehavior;
  51291. },
  51292. enumerable: true,
  51293. configurable: true
  51294. });
  51295. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51296. /**
  51297. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51298. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51299. */
  51300. get: function () {
  51301. return this._autoRotationBehavior != null;
  51302. },
  51303. set: function (value) {
  51304. if (value === this.useAutoRotationBehavior) {
  51305. return;
  51306. }
  51307. if (value) {
  51308. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51309. this.addBehavior(this._autoRotationBehavior);
  51310. }
  51311. else if (this._autoRotationBehavior) {
  51312. this.removeBehavior(this._autoRotationBehavior);
  51313. this._autoRotationBehavior = null;
  51314. }
  51315. },
  51316. enumerable: true,
  51317. configurable: true
  51318. });
  51319. // Cache
  51320. /** @hidden */
  51321. ArcRotateCamera.prototype._initCache = function () {
  51322. _super.prototype._initCache.call(this);
  51323. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  51324. this._cache.alpha = undefined;
  51325. this._cache.beta = undefined;
  51326. this._cache.radius = undefined;
  51327. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  51328. };
  51329. /** @hidden */
  51330. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  51331. if (!ignoreParentClass) {
  51332. _super.prototype._updateCache.call(this);
  51333. }
  51334. this._cache._target.copyFrom(this._getTargetPosition());
  51335. this._cache.alpha = this.alpha;
  51336. this._cache.beta = this.beta;
  51337. this._cache.radius = this.radius;
  51338. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  51339. };
  51340. ArcRotateCamera.prototype._getTargetPosition = function () {
  51341. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  51342. var pos = this._targetHost.getAbsolutePosition();
  51343. if (this._targetBoundingCenter) {
  51344. pos.addToRef(this._targetBoundingCenter, this._target);
  51345. }
  51346. else {
  51347. this._target.copyFrom(pos);
  51348. }
  51349. }
  51350. var lockedTargetPosition = this._getLockedTargetPosition();
  51351. if (lockedTargetPosition) {
  51352. return lockedTargetPosition;
  51353. }
  51354. return this._target;
  51355. };
  51356. /**
  51357. * Stores the current state of the camera (alpha, beta, radius and target)
  51358. * @returns the camera itself
  51359. */
  51360. ArcRotateCamera.prototype.storeState = function () {
  51361. this._storedAlpha = this.alpha;
  51362. this._storedBeta = this.beta;
  51363. this._storedRadius = this.radius;
  51364. this._storedTarget = this._getTargetPosition().clone();
  51365. return _super.prototype.storeState.call(this);
  51366. };
  51367. /**
  51368. * @hidden
  51369. * Restored camera state. You must call storeState() first
  51370. */
  51371. ArcRotateCamera.prototype._restoreStateValues = function () {
  51372. if (!_super.prototype._restoreStateValues.call(this)) {
  51373. return false;
  51374. }
  51375. this.alpha = this._storedAlpha;
  51376. this.beta = this._storedBeta;
  51377. this.radius = this._storedRadius;
  51378. this.setTarget(this._storedTarget.clone());
  51379. this.inertialAlphaOffset = 0;
  51380. this.inertialBetaOffset = 0;
  51381. this.inertialRadiusOffset = 0;
  51382. this.inertialPanningX = 0;
  51383. this.inertialPanningY = 0;
  51384. return true;
  51385. };
  51386. // Synchronized
  51387. /** @hidden */
  51388. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  51389. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  51390. return false;
  51391. }
  51392. return this._cache._target.equals(this._getTargetPosition())
  51393. && this._cache.alpha === this.alpha
  51394. && this._cache.beta === this.beta
  51395. && this._cache.radius === this.radius
  51396. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  51397. };
  51398. /**
  51399. * Attached controls to the current camera.
  51400. * @param element Defines the element the controls should be listened from
  51401. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51402. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  51403. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  51404. */
  51405. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  51406. var _this = this;
  51407. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  51408. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  51409. this._useCtrlForPanning = useCtrlForPanning;
  51410. this._panningMouseButton = panningMouseButton;
  51411. this.inputs.attachElement(element, noPreventDefault);
  51412. this._reset = function () {
  51413. _this.inertialAlphaOffset = 0;
  51414. _this.inertialBetaOffset = 0;
  51415. _this.inertialRadiusOffset = 0;
  51416. _this.inertialPanningX = 0;
  51417. _this.inertialPanningY = 0;
  51418. };
  51419. };
  51420. /**
  51421. * Detach the current controls from the camera.
  51422. * The camera will stop reacting to inputs.
  51423. * @param element Defines the element to stop listening the inputs from
  51424. */
  51425. ArcRotateCamera.prototype.detachControl = function (element) {
  51426. this.inputs.detachElement(element);
  51427. if (this._reset) {
  51428. this._reset();
  51429. }
  51430. };
  51431. /** @hidden */
  51432. ArcRotateCamera.prototype._checkInputs = function () {
  51433. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  51434. if (this._collisionTriggered) {
  51435. return;
  51436. }
  51437. this.inputs.checkInputs();
  51438. // Inertia
  51439. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  51440. var inertialAlphaOffset = this.inertialAlphaOffset;
  51441. if (this.beta <= 0) {
  51442. inertialAlphaOffset *= -1;
  51443. }
  51444. if (this.getScene().useRightHandedSystem) {
  51445. inertialAlphaOffset *= -1;
  51446. }
  51447. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  51448. inertialAlphaOffset *= -1;
  51449. }
  51450. this.alpha += inertialAlphaOffset;
  51451. this.beta += this.inertialBetaOffset;
  51452. this.radius -= this.inertialRadiusOffset;
  51453. this.inertialAlphaOffset *= this.inertia;
  51454. this.inertialBetaOffset *= this.inertia;
  51455. this.inertialRadiusOffset *= this.inertia;
  51456. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  51457. this.inertialAlphaOffset = 0;
  51458. }
  51459. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  51460. this.inertialBetaOffset = 0;
  51461. }
  51462. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  51463. this.inertialRadiusOffset = 0;
  51464. }
  51465. }
  51466. // Panning inertia
  51467. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  51468. if (!this._localDirection) {
  51469. this._localDirection = BABYLON.Vector3.Zero();
  51470. this._transformedDirection = BABYLON.Vector3.Zero();
  51471. }
  51472. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  51473. this._localDirection.multiplyInPlace(this.panningAxis);
  51474. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  51475. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  51476. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  51477. if (!this.panningAxis.y) {
  51478. this._transformedDirection.y = 0;
  51479. }
  51480. if (!this._targetHost) {
  51481. if (this.panningDistanceLimit) {
  51482. this._transformedDirection.addInPlace(this._target);
  51483. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  51484. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  51485. this._target.copyFrom(this._transformedDirection);
  51486. }
  51487. }
  51488. else {
  51489. this._target.addInPlace(this._transformedDirection);
  51490. }
  51491. }
  51492. this.inertialPanningX *= this.panningInertia;
  51493. this.inertialPanningY *= this.panningInertia;
  51494. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  51495. this.inertialPanningX = 0;
  51496. }
  51497. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  51498. this.inertialPanningY = 0;
  51499. }
  51500. }
  51501. // Limits
  51502. this._checkLimits();
  51503. _super.prototype._checkInputs.call(this);
  51504. };
  51505. ArcRotateCamera.prototype._checkLimits = function () {
  51506. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  51507. if (this.allowUpsideDown && this.beta > Math.PI) {
  51508. this.beta = this.beta - (2 * Math.PI);
  51509. }
  51510. }
  51511. else {
  51512. if (this.beta < this.lowerBetaLimit) {
  51513. this.beta = this.lowerBetaLimit;
  51514. }
  51515. }
  51516. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  51517. if (this.allowUpsideDown && this.beta < -Math.PI) {
  51518. this.beta = this.beta + (2 * Math.PI);
  51519. }
  51520. }
  51521. else {
  51522. if (this.beta > this.upperBetaLimit) {
  51523. this.beta = this.upperBetaLimit;
  51524. }
  51525. }
  51526. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  51527. this.alpha = this.lowerAlphaLimit;
  51528. }
  51529. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  51530. this.alpha = this.upperAlphaLimit;
  51531. }
  51532. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  51533. this.radius = this.lowerRadiusLimit;
  51534. }
  51535. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  51536. this.radius = this.upperRadiusLimit;
  51537. }
  51538. };
  51539. /**
  51540. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  51541. */
  51542. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  51543. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  51544. this.radius = this._computationVector.length();
  51545. if (this.radius === 0) {
  51546. this.radius = 0.0001; // Just to avoid division by zero
  51547. }
  51548. // Alpha
  51549. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  51550. if (this._computationVector.z < 0) {
  51551. this.alpha = 2 * Math.PI - this.alpha;
  51552. }
  51553. // Beta
  51554. this.beta = Math.acos(this._computationVector.y / this.radius);
  51555. this._checkLimits();
  51556. };
  51557. /**
  51558. * Use a position to define the current camera related information like aplha, beta and radius
  51559. * @param position Defines the position to set the camera at
  51560. */
  51561. ArcRotateCamera.prototype.setPosition = function (position) {
  51562. if (this.position.equals(position)) {
  51563. return;
  51564. }
  51565. this.position.copyFrom(position);
  51566. this.rebuildAnglesAndRadius();
  51567. };
  51568. /**
  51569. * Defines the target the camera should look at.
  51570. * This will automatically adapt alpha beta and radius to fit within the new target.
  51571. * @param target Defines the new target as a Vector or a mesh
  51572. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  51573. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  51574. */
  51575. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  51576. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  51577. if (allowSamePosition === void 0) { allowSamePosition = false; }
  51578. if (target.getBoundingInfo) {
  51579. if (toBoundingCenter) {
  51580. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  51581. }
  51582. else {
  51583. this._targetBoundingCenter = null;
  51584. }
  51585. this._targetHost = target;
  51586. this._target = this._getTargetPosition();
  51587. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  51588. }
  51589. else {
  51590. var newTarget = target;
  51591. var currentTarget = this._getTargetPosition();
  51592. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  51593. return;
  51594. }
  51595. this._targetHost = null;
  51596. this._target = newTarget;
  51597. this._targetBoundingCenter = null;
  51598. this.onMeshTargetChangedObservable.notifyObservers(null);
  51599. }
  51600. this.rebuildAnglesAndRadius();
  51601. };
  51602. /** @hidden */
  51603. ArcRotateCamera.prototype._getViewMatrix = function () {
  51604. // Compute
  51605. var cosa = Math.cos(this.alpha);
  51606. var sina = Math.sin(this.alpha);
  51607. var cosb = Math.cos(this.beta);
  51608. var sinb = Math.sin(this.beta);
  51609. if (sinb === 0) {
  51610. sinb = 0.0001;
  51611. }
  51612. var target = this._getTargetPosition();
  51613. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  51614. target.addToRef(this._computationVector, this._newPosition);
  51615. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  51616. if (!this._collider) {
  51617. this._collider = new BABYLON.Collider();
  51618. }
  51619. this._collider._radius = this.collisionRadius;
  51620. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  51621. this._collisionTriggered = true;
  51622. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  51623. }
  51624. else {
  51625. this.position.copyFrom(this._newPosition);
  51626. var up = this.upVector;
  51627. if (this.allowUpsideDown && sinb < 0) {
  51628. up = up.clone();
  51629. up = up.negate();
  51630. }
  51631. this._computeViewMatrix(this.position, target, up);
  51632. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  51633. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  51634. }
  51635. this._currentTarget = target;
  51636. return this._viewMatrix;
  51637. };
  51638. /**
  51639. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  51640. * @param meshes Defines the mesh to zoom on
  51641. * @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)
  51642. */
  51643. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  51644. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  51645. meshes = meshes || this.getScene().meshes;
  51646. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  51647. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  51648. this.radius = distance * this.zoomOnFactor;
  51649. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  51650. };
  51651. /**
  51652. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  51653. * The target will be changed but the radius
  51654. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  51655. * @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)
  51656. */
  51657. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  51658. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  51659. var meshesOrMinMaxVector;
  51660. var distance;
  51661. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  51662. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  51663. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  51664. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  51665. }
  51666. else { //minMaxVector and distance
  51667. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  51668. meshesOrMinMaxVector = minMaxVectorAndDistance;
  51669. distance = minMaxVectorAndDistance.distance;
  51670. }
  51671. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  51672. if (!doNotUpdateMaxZ) {
  51673. this.maxZ = distance * 2;
  51674. }
  51675. };
  51676. /**
  51677. * @override
  51678. * Override Camera.createRigCamera
  51679. */
  51680. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  51681. var alphaShift = 0;
  51682. switch (this.cameraRigMode) {
  51683. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  51684. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  51685. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  51686. case BABYLON.Camera.RIG_MODE_VR:
  51687. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  51688. break;
  51689. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  51690. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  51691. break;
  51692. }
  51693. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  51694. rigCam._cameraRigParams = {};
  51695. return rigCam;
  51696. };
  51697. /**
  51698. * @hidden
  51699. * @override
  51700. * Override Camera._updateRigCameras
  51701. */
  51702. ArcRotateCamera.prototype._updateRigCameras = function () {
  51703. var camLeft = this._rigCameras[0];
  51704. var camRight = this._rigCameras[1];
  51705. camLeft.beta = camRight.beta = this.beta;
  51706. camLeft.radius = camRight.radius = this.radius;
  51707. switch (this.cameraRigMode) {
  51708. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  51709. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  51710. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  51711. case BABYLON.Camera.RIG_MODE_VR:
  51712. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  51713. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  51714. break;
  51715. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  51716. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  51717. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  51718. break;
  51719. }
  51720. _super.prototype._updateRigCameras.call(this);
  51721. };
  51722. /**
  51723. * Destroy the camera and release the current resources hold by it.
  51724. */
  51725. ArcRotateCamera.prototype.dispose = function () {
  51726. this.inputs.clear();
  51727. _super.prototype.dispose.call(this);
  51728. };
  51729. /**
  51730. * Gets the current object class name.
  51731. * @return the class name
  51732. */
  51733. ArcRotateCamera.prototype.getClassName = function () {
  51734. return "ArcRotateCamera";
  51735. };
  51736. __decorate([
  51737. BABYLON.serialize()
  51738. ], ArcRotateCamera.prototype, "alpha", void 0);
  51739. __decorate([
  51740. BABYLON.serialize()
  51741. ], ArcRotateCamera.prototype, "beta", void 0);
  51742. __decorate([
  51743. BABYLON.serialize()
  51744. ], ArcRotateCamera.prototype, "radius", void 0);
  51745. __decorate([
  51746. BABYLON.serializeAsVector3("target")
  51747. ], ArcRotateCamera.prototype, "_target", void 0);
  51748. __decorate([
  51749. BABYLON.serialize()
  51750. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  51751. __decorate([
  51752. BABYLON.serialize()
  51753. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  51754. __decorate([
  51755. BABYLON.serialize()
  51756. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  51757. __decorate([
  51758. BABYLON.serialize()
  51759. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  51760. __decorate([
  51761. BABYLON.serialize()
  51762. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  51763. __decorate([
  51764. BABYLON.serialize()
  51765. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  51766. __decorate([
  51767. BABYLON.serialize()
  51768. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  51769. __decorate([
  51770. BABYLON.serialize()
  51771. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  51772. __decorate([
  51773. BABYLON.serialize()
  51774. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  51775. __decorate([
  51776. BABYLON.serialize()
  51777. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  51778. __decorate([
  51779. BABYLON.serialize()
  51780. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  51781. __decorate([
  51782. BABYLON.serialize()
  51783. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  51784. __decorate([
  51785. BABYLON.serialize()
  51786. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  51787. __decorate([
  51788. BABYLON.serializeAsVector3()
  51789. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  51790. __decorate([
  51791. BABYLON.serialize()
  51792. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  51793. __decorate([
  51794. BABYLON.serialize()
  51795. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  51796. __decorate([
  51797. BABYLON.serialize()
  51798. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  51799. __decorate([
  51800. BABYLON.serialize()
  51801. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  51802. __decorate([
  51803. BABYLON.serialize()
  51804. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  51805. return ArcRotateCamera;
  51806. }(BABYLON.TargetCamera));
  51807. BABYLON.ArcRotateCamera = ArcRotateCamera;
  51808. })(BABYLON || (BABYLON = {}));
  51809. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  51810. var BABYLON;
  51811. (function (BABYLON) {
  51812. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  51813. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  51814. });
  51815. /**
  51816. * The HemisphericLight simulates the ambient environment light,
  51817. * so the passed direction is the light reflection direction, not the incoming direction.
  51818. */
  51819. var HemisphericLight = /** @class */ (function (_super) {
  51820. __extends(HemisphericLight, _super);
  51821. /**
  51822. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  51823. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  51824. * The HemisphericLight can't cast shadows.
  51825. * Documentation : http://doc.babylonjs.com/tutorials/lights
  51826. * @param name The friendly name of the light
  51827. * @param direction The direction of the light reflection
  51828. * @param scene The scene the light belongs to
  51829. */
  51830. function HemisphericLight(name, direction, scene) {
  51831. var _this = _super.call(this, name, scene) || this;
  51832. /**
  51833. * The groundColor is the light in the opposite direction to the one specified during creation.
  51834. * 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.
  51835. */
  51836. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  51837. _this.direction = direction || BABYLON.Vector3.Up();
  51838. return _this;
  51839. }
  51840. HemisphericLight.prototype._buildUniformLayout = function () {
  51841. this._uniformBuffer.addUniform("vLightData", 4);
  51842. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  51843. this._uniformBuffer.addUniform("vLightSpecular", 3);
  51844. this._uniformBuffer.addUniform("vLightGround", 3);
  51845. this._uniformBuffer.addUniform("shadowsInfo", 3);
  51846. this._uniformBuffer.addUniform("depthValues", 2);
  51847. this._uniformBuffer.create();
  51848. };
  51849. /**
  51850. * Returns the string "HemisphericLight".
  51851. * @return The class name
  51852. */
  51853. HemisphericLight.prototype.getClassName = function () {
  51854. return "HemisphericLight";
  51855. };
  51856. /**
  51857. * Sets the HemisphericLight direction towards the passed target (Vector3).
  51858. * Returns the updated direction.
  51859. * @param target The target the direction should point to
  51860. * @return The computed direction
  51861. */
  51862. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  51863. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  51864. return this.direction;
  51865. };
  51866. /**
  51867. * Returns the shadow generator associated to the light.
  51868. * @returns Always null for hemispheric lights because it does not support shadows.
  51869. */
  51870. HemisphericLight.prototype.getShadowGenerator = function () {
  51871. return null;
  51872. };
  51873. /**
  51874. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  51875. * @param effect The effect to update
  51876. * @param lightIndex The index of the light in the effect to update
  51877. * @returns The hemispheric light
  51878. */
  51879. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  51880. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  51881. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  51882. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  51883. return this;
  51884. };
  51885. /**
  51886. * Computes the world matrix of the node
  51887. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  51888. * @param useWasUpdatedFlag defines a reserved property
  51889. * @returns the world matrix
  51890. */
  51891. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  51892. if (!this._worldMatrix) {
  51893. this._worldMatrix = BABYLON.Matrix.Identity();
  51894. }
  51895. return this._worldMatrix;
  51896. };
  51897. /**
  51898. * Returns the integer 3.
  51899. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51900. */
  51901. HemisphericLight.prototype.getTypeID = function () {
  51902. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  51903. };
  51904. /**
  51905. * Prepares the list of defines specific to the light type.
  51906. * @param defines the list of defines
  51907. * @param lightIndex defines the index of the light for the effect
  51908. */
  51909. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  51910. defines["HEMILIGHT" + lightIndex] = true;
  51911. };
  51912. __decorate([
  51913. BABYLON.serializeAsColor3()
  51914. ], HemisphericLight.prototype, "groundColor", void 0);
  51915. __decorate([
  51916. BABYLON.serializeAsVector3()
  51917. ], HemisphericLight.prototype, "direction", void 0);
  51918. return HemisphericLight;
  51919. }(BABYLON.Light));
  51920. BABYLON.HemisphericLight = HemisphericLight;
  51921. })(BABYLON || (BABYLON = {}));
  51922. //# sourceMappingURL=babylon.hemisphericLight.js.map
  51923. var BABYLON;
  51924. (function (BABYLON) {
  51925. /**
  51926. * Base implementation IShadowLight
  51927. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  51928. */
  51929. var ShadowLight = /** @class */ (function (_super) {
  51930. __extends(ShadowLight, _super);
  51931. function ShadowLight() {
  51932. var _this = _super !== null && _super.apply(this, arguments) || this;
  51933. _this._needProjectionMatrixCompute = true;
  51934. return _this;
  51935. }
  51936. ShadowLight.prototype._setPosition = function (value) {
  51937. this._position = value;
  51938. };
  51939. Object.defineProperty(ShadowLight.prototype, "position", {
  51940. /**
  51941. * Sets the position the shadow will be casted from. Also use as the light position for both
  51942. * point and spot lights.
  51943. */
  51944. get: function () {
  51945. return this._position;
  51946. },
  51947. /**
  51948. * Sets the position the shadow will be casted from. Also use as the light position for both
  51949. * point and spot lights.
  51950. */
  51951. set: function (value) {
  51952. this._setPosition(value);
  51953. },
  51954. enumerable: true,
  51955. configurable: true
  51956. });
  51957. ShadowLight.prototype._setDirection = function (value) {
  51958. this._direction = value;
  51959. };
  51960. Object.defineProperty(ShadowLight.prototype, "direction", {
  51961. /**
  51962. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  51963. * Also use as the light direction on spot and directional lights.
  51964. */
  51965. get: function () {
  51966. return this._direction;
  51967. },
  51968. /**
  51969. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  51970. * Also use as the light direction on spot and directional lights.
  51971. */
  51972. set: function (value) {
  51973. this._setDirection(value);
  51974. },
  51975. enumerable: true,
  51976. configurable: true
  51977. });
  51978. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  51979. /**
  51980. * Gets the shadow projection clipping minimum z value.
  51981. */
  51982. get: function () {
  51983. return this._shadowMinZ;
  51984. },
  51985. /**
  51986. * Sets the shadow projection clipping minimum z value.
  51987. */
  51988. set: function (value) {
  51989. this._shadowMinZ = value;
  51990. this.forceProjectionMatrixCompute();
  51991. },
  51992. enumerable: true,
  51993. configurable: true
  51994. });
  51995. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  51996. /**
  51997. * Sets the shadow projection clipping maximum z value.
  51998. */
  51999. get: function () {
  52000. return this._shadowMaxZ;
  52001. },
  52002. /**
  52003. * Gets the shadow projection clipping maximum z value.
  52004. */
  52005. set: function (value) {
  52006. this._shadowMaxZ = value;
  52007. this.forceProjectionMatrixCompute();
  52008. },
  52009. enumerable: true,
  52010. configurable: true
  52011. });
  52012. /**
  52013. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52014. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52015. */
  52016. ShadowLight.prototype.computeTransformedInformation = function () {
  52017. if (this.parent && this.parent.getWorldMatrix) {
  52018. if (!this.transformedPosition) {
  52019. this.transformedPosition = BABYLON.Vector3.Zero();
  52020. }
  52021. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52022. // In case the direction is present.
  52023. if (this.direction) {
  52024. if (!this.transformedDirection) {
  52025. this.transformedDirection = BABYLON.Vector3.Zero();
  52026. }
  52027. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52028. }
  52029. return true;
  52030. }
  52031. return false;
  52032. };
  52033. /**
  52034. * Return the depth scale used for the shadow map.
  52035. * @returns the depth scale.
  52036. */
  52037. ShadowLight.prototype.getDepthScale = function () {
  52038. return 50.0;
  52039. };
  52040. /**
  52041. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52042. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52043. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52044. */
  52045. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52046. return this.transformedDirection ? this.transformedDirection : this.direction;
  52047. };
  52048. /**
  52049. * Returns the ShadowLight absolute position in the World.
  52050. * @returns the position vector in world space
  52051. */
  52052. ShadowLight.prototype.getAbsolutePosition = function () {
  52053. return this.transformedPosition ? this.transformedPosition : this.position;
  52054. };
  52055. /**
  52056. * Sets the ShadowLight direction toward the passed target.
  52057. * @param target The point tot target in local space
  52058. * @returns the updated ShadowLight direction
  52059. */
  52060. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52061. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52062. return this.direction;
  52063. };
  52064. /**
  52065. * Returns the light rotation in euler definition.
  52066. * @returns the x y z rotation in local space.
  52067. */
  52068. ShadowLight.prototype.getRotation = function () {
  52069. this.direction.normalize();
  52070. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52071. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52072. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52073. };
  52074. /**
  52075. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52076. * @returns true if a cube texture needs to be use
  52077. */
  52078. ShadowLight.prototype.needCube = function () {
  52079. return false;
  52080. };
  52081. /**
  52082. * Detects if the projection matrix requires to be recomputed this frame.
  52083. * @returns true if it requires to be recomputed otherwise, false.
  52084. */
  52085. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52086. return this._needProjectionMatrixCompute;
  52087. };
  52088. /**
  52089. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52090. */
  52091. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52092. this._needProjectionMatrixCompute = true;
  52093. };
  52094. /** @hidden */
  52095. ShadowLight.prototype._initCache = function () {
  52096. _super.prototype._initCache.call(this);
  52097. this._cache.position = BABYLON.Vector3.Zero();
  52098. };
  52099. /** @hidden */
  52100. ShadowLight.prototype._isSynchronized = function () {
  52101. if (!this._cache.position.equals(this.position)) {
  52102. return false;
  52103. }
  52104. return true;
  52105. };
  52106. /**
  52107. * Computes the world matrix of the node
  52108. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52109. * @returns the world matrix
  52110. */
  52111. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52112. if (!force && this.isSynchronized()) {
  52113. this._currentRenderId = this.getScene().getRenderId();
  52114. return this._worldMatrix;
  52115. }
  52116. this._updateCache();
  52117. this._cache.position.copyFrom(this.position);
  52118. if (!this._worldMatrix) {
  52119. this._worldMatrix = BABYLON.Matrix.Identity();
  52120. }
  52121. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52122. if (this.parent && this.parent.getWorldMatrix) {
  52123. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52124. this._markSyncedWithParent();
  52125. }
  52126. // Cache the determinant
  52127. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52128. return this._worldMatrix;
  52129. };
  52130. /**
  52131. * Gets the minZ used for shadow according to both the scene and the light.
  52132. * @param activeCamera The camera we are returning the min for
  52133. * @returns the depth min z
  52134. */
  52135. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52136. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52137. };
  52138. /**
  52139. * Gets the maxZ used for shadow according to both the scene and the light.
  52140. * @param activeCamera The camera we are returning the max for
  52141. * @returns the depth max z
  52142. */
  52143. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52144. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52145. };
  52146. /**
  52147. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52148. * @param matrix The materix to updated with the projection information
  52149. * @param viewMatrix The transform matrix of the light
  52150. * @param renderList The list of mesh to render in the map
  52151. * @returns The current light
  52152. */
  52153. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52154. if (this.customProjectionMatrixBuilder) {
  52155. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52156. }
  52157. else {
  52158. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52159. }
  52160. return this;
  52161. };
  52162. __decorate([
  52163. BABYLON.serializeAsVector3()
  52164. ], ShadowLight.prototype, "position", null);
  52165. __decorate([
  52166. BABYLON.serializeAsVector3()
  52167. ], ShadowLight.prototype, "direction", null);
  52168. __decorate([
  52169. BABYLON.serialize()
  52170. ], ShadowLight.prototype, "shadowMinZ", null);
  52171. __decorate([
  52172. BABYLON.serialize()
  52173. ], ShadowLight.prototype, "shadowMaxZ", null);
  52174. return ShadowLight;
  52175. }(BABYLON.Light));
  52176. BABYLON.ShadowLight = ShadowLight;
  52177. })(BABYLON || (BABYLON = {}));
  52178. //# sourceMappingURL=babylon.shadowLight.js.map
  52179. var BABYLON;
  52180. (function (BABYLON) {
  52181. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52182. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52183. });
  52184. /**
  52185. * A point light is a light defined by an unique point in world space.
  52186. * The light is emitted in every direction from this point.
  52187. * A good example of a point light is a standard light bulb.
  52188. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52189. */
  52190. var PointLight = /** @class */ (function (_super) {
  52191. __extends(PointLight, _super);
  52192. /**
  52193. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52194. * A PointLight emits the light in every direction.
  52195. * It can cast shadows.
  52196. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52197. * ```javascript
  52198. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52199. * ```
  52200. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52201. * @param name The light friendly name
  52202. * @param position The position of the point light in the scene
  52203. * @param scene The scene the lights belongs to
  52204. */
  52205. function PointLight(name, position, scene) {
  52206. var _this = _super.call(this, name, scene) || this;
  52207. _this._shadowAngle = Math.PI / 2;
  52208. _this.position = position;
  52209. return _this;
  52210. }
  52211. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52212. /**
  52213. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52214. * This specifies what angle the shadow will use to be created.
  52215. *
  52216. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52217. */
  52218. get: function () {
  52219. return this._shadowAngle;
  52220. },
  52221. /**
  52222. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52223. * This specifies what angle the shadow will use to be created.
  52224. *
  52225. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52226. */
  52227. set: function (value) {
  52228. this._shadowAngle = value;
  52229. this.forceProjectionMatrixCompute();
  52230. },
  52231. enumerable: true,
  52232. configurable: true
  52233. });
  52234. Object.defineProperty(PointLight.prototype, "direction", {
  52235. /**
  52236. * Gets the direction if it has been set.
  52237. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52238. */
  52239. get: function () {
  52240. return this._direction;
  52241. },
  52242. /**
  52243. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52244. */
  52245. set: function (value) {
  52246. var previousNeedCube = this.needCube();
  52247. this._direction = value;
  52248. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52249. this._shadowGenerator.recreateShadowMap();
  52250. }
  52251. },
  52252. enumerable: true,
  52253. configurable: true
  52254. });
  52255. /**
  52256. * Returns the string "PointLight"
  52257. * @returns the class name
  52258. */
  52259. PointLight.prototype.getClassName = function () {
  52260. return "PointLight";
  52261. };
  52262. /**
  52263. * Returns the integer 0.
  52264. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52265. */
  52266. PointLight.prototype.getTypeID = function () {
  52267. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52268. };
  52269. /**
  52270. * Specifies wether or not the shadowmap should be a cube texture.
  52271. * @returns true if the shadowmap needs to be a cube texture.
  52272. */
  52273. PointLight.prototype.needCube = function () {
  52274. return !this.direction;
  52275. };
  52276. /**
  52277. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52278. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52279. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52280. */
  52281. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52282. if (this.direction) {
  52283. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52284. }
  52285. else {
  52286. switch (faceIndex) {
  52287. case 0:
  52288. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52289. case 1:
  52290. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52291. case 2:
  52292. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52293. case 3:
  52294. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52295. case 4:
  52296. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52297. case 5:
  52298. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52299. }
  52300. }
  52301. return BABYLON.Vector3.Zero();
  52302. };
  52303. /**
  52304. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52305. * - fov = PI / 2
  52306. * - aspect ratio : 1.0
  52307. * - z-near and far equal to the active camera minZ and maxZ.
  52308. * Returns the PointLight.
  52309. */
  52310. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52311. var activeCamera = this.getScene().activeCamera;
  52312. if (!activeCamera) {
  52313. return;
  52314. }
  52315. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52316. };
  52317. PointLight.prototype._buildUniformLayout = function () {
  52318. this._uniformBuffer.addUniform("vLightData", 4);
  52319. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52320. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52321. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52322. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52323. this._uniformBuffer.addUniform("depthValues", 2);
  52324. this._uniformBuffer.create();
  52325. };
  52326. /**
  52327. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52328. * @param effect The effect to update
  52329. * @param lightIndex The index of the light in the effect to update
  52330. * @returns The point light
  52331. */
  52332. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  52333. if (this.computeTransformedInformation()) {
  52334. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  52335. }
  52336. else {
  52337. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  52338. }
  52339. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  52340. return this;
  52341. };
  52342. /**
  52343. * Prepares the list of defines specific to the light type.
  52344. * @param defines the list of defines
  52345. * @param lightIndex defines the index of the light for the effect
  52346. */
  52347. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52348. defines["POINTLIGHT" + lightIndex] = true;
  52349. };
  52350. __decorate([
  52351. BABYLON.serialize()
  52352. ], PointLight.prototype, "shadowAngle", null);
  52353. return PointLight;
  52354. }(BABYLON.ShadowLight));
  52355. BABYLON.PointLight = PointLight;
  52356. })(BABYLON || (BABYLON = {}));
  52357. //# sourceMappingURL=babylon.pointLight.js.map
  52358. var BABYLON;
  52359. (function (BABYLON) {
  52360. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  52361. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  52362. });
  52363. /**
  52364. * A directional light is defined by a direction (what a surprise!).
  52365. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  52366. * 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.
  52367. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52368. */
  52369. var DirectionalLight = /** @class */ (function (_super) {
  52370. __extends(DirectionalLight, _super);
  52371. /**
  52372. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  52373. * The directional light is emitted from everywhere in the given direction.
  52374. * It can cast shadows.
  52375. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52376. * @param name The friendly name of the light
  52377. * @param direction The direction of the light
  52378. * @param scene The scene the light belongs to
  52379. */
  52380. function DirectionalLight(name, direction, scene) {
  52381. var _this = _super.call(this, name, scene) || this;
  52382. _this._shadowFrustumSize = 0;
  52383. _this._shadowOrthoScale = 0.1;
  52384. /**
  52385. * Automatically compute the projection matrix to best fit (including all the casters)
  52386. * on each frame.
  52387. */
  52388. _this.autoUpdateExtends = true;
  52389. // Cache
  52390. _this._orthoLeft = Number.MAX_VALUE;
  52391. _this._orthoRight = Number.MIN_VALUE;
  52392. _this._orthoTop = Number.MIN_VALUE;
  52393. _this._orthoBottom = Number.MAX_VALUE;
  52394. _this.position = direction.scale(-1.0);
  52395. _this.direction = direction;
  52396. return _this;
  52397. }
  52398. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  52399. /**
  52400. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  52401. */
  52402. get: function () {
  52403. return this._shadowFrustumSize;
  52404. },
  52405. /**
  52406. * Specifies a fix frustum size for the shadow generation.
  52407. */
  52408. set: function (value) {
  52409. this._shadowFrustumSize = value;
  52410. this.forceProjectionMatrixCompute();
  52411. },
  52412. enumerable: true,
  52413. configurable: true
  52414. });
  52415. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  52416. /**
  52417. * Gets the shadow projection scale against the optimal computed one.
  52418. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52419. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52420. */
  52421. get: function () {
  52422. return this._shadowOrthoScale;
  52423. },
  52424. /**
  52425. * Sets the shadow projection scale against the optimal computed one.
  52426. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52427. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52428. */
  52429. set: function (value) {
  52430. this._shadowOrthoScale = value;
  52431. this.forceProjectionMatrixCompute();
  52432. },
  52433. enumerable: true,
  52434. configurable: true
  52435. });
  52436. /**
  52437. * Returns the string "DirectionalLight".
  52438. * @return The class name
  52439. */
  52440. DirectionalLight.prototype.getClassName = function () {
  52441. return "DirectionalLight";
  52442. };
  52443. /**
  52444. * Returns the integer 1.
  52445. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52446. */
  52447. DirectionalLight.prototype.getTypeID = function () {
  52448. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  52449. };
  52450. /**
  52451. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  52452. * Returns the DirectionalLight Shadow projection matrix.
  52453. */
  52454. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52455. if (this.shadowFrustumSize > 0) {
  52456. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  52457. }
  52458. else {
  52459. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52460. }
  52461. };
  52462. /**
  52463. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  52464. * Returns the DirectionalLight Shadow projection matrix.
  52465. */
  52466. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  52467. var activeCamera = this.getScene().activeCamera;
  52468. if (!activeCamera) {
  52469. return;
  52470. }
  52471. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  52472. };
  52473. /**
  52474. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  52475. * Returns the DirectionalLight Shadow projection matrix.
  52476. */
  52477. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52478. var activeCamera = this.getScene().activeCamera;
  52479. if (!activeCamera) {
  52480. return;
  52481. }
  52482. // Check extends
  52483. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  52484. var tempVector3 = BABYLON.Vector3.Zero();
  52485. this._orthoLeft = Number.MAX_VALUE;
  52486. this._orthoRight = Number.MIN_VALUE;
  52487. this._orthoTop = Number.MIN_VALUE;
  52488. this._orthoBottom = Number.MAX_VALUE;
  52489. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  52490. var mesh = renderList[meshIndex];
  52491. if (!mesh) {
  52492. continue;
  52493. }
  52494. var boundingInfo = mesh.getBoundingInfo();
  52495. var boundingBox = boundingInfo.boundingBox;
  52496. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  52497. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  52498. if (tempVector3.x < this._orthoLeft) {
  52499. this._orthoLeft = tempVector3.x;
  52500. }
  52501. if (tempVector3.y < this._orthoBottom) {
  52502. this._orthoBottom = tempVector3.y;
  52503. }
  52504. if (tempVector3.x > this._orthoRight) {
  52505. this._orthoRight = tempVector3.x;
  52506. }
  52507. if (tempVector3.y > this._orthoTop) {
  52508. this._orthoTop = tempVector3.y;
  52509. }
  52510. }
  52511. }
  52512. }
  52513. var xOffset = this._orthoRight - this._orthoLeft;
  52514. var yOffset = this._orthoTop - this._orthoBottom;
  52515. 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);
  52516. };
  52517. DirectionalLight.prototype._buildUniformLayout = function () {
  52518. this._uniformBuffer.addUniform("vLightData", 4);
  52519. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52520. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52521. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52522. this._uniformBuffer.addUniform("depthValues", 2);
  52523. this._uniformBuffer.create();
  52524. };
  52525. /**
  52526. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  52527. * @param effect The effect to update
  52528. * @param lightIndex The index of the light in the effect to update
  52529. * @returns The directional light
  52530. */
  52531. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  52532. if (this.computeTransformedInformation()) {
  52533. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  52534. return this;
  52535. }
  52536. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  52537. return this;
  52538. };
  52539. /**
  52540. * Gets the minZ used for shadow according to both the scene and the light.
  52541. *
  52542. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52543. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52544. * @param activeCamera The camera we are returning the min for
  52545. * @returns the depth min z
  52546. */
  52547. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  52548. return 1;
  52549. };
  52550. /**
  52551. * Gets the maxZ used for shadow according to both the scene and the light.
  52552. *
  52553. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52554. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52555. * @param activeCamera The camera we are returning the max for
  52556. * @returns the depth max z
  52557. */
  52558. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  52559. return 1;
  52560. };
  52561. /**
  52562. * Prepares the list of defines specific to the light type.
  52563. * @param defines the list of defines
  52564. * @param lightIndex defines the index of the light for the effect
  52565. */
  52566. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52567. defines["DIRLIGHT" + lightIndex] = true;
  52568. };
  52569. __decorate([
  52570. BABYLON.serialize()
  52571. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  52572. __decorate([
  52573. BABYLON.serialize()
  52574. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  52575. __decorate([
  52576. BABYLON.serialize()
  52577. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  52578. return DirectionalLight;
  52579. }(BABYLON.ShadowLight));
  52580. BABYLON.DirectionalLight = DirectionalLight;
  52581. })(BABYLON || (BABYLON = {}));
  52582. //# sourceMappingURL=babylon.directionalLight.js.map
  52583. var BABYLON;
  52584. (function (BABYLON) {
  52585. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  52586. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  52587. });
  52588. /**
  52589. * A spot light is defined by a position, a direction, an angle, and an exponent.
  52590. * These values define a cone of light starting from the position, emitting toward the direction.
  52591. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  52592. * and the exponent defines the speed of the decay of the light with distance (reach).
  52593. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52594. */
  52595. var SpotLight = /** @class */ (function (_super) {
  52596. __extends(SpotLight, _super);
  52597. /**
  52598. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  52599. * It can cast shadows.
  52600. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52601. * @param name The light friendly name
  52602. * @param position The position of the spot light in the scene
  52603. * @param direction The direction of the light in the scene
  52604. * @param angle The cone angle of the light in Radians
  52605. * @param exponent The light decay speed with the distance from the emission spot
  52606. * @param scene The scene the lights belongs to
  52607. */
  52608. function SpotLight(name, position, direction, angle, exponent, scene) {
  52609. var _this = _super.call(this, name, scene) || this;
  52610. _this._innerAngle = 0;
  52611. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  52612. _this._projectionTextureLightNear = 1e-6;
  52613. _this._projectionTextureLightFar = 1000.0;
  52614. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  52615. _this._projectionTextureViewLightDirty = true;
  52616. _this._projectionTextureProjectionLightDirty = true;
  52617. _this._projectionTextureDirty = true;
  52618. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  52619. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  52620. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  52621. _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);
  52622. _this.position = position;
  52623. _this.direction = direction;
  52624. _this.angle = angle;
  52625. _this.exponent = exponent;
  52626. return _this;
  52627. }
  52628. Object.defineProperty(SpotLight.prototype, "angle", {
  52629. /**
  52630. * Gets the cone angle of the spot light in Radians.
  52631. */
  52632. get: function () {
  52633. return this._angle;
  52634. },
  52635. /**
  52636. * Sets the cone angle of the spot light in Radians.
  52637. */
  52638. set: function (value) {
  52639. this._angle = value;
  52640. this._cosHalfAngle = Math.cos(value * 0.5);
  52641. this._projectionTextureProjectionLightDirty = true;
  52642. this.forceProjectionMatrixCompute();
  52643. this._computeAngleValues();
  52644. },
  52645. enumerable: true,
  52646. configurable: true
  52647. });
  52648. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  52649. /**
  52650. * Only used in gltf falloff mode, this defines the angle where
  52651. * the directional falloff will start before cutting at angle which could be seen
  52652. * as outer angle.
  52653. */
  52654. get: function () {
  52655. return this._innerAngle;
  52656. },
  52657. /**
  52658. * Only used in gltf falloff mode, this defines the angle where
  52659. * the directional falloff will start before cutting at angle which could be seen
  52660. * as outer angle.
  52661. */
  52662. set: function (value) {
  52663. this._innerAngle = value;
  52664. this._computeAngleValues();
  52665. },
  52666. enumerable: true,
  52667. configurable: true
  52668. });
  52669. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  52670. /**
  52671. * Allows scaling the angle of the light for shadow generation only.
  52672. */
  52673. get: function () {
  52674. return this._shadowAngleScale;
  52675. },
  52676. /**
  52677. * Allows scaling the angle of the light for shadow generation only.
  52678. */
  52679. set: function (value) {
  52680. this._shadowAngleScale = value;
  52681. this.forceProjectionMatrixCompute();
  52682. },
  52683. enumerable: true,
  52684. configurable: true
  52685. });
  52686. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  52687. /**
  52688. * Allows reading the projecton texture
  52689. */
  52690. get: function () {
  52691. return this._projectionTextureMatrix;
  52692. },
  52693. enumerable: true,
  52694. configurable: true
  52695. });
  52696. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  52697. /**
  52698. * Gets the near clip of the Spotlight for texture projection.
  52699. */
  52700. get: function () {
  52701. return this._projectionTextureLightNear;
  52702. },
  52703. /**
  52704. * Sets the near clip of the Spotlight for texture projection.
  52705. */
  52706. set: function (value) {
  52707. this._projectionTextureLightNear = value;
  52708. this._projectionTextureProjectionLightDirty = true;
  52709. },
  52710. enumerable: true,
  52711. configurable: true
  52712. });
  52713. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  52714. /**
  52715. * Gets the far clip of the Spotlight for texture projection.
  52716. */
  52717. get: function () {
  52718. return this._projectionTextureLightFar;
  52719. },
  52720. /**
  52721. * Sets the far clip of the Spotlight for texture projection.
  52722. */
  52723. set: function (value) {
  52724. this._projectionTextureLightFar = value;
  52725. this._projectionTextureProjectionLightDirty = true;
  52726. },
  52727. enumerable: true,
  52728. configurable: true
  52729. });
  52730. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  52731. /**
  52732. * Gets the Up vector of the Spotlight for texture projection.
  52733. */
  52734. get: function () {
  52735. return this._projectionTextureUpDirection;
  52736. },
  52737. /**
  52738. * Sets the Up vector of the Spotlight for texture projection.
  52739. */
  52740. set: function (value) {
  52741. this._projectionTextureUpDirection = value;
  52742. this._projectionTextureProjectionLightDirty = true;
  52743. },
  52744. enumerable: true,
  52745. configurable: true
  52746. });
  52747. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  52748. /**
  52749. * Gets the projection texture of the light.
  52750. */
  52751. get: function () {
  52752. return this._projectionTexture;
  52753. },
  52754. /**
  52755. * Sets the projection texture of the light.
  52756. */
  52757. set: function (value) {
  52758. this._projectionTexture = value;
  52759. this._projectionTextureDirty = true;
  52760. },
  52761. enumerable: true,
  52762. configurable: true
  52763. });
  52764. /**
  52765. * Returns the string "SpotLight".
  52766. * @returns the class name
  52767. */
  52768. SpotLight.prototype.getClassName = function () {
  52769. return "SpotLight";
  52770. };
  52771. /**
  52772. * Returns the integer 2.
  52773. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52774. */
  52775. SpotLight.prototype.getTypeID = function () {
  52776. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  52777. };
  52778. /**
  52779. * Overrides the direction setter to recompute the projection texture view light Matrix.
  52780. */
  52781. SpotLight.prototype._setDirection = function (value) {
  52782. _super.prototype._setDirection.call(this, value);
  52783. this._projectionTextureViewLightDirty = true;
  52784. };
  52785. /**
  52786. * Overrides the position setter to recompute the projection texture view light Matrix.
  52787. */
  52788. SpotLight.prototype._setPosition = function (value) {
  52789. _super.prototype._setPosition.call(this, value);
  52790. this._projectionTextureViewLightDirty = true;
  52791. };
  52792. /**
  52793. * 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.
  52794. * Returns the SpotLight.
  52795. */
  52796. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52797. var activeCamera = this.getScene().activeCamera;
  52798. if (!activeCamera) {
  52799. return;
  52800. }
  52801. this._shadowAngleScale = this._shadowAngleScale || 1;
  52802. var angle = this._shadowAngleScale * this._angle;
  52803. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52804. };
  52805. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  52806. this._projectionTextureViewLightDirty = false;
  52807. this._projectionTextureDirty = true;
  52808. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  52809. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  52810. };
  52811. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  52812. this._projectionTextureProjectionLightDirty = false;
  52813. this._projectionTextureDirty = true;
  52814. var light_far = this.projectionTextureLightFar;
  52815. var light_near = this.projectionTextureLightNear;
  52816. var P = light_far / (light_far - light_near);
  52817. var Q = -P * light_near;
  52818. var S = 1.0 / Math.tan(this._angle / 2.0);
  52819. var A = 1.0;
  52820. 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);
  52821. };
  52822. /**
  52823. * Main function for light texture projection matrix computing.
  52824. */
  52825. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  52826. this._projectionTextureDirty = false;
  52827. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  52828. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  52829. };
  52830. SpotLight.prototype._buildUniformLayout = function () {
  52831. this._uniformBuffer.addUniform("vLightData", 4);
  52832. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52833. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52834. this._uniformBuffer.addUniform("vLightDirection", 3);
  52835. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52836. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52837. this._uniformBuffer.addUniform("depthValues", 2);
  52838. this._uniformBuffer.create();
  52839. };
  52840. SpotLight.prototype._computeAngleValues = function () {
  52841. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  52842. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  52843. };
  52844. /**
  52845. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  52846. * @param effect The effect to update
  52847. * @param lightIndex The index of the light in the effect to update
  52848. * @returns The spot light
  52849. */
  52850. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  52851. var normalizeDirection;
  52852. if (this.computeTransformedInformation()) {
  52853. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  52854. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  52855. }
  52856. else {
  52857. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  52858. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52859. }
  52860. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  52861. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  52862. if (this.projectionTexture && this.projectionTexture.isReady()) {
  52863. if (this._projectionTextureViewLightDirty) {
  52864. this._computeProjectionTextureViewLightMatrix();
  52865. }
  52866. if (this._projectionTextureProjectionLightDirty) {
  52867. this._computeProjectionTextureProjectionLightMatrix();
  52868. }
  52869. if (this._projectionTextureDirty) {
  52870. this._computeProjectionTextureMatrix();
  52871. }
  52872. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  52873. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  52874. }
  52875. return this;
  52876. };
  52877. /**
  52878. * Disposes the light and the associated resources.
  52879. */
  52880. SpotLight.prototype.dispose = function () {
  52881. _super.prototype.dispose.call(this);
  52882. if (this._projectionTexture) {
  52883. this._projectionTexture.dispose();
  52884. }
  52885. };
  52886. /**
  52887. * Prepares the list of defines specific to the light type.
  52888. * @param defines the list of defines
  52889. * @param lightIndex defines the index of the light for the effect
  52890. */
  52891. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52892. defines["SPOTLIGHT" + lightIndex] = true;
  52893. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  52894. };
  52895. __decorate([
  52896. BABYLON.serialize()
  52897. ], SpotLight.prototype, "angle", null);
  52898. __decorate([
  52899. BABYLON.serialize()
  52900. ], SpotLight.prototype, "innerAngle", null);
  52901. __decorate([
  52902. BABYLON.serialize()
  52903. ], SpotLight.prototype, "shadowAngleScale", null);
  52904. __decorate([
  52905. BABYLON.serialize()
  52906. ], SpotLight.prototype, "exponent", void 0);
  52907. __decorate([
  52908. BABYLON.serialize()
  52909. ], SpotLight.prototype, "projectionTextureLightNear", null);
  52910. __decorate([
  52911. BABYLON.serialize()
  52912. ], SpotLight.prototype, "projectionTextureLightFar", null);
  52913. __decorate([
  52914. BABYLON.serialize()
  52915. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  52916. __decorate([
  52917. BABYLON.serializeAsTexture("projectedLightTexture")
  52918. ], SpotLight.prototype, "_projectionTexture", void 0);
  52919. return SpotLight;
  52920. }(BABYLON.ShadowLight));
  52921. BABYLON.SpotLight = SpotLight;
  52922. })(BABYLON || (BABYLON = {}));
  52923. //# sourceMappingURL=babylon.spotLight.js.map
  52924. var BABYLON;
  52925. (function (BABYLON) {
  52926. /**
  52927. * Class used to override all child animations of a given target
  52928. */
  52929. var AnimationPropertiesOverride = /** @class */ (function () {
  52930. function AnimationPropertiesOverride() {
  52931. /**
  52932. * Gets or sets a value indicating if animation blending must be used
  52933. */
  52934. this.enableBlending = false;
  52935. /**
  52936. * Gets or sets the blending speed to use when enableBlending is true
  52937. */
  52938. this.blendingSpeed = 0.01;
  52939. /**
  52940. * Gets or sets the default loop mode to use
  52941. */
  52942. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  52943. }
  52944. return AnimationPropertiesOverride;
  52945. }());
  52946. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  52947. })(BABYLON || (BABYLON = {}));
  52948. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  52949. var BABYLON;
  52950. (function (BABYLON) {
  52951. /**
  52952. * Represents the range of an animation
  52953. */
  52954. var AnimationRange = /** @class */ (function () {
  52955. /**
  52956. * Initializes the range of an animation
  52957. * @param name The name of the animation range
  52958. * @param from The starting frame of the animation
  52959. * @param to The ending frame of the animation
  52960. */
  52961. function AnimationRange(
  52962. /**The name of the animation range**/
  52963. name,
  52964. /**The starting frame of the animation */
  52965. from,
  52966. /**The ending frame of the animation*/
  52967. to) {
  52968. this.name = name;
  52969. this.from = from;
  52970. this.to = to;
  52971. }
  52972. /**
  52973. * Makes a copy of the animation range
  52974. * @returns A copy of the animation range
  52975. */
  52976. AnimationRange.prototype.clone = function () {
  52977. return new AnimationRange(this.name, this.from, this.to);
  52978. };
  52979. return AnimationRange;
  52980. }());
  52981. BABYLON.AnimationRange = AnimationRange;
  52982. /**
  52983. * Composed of a frame, and an action function
  52984. */
  52985. var AnimationEvent = /** @class */ (function () {
  52986. /**
  52987. * Initializes the animation event
  52988. * @param frame The frame for which the event is triggered
  52989. * @param action The event to perform when triggered
  52990. * @param onlyOnce Specifies if the event should be triggered only once
  52991. */
  52992. function AnimationEvent(
  52993. /** The frame for which the event is triggered **/
  52994. frame,
  52995. /** The event to perform when triggered **/
  52996. action,
  52997. /** Specifies if the event should be triggered only once**/
  52998. onlyOnce) {
  52999. this.frame = frame;
  53000. this.action = action;
  53001. this.onlyOnce = onlyOnce;
  53002. /**
  53003. * Specifies if the animation event is done
  53004. */
  53005. this.isDone = false;
  53006. }
  53007. /** @hidden */
  53008. AnimationEvent.prototype._clone = function () {
  53009. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53010. };
  53011. return AnimationEvent;
  53012. }());
  53013. BABYLON.AnimationEvent = AnimationEvent;
  53014. /**
  53015. * A cursor which tracks a point on a path
  53016. */
  53017. var PathCursor = /** @class */ (function () {
  53018. /**
  53019. * Initializes the path cursor
  53020. * @param path The path to track
  53021. */
  53022. function PathCursor(path) {
  53023. this.path = path;
  53024. /**
  53025. * Stores path cursor callbacks for when an onchange event is triggered
  53026. */
  53027. this._onchange = new Array();
  53028. /**
  53029. * The value of the path cursor
  53030. */
  53031. this.value = 0;
  53032. /**
  53033. * The animation array of the path cursor
  53034. */
  53035. this.animations = new Array();
  53036. }
  53037. /**
  53038. * Gets the cursor point on the path
  53039. * @returns A point on the path cursor at the cursor location
  53040. */
  53041. PathCursor.prototype.getPoint = function () {
  53042. var point = this.path.getPointAtLengthPosition(this.value);
  53043. return new BABYLON.Vector3(point.x, 0, point.y);
  53044. };
  53045. /**
  53046. * Moves the cursor ahead by the step amount
  53047. * @param step The amount to move the cursor forward
  53048. * @returns This path cursor
  53049. */
  53050. PathCursor.prototype.moveAhead = function (step) {
  53051. if (step === void 0) { step = 0.002; }
  53052. this.move(step);
  53053. return this;
  53054. };
  53055. /**
  53056. * Moves the cursor behind by the step amount
  53057. * @param step The amount to move the cursor back
  53058. * @returns This path cursor
  53059. */
  53060. PathCursor.prototype.moveBack = function (step) {
  53061. if (step === void 0) { step = 0.002; }
  53062. this.move(-step);
  53063. return this;
  53064. };
  53065. /**
  53066. * Moves the cursor by the step amount
  53067. * If the step amount is greater than one, an exception is thrown
  53068. * @param step The amount to move the cursor
  53069. * @returns This path cursor
  53070. */
  53071. PathCursor.prototype.move = function (step) {
  53072. if (Math.abs(step) > 1) {
  53073. throw "step size should be less than 1.";
  53074. }
  53075. this.value += step;
  53076. this.ensureLimits();
  53077. this.raiseOnChange();
  53078. return this;
  53079. };
  53080. /**
  53081. * Ensures that the value is limited between zero and one
  53082. * @returns This path cursor
  53083. */
  53084. PathCursor.prototype.ensureLimits = function () {
  53085. while (this.value > 1) {
  53086. this.value -= 1;
  53087. }
  53088. while (this.value < 0) {
  53089. this.value += 1;
  53090. }
  53091. return this;
  53092. };
  53093. /**
  53094. * Runs onchange callbacks on change (used by the animation engine)
  53095. * @returns This path cursor
  53096. */
  53097. PathCursor.prototype.raiseOnChange = function () {
  53098. var _this = this;
  53099. this._onchange.forEach(function (f) { return f(_this); });
  53100. return this;
  53101. };
  53102. /**
  53103. * Executes a function on change
  53104. * @param f A path cursor onchange callback
  53105. * @returns This path cursor
  53106. */
  53107. PathCursor.prototype.onchange = function (f) {
  53108. this._onchange.push(f);
  53109. return this;
  53110. };
  53111. return PathCursor;
  53112. }());
  53113. BABYLON.PathCursor = PathCursor;
  53114. /**
  53115. * Enum for the animation key frame interpolation type
  53116. */
  53117. var AnimationKeyInterpolation;
  53118. (function (AnimationKeyInterpolation) {
  53119. /**
  53120. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53121. */
  53122. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53123. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53124. /**
  53125. * Class used to store any kind of animation
  53126. */
  53127. var Animation = /** @class */ (function () {
  53128. /**
  53129. * Initializes the animation
  53130. * @param name Name of the animation
  53131. * @param targetProperty Property to animate
  53132. * @param framePerSecond The frames per second of the animation
  53133. * @param dataType The data type of the animation
  53134. * @param loopMode The loop mode of the animation
  53135. * @param enableBlendings Specifies if blending should be enabled
  53136. */
  53137. function Animation(
  53138. /**Name of the animation */
  53139. name,
  53140. /**Property to animate */
  53141. targetProperty,
  53142. /**The frames per second of the animation */
  53143. framePerSecond,
  53144. /**The data type of the animation */
  53145. dataType,
  53146. /**The loop mode of the animation */
  53147. loopMode,
  53148. /**Specifies if blending should be enabled */
  53149. enableBlending) {
  53150. this.name = name;
  53151. this.targetProperty = targetProperty;
  53152. this.framePerSecond = framePerSecond;
  53153. this.dataType = dataType;
  53154. this.loopMode = loopMode;
  53155. this.enableBlending = enableBlending;
  53156. /**
  53157. * @hidden Internal use only
  53158. */
  53159. this._runtimeAnimations = new Array();
  53160. /**
  53161. * The set of event that will be linked to this animation
  53162. */
  53163. this._events = new Array();
  53164. /**
  53165. * Stores the blending speed of the animation
  53166. */
  53167. this.blendingSpeed = 0.01;
  53168. /**
  53169. * Stores the animation ranges for the animation
  53170. */
  53171. this._ranges = {};
  53172. this.targetPropertyPath = targetProperty.split(".");
  53173. this.dataType = dataType;
  53174. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53175. }
  53176. /**
  53177. * @hidden Internal use
  53178. */
  53179. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53180. var dataType = undefined;
  53181. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53182. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53183. }
  53184. else if (from instanceof BABYLON.Quaternion) {
  53185. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53186. }
  53187. else if (from instanceof BABYLON.Vector3) {
  53188. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53189. }
  53190. else if (from instanceof BABYLON.Vector2) {
  53191. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53192. }
  53193. else if (from instanceof BABYLON.Color3) {
  53194. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53195. }
  53196. else if (from instanceof BABYLON.Size) {
  53197. dataType = Animation.ANIMATIONTYPE_SIZE;
  53198. }
  53199. if (dataType == undefined) {
  53200. return null;
  53201. }
  53202. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53203. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53204. animation.setKeys(keys);
  53205. if (easingFunction !== undefined) {
  53206. animation.setEasingFunction(easingFunction);
  53207. }
  53208. return animation;
  53209. };
  53210. /**
  53211. * Sets up an animation
  53212. * @param property The property to animate
  53213. * @param animationType The animation type to apply
  53214. * @param framePerSecond The frames per second of the animation
  53215. * @param easingFunction The easing function used in the animation
  53216. * @returns The created animation
  53217. */
  53218. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53219. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53220. animation.setEasingFunction(easingFunction);
  53221. return animation;
  53222. };
  53223. /**
  53224. * Create and start an animation on a node
  53225. * @param name defines the name of the global animation that will be run on all nodes
  53226. * @param node defines the root node where the animation will take place
  53227. * @param targetProperty defines property to animate
  53228. * @param framePerSecond defines the number of frame per second yo use
  53229. * @param totalFrame defines the number of frames in total
  53230. * @param from defines the initial value
  53231. * @param to defines the final value
  53232. * @param loopMode defines which loop mode you want to use (off by default)
  53233. * @param easingFunction defines the easing function to use (linear by default)
  53234. * @param onAnimationEnd defines the callback to call when animation end
  53235. * @returns the animatable created for this animation
  53236. */
  53237. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53238. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53239. if (!animation) {
  53240. return null;
  53241. }
  53242. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53243. };
  53244. /**
  53245. * Create and start an animation on a node and its descendants
  53246. * @param name defines the name of the global animation that will be run on all nodes
  53247. * @param node defines the root node where the animation will take place
  53248. * @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
  53249. * @param targetProperty defines property to animate
  53250. * @param framePerSecond defines the number of frame per second to use
  53251. * @param totalFrame defines the number of frames in total
  53252. * @param from defines the initial value
  53253. * @param to defines the final value
  53254. * @param loopMode defines which loop mode you want to use (off by default)
  53255. * @param easingFunction defines the easing function to use (linear by default)
  53256. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53257. * @returns the list of animatables created for all nodes
  53258. * @example https://www.babylonjs-playground.com/#MH0VLI
  53259. */
  53260. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53261. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53262. if (!animation) {
  53263. return null;
  53264. }
  53265. var scene = node.getScene();
  53266. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53267. };
  53268. /**
  53269. * Creates a new animation, merges it with the existing animations and starts it
  53270. * @param name Name of the animation
  53271. * @param node Node which contains the scene that begins the animations
  53272. * @param targetProperty Specifies which property to animate
  53273. * @param framePerSecond The frames per second of the animation
  53274. * @param totalFrame The total number of frames
  53275. * @param from The frame at the beginning of the animation
  53276. * @param to The frame at the end of the animation
  53277. * @param loopMode Specifies the loop mode of the animation
  53278. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53279. * @param onAnimationEnd Callback to run once the animation is complete
  53280. * @returns Nullable animation
  53281. */
  53282. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53283. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53284. if (!animation) {
  53285. return null;
  53286. }
  53287. node.animations.push(animation);
  53288. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53289. };
  53290. /**
  53291. * Transition property of an host to the target Value
  53292. * @param property The property to transition
  53293. * @param targetValue The target Value of the property
  53294. * @param host The object where the property to animate belongs
  53295. * @param scene Scene used to run the animation
  53296. * @param frameRate Framerate (in frame/s) to use
  53297. * @param transition The transition type we want to use
  53298. * @param duration The duration of the animation, in milliseconds
  53299. * @param onAnimationEnd Callback trigger at the end of the animation
  53300. * @returns Nullable animation
  53301. */
  53302. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53303. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53304. if (duration <= 0) {
  53305. host[property] = targetValue;
  53306. if (onAnimationEnd) {
  53307. onAnimationEnd();
  53308. }
  53309. return null;
  53310. }
  53311. var endFrame = frameRate * (duration / 1000);
  53312. transition.setKeys([{
  53313. frame: 0,
  53314. value: host[property].clone ? host[property].clone() : host[property]
  53315. },
  53316. {
  53317. frame: endFrame,
  53318. value: targetValue
  53319. }]);
  53320. if (!host.animations) {
  53321. host.animations = [];
  53322. }
  53323. host.animations.push(transition);
  53324. var animation = scene.beginAnimation(host, 0, endFrame, false);
  53325. animation.onAnimationEnd = onAnimationEnd;
  53326. return animation;
  53327. };
  53328. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  53329. /**
  53330. * Return the array of runtime animations currently using this animation
  53331. */
  53332. get: function () {
  53333. return this._runtimeAnimations;
  53334. },
  53335. enumerable: true,
  53336. configurable: true
  53337. });
  53338. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  53339. /**
  53340. * Specifies if any of the runtime animations are currently running
  53341. */
  53342. get: function () {
  53343. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  53344. var runtimeAnimation = _a[_i];
  53345. if (!runtimeAnimation.isStopped) {
  53346. return true;
  53347. }
  53348. }
  53349. return false;
  53350. },
  53351. enumerable: true,
  53352. configurable: true
  53353. });
  53354. // Methods
  53355. /**
  53356. * Converts the animation to a string
  53357. * @param fullDetails support for multiple levels of logging within scene loading
  53358. * @returns String form of the animation
  53359. */
  53360. Animation.prototype.toString = function (fullDetails) {
  53361. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  53362. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  53363. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  53364. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  53365. if (fullDetails) {
  53366. ret += ", Ranges: {";
  53367. var first = true;
  53368. for (var name in this._ranges) {
  53369. if (first) {
  53370. ret += ", ";
  53371. first = false;
  53372. }
  53373. ret += name;
  53374. }
  53375. ret += "}";
  53376. }
  53377. return ret;
  53378. };
  53379. /**
  53380. * Add an event to this animation
  53381. * @param event Event to add
  53382. */
  53383. Animation.prototype.addEvent = function (event) {
  53384. this._events.push(event);
  53385. };
  53386. /**
  53387. * Remove all events found at the given frame
  53388. * @param frame The frame to remove events from
  53389. */
  53390. Animation.prototype.removeEvents = function (frame) {
  53391. for (var index = 0; index < this._events.length; index++) {
  53392. if (this._events[index].frame === frame) {
  53393. this._events.splice(index, 1);
  53394. index--;
  53395. }
  53396. }
  53397. };
  53398. /**
  53399. * Retrieves all the events from the animation
  53400. * @returns Events from the animation
  53401. */
  53402. Animation.prototype.getEvents = function () {
  53403. return this._events;
  53404. };
  53405. /**
  53406. * Creates an animation range
  53407. * @param name Name of the animation range
  53408. * @param from Starting frame of the animation range
  53409. * @param to Ending frame of the animation
  53410. */
  53411. Animation.prototype.createRange = function (name, from, to) {
  53412. // check name not already in use; could happen for bones after serialized
  53413. if (!this._ranges[name]) {
  53414. this._ranges[name] = new AnimationRange(name, from, to);
  53415. }
  53416. };
  53417. /**
  53418. * Deletes an animation range by name
  53419. * @param name Name of the animation range to delete
  53420. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  53421. */
  53422. Animation.prototype.deleteRange = function (name, deleteFrames) {
  53423. if (deleteFrames === void 0) { deleteFrames = true; }
  53424. var range = this._ranges[name];
  53425. if (!range) {
  53426. return;
  53427. }
  53428. if (deleteFrames) {
  53429. var from = range.from;
  53430. var to = range.to;
  53431. // this loop MUST go high to low for multiple splices to work
  53432. for (var key = this._keys.length - 1; key >= 0; key--) {
  53433. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  53434. this._keys.splice(key, 1);
  53435. }
  53436. }
  53437. }
  53438. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  53439. };
  53440. /**
  53441. * Gets the animation range by name, or null if not defined
  53442. * @param name Name of the animation range
  53443. * @returns Nullable animation range
  53444. */
  53445. Animation.prototype.getRange = function (name) {
  53446. return this._ranges[name];
  53447. };
  53448. /**
  53449. * Gets the key frames from the animation
  53450. * @returns The key frames of the animation
  53451. */
  53452. Animation.prototype.getKeys = function () {
  53453. return this._keys;
  53454. };
  53455. /**
  53456. * Gets the highest frame rate of the animation
  53457. * @returns Highest frame rate of the animation
  53458. */
  53459. Animation.prototype.getHighestFrame = function () {
  53460. var ret = 0;
  53461. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  53462. if (ret < this._keys[key].frame) {
  53463. ret = this._keys[key].frame;
  53464. }
  53465. }
  53466. return ret;
  53467. };
  53468. /**
  53469. * Gets the easing function of the animation
  53470. * @returns Easing function of the animation
  53471. */
  53472. Animation.prototype.getEasingFunction = function () {
  53473. return this._easingFunction;
  53474. };
  53475. /**
  53476. * Sets the easing function of the animation
  53477. * @param easingFunction A custom mathematical formula for animation
  53478. */
  53479. Animation.prototype.setEasingFunction = function (easingFunction) {
  53480. this._easingFunction = easingFunction;
  53481. };
  53482. /**
  53483. * Interpolates a scalar linearly
  53484. * @param startValue Start value of the animation curve
  53485. * @param endValue End value of the animation curve
  53486. * @param gradient Scalar amount to interpolate
  53487. * @returns Interpolated scalar value
  53488. */
  53489. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  53490. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  53491. };
  53492. /**
  53493. * Interpolates a scalar cubically
  53494. * @param startValue Start value of the animation curve
  53495. * @param outTangent End tangent of the animation
  53496. * @param endValue End value of the animation curve
  53497. * @param inTangent Start tangent of the animation curve
  53498. * @param gradient Scalar amount to interpolate
  53499. * @returns Interpolated scalar value
  53500. */
  53501. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53502. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53503. };
  53504. /**
  53505. * Interpolates a quaternion using a spherical linear interpolation
  53506. * @param startValue Start value of the animation curve
  53507. * @param endValue End value of the animation curve
  53508. * @param gradient Scalar amount to interpolate
  53509. * @returns Interpolated quaternion value
  53510. */
  53511. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  53512. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  53513. };
  53514. /**
  53515. * Interpolates a quaternion cubically
  53516. * @param startValue Start value of the animation curve
  53517. * @param outTangent End tangent of the animation curve
  53518. * @param endValue End value of the animation curve
  53519. * @param inTangent Start tangent of the animation curve
  53520. * @param gradient Scalar amount to interpolate
  53521. * @returns Interpolated quaternion value
  53522. */
  53523. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53524. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  53525. };
  53526. /**
  53527. * Interpolates a Vector3 linearl
  53528. * @param startValue Start value of the animation curve
  53529. * @param endValue End value of the animation curve
  53530. * @param gradient Scalar amount to interpolate
  53531. * @returns Interpolated scalar value
  53532. */
  53533. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  53534. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  53535. };
  53536. /**
  53537. * Interpolates a Vector3 cubically
  53538. * @param startValue Start value of the animation curve
  53539. * @param outTangent End tangent of the animation
  53540. * @param endValue End value of the animation curve
  53541. * @param inTangent Start tangent of the animation curve
  53542. * @param gradient Scalar amount to interpolate
  53543. * @returns InterpolatedVector3 value
  53544. */
  53545. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53546. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53547. };
  53548. /**
  53549. * Interpolates a Vector2 linearly
  53550. * @param startValue Start value of the animation curve
  53551. * @param endValue End value of the animation curve
  53552. * @param gradient Scalar amount to interpolate
  53553. * @returns Interpolated Vector2 value
  53554. */
  53555. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  53556. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  53557. };
  53558. /**
  53559. * Interpolates a Vector2 cubically
  53560. * @param startValue Start value of the animation curve
  53561. * @param outTangent End tangent of the animation
  53562. * @param endValue End value of the animation curve
  53563. * @param inTangent Start tangent of the animation curve
  53564. * @param gradient Scalar amount to interpolate
  53565. * @returns Interpolated Vector2 value
  53566. */
  53567. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53568. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53569. };
  53570. /**
  53571. * Interpolates a size linearly
  53572. * @param startValue Start value of the animation curve
  53573. * @param endValue End value of the animation curve
  53574. * @param gradient Scalar amount to interpolate
  53575. * @returns Interpolated Size value
  53576. */
  53577. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  53578. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  53579. };
  53580. /**
  53581. * Interpolates a Color3 linearly
  53582. * @param startValue Start value of the animation curve
  53583. * @param endValue End value of the animation curve
  53584. * @param gradient Scalar amount to interpolate
  53585. * @returns Interpolated Color3 value
  53586. */
  53587. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  53588. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  53589. };
  53590. /**
  53591. * @hidden Internal use only
  53592. */
  53593. Animation.prototype._getKeyValue = function (value) {
  53594. if (typeof value === "function") {
  53595. return value();
  53596. }
  53597. return value;
  53598. };
  53599. /**
  53600. * @hidden Internal use only
  53601. */
  53602. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  53603. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  53604. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  53605. }
  53606. var keys = this.getKeys();
  53607. // Try to get a hash to find the right key
  53608. 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));
  53609. if (keys[startKeyIndex].frame >= currentFrame) {
  53610. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  53611. startKeyIndex--;
  53612. }
  53613. }
  53614. for (var key = startKeyIndex; key < keys.length; key++) {
  53615. var endKey = keys[key + 1];
  53616. if (endKey.frame >= currentFrame) {
  53617. var startKey = keys[key];
  53618. var startValue = this._getKeyValue(startKey.value);
  53619. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  53620. return startValue;
  53621. }
  53622. var endValue = this._getKeyValue(endKey.value);
  53623. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  53624. var frameDelta = endKey.frame - startKey.frame;
  53625. // gradient : percent of currentFrame between the frame inf and the frame sup
  53626. var gradient = (currentFrame - startKey.frame) / frameDelta;
  53627. // check for easingFunction and correction of gradient
  53628. var easingFunction = this.getEasingFunction();
  53629. if (easingFunction != null) {
  53630. gradient = easingFunction.ease(gradient);
  53631. }
  53632. switch (this.dataType) {
  53633. // Float
  53634. case Animation.ANIMATIONTYPE_FLOAT:
  53635. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  53636. switch (loopMode) {
  53637. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53638. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53639. return floatValue;
  53640. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53641. return offsetValue * repeatCount + floatValue;
  53642. }
  53643. break;
  53644. // Quaternion
  53645. case Animation.ANIMATIONTYPE_QUATERNION:
  53646. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  53647. switch (loopMode) {
  53648. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53649. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53650. return quatValue;
  53651. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53652. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  53653. }
  53654. return quatValue;
  53655. // Vector3
  53656. case Animation.ANIMATIONTYPE_VECTOR3:
  53657. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  53658. switch (loopMode) {
  53659. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53660. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53661. return vec3Value;
  53662. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53663. return vec3Value.add(offsetValue.scale(repeatCount));
  53664. }
  53665. // Vector2
  53666. case Animation.ANIMATIONTYPE_VECTOR2:
  53667. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  53668. switch (loopMode) {
  53669. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53670. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53671. return vec2Value;
  53672. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53673. return vec2Value.add(offsetValue.scale(repeatCount));
  53674. }
  53675. // Size
  53676. case Animation.ANIMATIONTYPE_SIZE:
  53677. switch (loopMode) {
  53678. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53679. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53680. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  53681. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53682. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  53683. }
  53684. // Color3
  53685. case Animation.ANIMATIONTYPE_COLOR3:
  53686. switch (loopMode) {
  53687. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53688. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53689. return this.color3InterpolateFunction(startValue, endValue, gradient);
  53690. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53691. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  53692. }
  53693. // Matrix
  53694. case Animation.ANIMATIONTYPE_MATRIX:
  53695. switch (loopMode) {
  53696. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53697. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53698. if (Animation.AllowMatricesInterpolation) {
  53699. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  53700. }
  53701. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53702. return startValue;
  53703. }
  53704. default:
  53705. break;
  53706. }
  53707. break;
  53708. }
  53709. }
  53710. return this._getKeyValue(keys[keys.length - 1].value);
  53711. };
  53712. /**
  53713. * Defines the function to use to interpolate matrices
  53714. * @param startValue defines the start matrix
  53715. * @param endValue defines the end matrix
  53716. * @param gradient defines the gradient between both matrices
  53717. * @param result defines an optional target matrix where to store the interpolation
  53718. * @returns the interpolated matrix
  53719. */
  53720. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  53721. if (Animation.AllowMatrixDecomposeForInterpolation) {
  53722. if (result) {
  53723. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  53724. return result;
  53725. }
  53726. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  53727. }
  53728. if (result) {
  53729. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  53730. return result;
  53731. }
  53732. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  53733. };
  53734. /**
  53735. * Makes a copy of the animation
  53736. * @returns Cloned animation
  53737. */
  53738. Animation.prototype.clone = function () {
  53739. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  53740. clone.enableBlending = this.enableBlending;
  53741. clone.blendingSpeed = this.blendingSpeed;
  53742. if (this._keys) {
  53743. clone.setKeys(this._keys);
  53744. }
  53745. if (this._ranges) {
  53746. clone._ranges = {};
  53747. for (var name in this._ranges) {
  53748. var range = this._ranges[name];
  53749. if (!range) {
  53750. continue;
  53751. }
  53752. clone._ranges[name] = range.clone();
  53753. }
  53754. }
  53755. return clone;
  53756. };
  53757. /**
  53758. * Sets the key frames of the animation
  53759. * @param values The animation key frames to set
  53760. */
  53761. Animation.prototype.setKeys = function (values) {
  53762. this._keys = values.slice(0);
  53763. };
  53764. /**
  53765. * Serializes the animation to an object
  53766. * @returns Serialized object
  53767. */
  53768. Animation.prototype.serialize = function () {
  53769. var serializationObject = {};
  53770. serializationObject.name = this.name;
  53771. serializationObject.property = this.targetProperty;
  53772. serializationObject.framePerSecond = this.framePerSecond;
  53773. serializationObject.dataType = this.dataType;
  53774. serializationObject.loopBehavior = this.loopMode;
  53775. serializationObject.enableBlending = this.enableBlending;
  53776. serializationObject.blendingSpeed = this.blendingSpeed;
  53777. var dataType = this.dataType;
  53778. serializationObject.keys = [];
  53779. var keys = this.getKeys();
  53780. for (var index = 0; index < keys.length; index++) {
  53781. var animationKey = keys[index];
  53782. var key = {};
  53783. key.frame = animationKey.frame;
  53784. switch (dataType) {
  53785. case Animation.ANIMATIONTYPE_FLOAT:
  53786. key.values = [animationKey.value];
  53787. break;
  53788. case Animation.ANIMATIONTYPE_QUATERNION:
  53789. case Animation.ANIMATIONTYPE_MATRIX:
  53790. case Animation.ANIMATIONTYPE_VECTOR3:
  53791. case Animation.ANIMATIONTYPE_COLOR3:
  53792. key.values = animationKey.value.asArray();
  53793. break;
  53794. }
  53795. serializationObject.keys.push(key);
  53796. }
  53797. serializationObject.ranges = [];
  53798. for (var name in this._ranges) {
  53799. var source = this._ranges[name];
  53800. if (!source) {
  53801. continue;
  53802. }
  53803. var range = {};
  53804. range.name = name;
  53805. range.from = source.from;
  53806. range.to = source.to;
  53807. serializationObject.ranges.push(range);
  53808. }
  53809. return serializationObject;
  53810. };
  53811. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  53812. /**
  53813. * Get the float animation type
  53814. */
  53815. get: function () {
  53816. return Animation._ANIMATIONTYPE_FLOAT;
  53817. },
  53818. enumerable: true,
  53819. configurable: true
  53820. });
  53821. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  53822. /**
  53823. * Get the Vector3 animation type
  53824. */
  53825. get: function () {
  53826. return Animation._ANIMATIONTYPE_VECTOR3;
  53827. },
  53828. enumerable: true,
  53829. configurable: true
  53830. });
  53831. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  53832. /**
  53833. * Get the Vector2 animation type
  53834. */
  53835. get: function () {
  53836. return Animation._ANIMATIONTYPE_VECTOR2;
  53837. },
  53838. enumerable: true,
  53839. configurable: true
  53840. });
  53841. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  53842. /**
  53843. * Get the Size animation type
  53844. */
  53845. get: function () {
  53846. return Animation._ANIMATIONTYPE_SIZE;
  53847. },
  53848. enumerable: true,
  53849. configurable: true
  53850. });
  53851. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  53852. /**
  53853. * Get the Quaternion animation type
  53854. */
  53855. get: function () {
  53856. return Animation._ANIMATIONTYPE_QUATERNION;
  53857. },
  53858. enumerable: true,
  53859. configurable: true
  53860. });
  53861. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  53862. /**
  53863. * Get the Matrix animation type
  53864. */
  53865. get: function () {
  53866. return Animation._ANIMATIONTYPE_MATRIX;
  53867. },
  53868. enumerable: true,
  53869. configurable: true
  53870. });
  53871. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  53872. /**
  53873. * Get the Color3 animation type
  53874. */
  53875. get: function () {
  53876. return Animation._ANIMATIONTYPE_COLOR3;
  53877. },
  53878. enumerable: true,
  53879. configurable: true
  53880. });
  53881. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  53882. /**
  53883. * Get the Relative Loop Mode
  53884. */
  53885. get: function () {
  53886. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  53887. },
  53888. enumerable: true,
  53889. configurable: true
  53890. });
  53891. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  53892. /**
  53893. * Get the Cycle Loop Mode
  53894. */
  53895. get: function () {
  53896. return Animation._ANIMATIONLOOPMODE_CYCLE;
  53897. },
  53898. enumerable: true,
  53899. configurable: true
  53900. });
  53901. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  53902. /**
  53903. * Get the Constant Loop Mode
  53904. */
  53905. get: function () {
  53906. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  53907. },
  53908. enumerable: true,
  53909. configurable: true
  53910. });
  53911. /** @hidden */
  53912. Animation._UniversalLerp = function (left, right, amount) {
  53913. var constructor = left.constructor;
  53914. if (constructor.Lerp) { // Lerp supported
  53915. return constructor.Lerp(left, right, amount);
  53916. }
  53917. else if (constructor.Slerp) { // Slerp supported
  53918. return constructor.Slerp(left, right, amount);
  53919. }
  53920. else if (left.toFixed) { // Number
  53921. return left * (1.0 - amount) + amount * right;
  53922. }
  53923. else { // Blending not supported
  53924. return right;
  53925. }
  53926. };
  53927. /**
  53928. * Parses an animation object and creates an animation
  53929. * @param parsedAnimation Parsed animation object
  53930. * @returns Animation object
  53931. */
  53932. Animation.Parse = function (parsedAnimation) {
  53933. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  53934. var dataType = parsedAnimation.dataType;
  53935. var keys = [];
  53936. var data;
  53937. var index;
  53938. if (parsedAnimation.enableBlending) {
  53939. animation.enableBlending = parsedAnimation.enableBlending;
  53940. }
  53941. if (parsedAnimation.blendingSpeed) {
  53942. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  53943. }
  53944. for (index = 0; index < parsedAnimation.keys.length; index++) {
  53945. var key = parsedAnimation.keys[index];
  53946. var inTangent;
  53947. var outTangent;
  53948. switch (dataType) {
  53949. case Animation.ANIMATIONTYPE_FLOAT:
  53950. data = key.values[0];
  53951. if (key.values.length >= 1) {
  53952. inTangent = key.values[1];
  53953. }
  53954. if (key.values.length >= 2) {
  53955. outTangent = key.values[2];
  53956. }
  53957. break;
  53958. case Animation.ANIMATIONTYPE_QUATERNION:
  53959. data = BABYLON.Quaternion.FromArray(key.values);
  53960. if (key.values.length >= 8) {
  53961. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  53962. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  53963. inTangent = _inTangent;
  53964. }
  53965. }
  53966. if (key.values.length >= 12) {
  53967. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  53968. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  53969. outTangent = _outTangent;
  53970. }
  53971. }
  53972. break;
  53973. case Animation.ANIMATIONTYPE_MATRIX:
  53974. data = BABYLON.Matrix.FromArray(key.values);
  53975. break;
  53976. case Animation.ANIMATIONTYPE_COLOR3:
  53977. data = BABYLON.Color3.FromArray(key.values);
  53978. break;
  53979. case Animation.ANIMATIONTYPE_VECTOR3:
  53980. default:
  53981. data = BABYLON.Vector3.FromArray(key.values);
  53982. break;
  53983. }
  53984. var keyData = {};
  53985. keyData.frame = key.frame;
  53986. keyData.value = data;
  53987. if (inTangent != undefined) {
  53988. keyData.inTangent = inTangent;
  53989. }
  53990. if (outTangent != undefined) {
  53991. keyData.outTangent = outTangent;
  53992. }
  53993. keys.push(keyData);
  53994. }
  53995. animation.setKeys(keys);
  53996. if (parsedAnimation.ranges) {
  53997. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  53998. data = parsedAnimation.ranges[index];
  53999. animation.createRange(data.name, data.from, data.to);
  54000. }
  54001. }
  54002. return animation;
  54003. };
  54004. /**
  54005. * Appends the serialized animations from the source animations
  54006. * @param source Source containing the animations
  54007. * @param destination Target to store the animations
  54008. */
  54009. Animation.AppendSerializedAnimations = function (source, destination) {
  54010. if (source.animations) {
  54011. destination.animations = [];
  54012. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54013. var animation = source.animations[animationIndex];
  54014. destination.animations.push(animation.serialize());
  54015. }
  54016. }
  54017. };
  54018. /**
  54019. * Use matrix interpolation instead of using direct key value when animating matrices
  54020. */
  54021. Animation.AllowMatricesInterpolation = false;
  54022. /**
  54023. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54024. */
  54025. Animation.AllowMatrixDecomposeForInterpolation = true;
  54026. // Statics
  54027. /**
  54028. * Float animation type
  54029. */
  54030. Animation._ANIMATIONTYPE_FLOAT = 0;
  54031. /**
  54032. * Vector3 animation type
  54033. */
  54034. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54035. /**
  54036. * Quaternion animation type
  54037. */
  54038. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54039. /**
  54040. * Matrix animation type
  54041. */
  54042. Animation._ANIMATIONTYPE_MATRIX = 3;
  54043. /**
  54044. * Color3 animation type
  54045. */
  54046. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54047. /**
  54048. * Vector2 animation type
  54049. */
  54050. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54051. /**
  54052. * Size animation type
  54053. */
  54054. Animation._ANIMATIONTYPE_SIZE = 6;
  54055. /**
  54056. * Relative Loop Mode
  54057. */
  54058. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54059. /**
  54060. * Cycle Loop Mode
  54061. */
  54062. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54063. /**
  54064. * Constant Loop Mode
  54065. */
  54066. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54067. return Animation;
  54068. }());
  54069. BABYLON.Animation = Animation;
  54070. })(BABYLON || (BABYLON = {}));
  54071. //# sourceMappingURL=babylon.animation.js.map
  54072. var BABYLON;
  54073. (function (BABYLON) {
  54074. /**
  54075. * This class defines the direct association between an animation and a target
  54076. */
  54077. var TargetedAnimation = /** @class */ (function () {
  54078. function TargetedAnimation() {
  54079. }
  54080. return TargetedAnimation;
  54081. }());
  54082. BABYLON.TargetedAnimation = TargetedAnimation;
  54083. /**
  54084. * Use this class to create coordinated animations on multiple targets
  54085. */
  54086. var AnimationGroup = /** @class */ (function () {
  54087. /**
  54088. * Instantiates a new Animation Group.
  54089. * This helps managing several animations at once.
  54090. * @see http://doc.babylonjs.com/how_to/group
  54091. * @param name Defines the name of the group
  54092. * @param scene Defines the scene the group belongs to
  54093. */
  54094. function AnimationGroup(
  54095. /** The name of the animation group */
  54096. name, scene) {
  54097. if (scene === void 0) { scene = null; }
  54098. this.name = name;
  54099. this._targetedAnimations = new Array();
  54100. this._animatables = new Array();
  54101. this._from = Number.MAX_VALUE;
  54102. this._to = -Number.MAX_VALUE;
  54103. this._speedRatio = 1;
  54104. /**
  54105. * This observable will notify when one animation have ended.
  54106. */
  54107. this.onAnimationEndObservable = new BABYLON.Observable();
  54108. /**
  54109. * This observable will notify when all animations have ended.
  54110. */
  54111. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54112. /**
  54113. * This observable will notify when all animations have paused.
  54114. */
  54115. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54116. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54117. this._scene.animationGroups.push(this);
  54118. }
  54119. Object.defineProperty(AnimationGroup.prototype, "from", {
  54120. /**
  54121. * Gets the first frame
  54122. */
  54123. get: function () {
  54124. return this._from;
  54125. },
  54126. enumerable: true,
  54127. configurable: true
  54128. });
  54129. Object.defineProperty(AnimationGroup.prototype, "to", {
  54130. /**
  54131. * Gets the last frame
  54132. */
  54133. get: function () {
  54134. return this._to;
  54135. },
  54136. enumerable: true,
  54137. configurable: true
  54138. });
  54139. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54140. /**
  54141. * Define if the animations are started
  54142. */
  54143. get: function () {
  54144. return this._isStarted;
  54145. },
  54146. enumerable: true,
  54147. configurable: true
  54148. });
  54149. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54150. /**
  54151. * Gets or sets the speed ratio to use for all animations
  54152. */
  54153. get: function () {
  54154. return this._speedRatio;
  54155. },
  54156. /**
  54157. * Gets or sets the speed ratio to use for all animations
  54158. */
  54159. set: function (value) {
  54160. if (this._speedRatio === value) {
  54161. return;
  54162. }
  54163. this._speedRatio = value;
  54164. for (var index = 0; index < this._animatables.length; index++) {
  54165. var animatable = this._animatables[index];
  54166. animatable.speedRatio = this._speedRatio;
  54167. }
  54168. },
  54169. enumerable: true,
  54170. configurable: true
  54171. });
  54172. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54173. /**
  54174. * Gets the targeted animations for this animation group
  54175. */
  54176. get: function () {
  54177. return this._targetedAnimations;
  54178. },
  54179. enumerable: true,
  54180. configurable: true
  54181. });
  54182. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54183. /**
  54184. * returning the list of animatables controlled by this animation group.
  54185. */
  54186. get: function () {
  54187. return this._animatables;
  54188. },
  54189. enumerable: true,
  54190. configurable: true
  54191. });
  54192. /**
  54193. * Add an animation (with its target) in the group
  54194. * @param animation defines the animation we want to add
  54195. * @param target defines the target of the animation
  54196. * @returns the TargetedAnimation object
  54197. */
  54198. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54199. var targetedAnimation = {
  54200. animation: animation,
  54201. target: target
  54202. };
  54203. var keys = animation.getKeys();
  54204. if (this._from > keys[0].frame) {
  54205. this._from = keys[0].frame;
  54206. }
  54207. if (this._to < keys[keys.length - 1].frame) {
  54208. this._to = keys[keys.length - 1].frame;
  54209. }
  54210. this._targetedAnimations.push(targetedAnimation);
  54211. return targetedAnimation;
  54212. };
  54213. /**
  54214. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54215. * It can add constant keys at begin or end
  54216. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54217. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54218. * @returns the animation group
  54219. */
  54220. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54221. if (beginFrame === void 0) { beginFrame = null; }
  54222. if (endFrame === void 0) { endFrame = null; }
  54223. if (beginFrame == null) {
  54224. beginFrame = this._from;
  54225. }
  54226. if (endFrame == null) {
  54227. endFrame = this._to;
  54228. }
  54229. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54230. var targetedAnimation = this._targetedAnimations[index];
  54231. var keys = targetedAnimation.animation.getKeys();
  54232. var startKey = keys[0];
  54233. var endKey = keys[keys.length - 1];
  54234. if (startKey.frame > beginFrame) {
  54235. var newKey = {
  54236. frame: beginFrame,
  54237. value: startKey.value,
  54238. inTangent: startKey.inTangent,
  54239. outTangent: startKey.outTangent,
  54240. interpolation: startKey.interpolation
  54241. };
  54242. keys.splice(0, 0, newKey);
  54243. }
  54244. if (endKey.frame < endFrame) {
  54245. var newKey = {
  54246. frame: endFrame,
  54247. value: endKey.value,
  54248. inTangent: endKey.outTangent,
  54249. outTangent: endKey.outTangent,
  54250. interpolation: endKey.interpolation
  54251. };
  54252. keys.push(newKey);
  54253. }
  54254. }
  54255. this._from = beginFrame;
  54256. this._to = endFrame;
  54257. return this;
  54258. };
  54259. /**
  54260. * Start all animations on given targets
  54261. * @param loop defines if animations must loop
  54262. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54263. * @param from defines the from key (optional)
  54264. * @param to defines the to key (optional)
  54265. * @returns the current animation group
  54266. */
  54267. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54268. var _this = this;
  54269. if (loop === void 0) { loop = false; }
  54270. if (speedRatio === void 0) { speedRatio = 1; }
  54271. if (this._isStarted || this._targetedAnimations.length === 0) {
  54272. return this;
  54273. }
  54274. var _loop_1 = function (targetedAnimation) {
  54275. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54276. animatable.onAnimationEnd = function () {
  54277. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54278. _this._checkAnimationGroupEnded(animatable);
  54279. };
  54280. this_1._animatables.push(animatable);
  54281. };
  54282. var this_1 = this;
  54283. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54284. var targetedAnimation = _a[_i];
  54285. _loop_1(targetedAnimation);
  54286. }
  54287. this._speedRatio = speedRatio;
  54288. this._isStarted = true;
  54289. return this;
  54290. };
  54291. /**
  54292. * Pause all animations
  54293. * @returns the animation group
  54294. */
  54295. AnimationGroup.prototype.pause = function () {
  54296. if (!this._isStarted) {
  54297. return this;
  54298. }
  54299. for (var index = 0; index < this._animatables.length; index++) {
  54300. var animatable = this._animatables[index];
  54301. animatable.pause();
  54302. }
  54303. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54304. return this;
  54305. };
  54306. /**
  54307. * Play all animations to initial state
  54308. * This function will start() the animations if they were not started or will restart() them if they were paused
  54309. * @param loop defines if animations must loop
  54310. * @returns the animation group
  54311. */
  54312. AnimationGroup.prototype.play = function (loop) {
  54313. // only if all animatables are ready and exist
  54314. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  54315. if (loop !== undefined) {
  54316. for (var index = 0; index < this._animatables.length; index++) {
  54317. var animatable = this._animatables[index];
  54318. animatable.loopAnimation = loop;
  54319. }
  54320. }
  54321. this.restart();
  54322. }
  54323. else {
  54324. this.stop();
  54325. this.start(loop, this._speedRatio);
  54326. }
  54327. return this;
  54328. };
  54329. /**
  54330. * Reset all animations to initial state
  54331. * @returns the animation group
  54332. */
  54333. AnimationGroup.prototype.reset = function () {
  54334. if (!this._isStarted) {
  54335. return this;
  54336. }
  54337. for (var index = 0; index < this._animatables.length; index++) {
  54338. var animatable = this._animatables[index];
  54339. animatable.reset();
  54340. }
  54341. return this;
  54342. };
  54343. /**
  54344. * Restart animations from key 0
  54345. * @returns the animation group
  54346. */
  54347. AnimationGroup.prototype.restart = function () {
  54348. if (!this._isStarted) {
  54349. return this;
  54350. }
  54351. for (var index = 0; index < this._animatables.length; index++) {
  54352. var animatable = this._animatables[index];
  54353. animatable.restart();
  54354. }
  54355. return this;
  54356. };
  54357. /**
  54358. * Stop all animations
  54359. * @returns the animation group
  54360. */
  54361. AnimationGroup.prototype.stop = function () {
  54362. if (!this._isStarted) {
  54363. return this;
  54364. }
  54365. var list = this._animatables.slice();
  54366. for (var index = 0; index < list.length; index++) {
  54367. list[index].stop();
  54368. }
  54369. this._isStarted = false;
  54370. return this;
  54371. };
  54372. /**
  54373. * Set animation weight for all animatables
  54374. * @param weight defines the weight to use
  54375. * @return the animationGroup
  54376. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54377. */
  54378. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  54379. for (var index = 0; index < this._animatables.length; index++) {
  54380. var animatable = this._animatables[index];
  54381. animatable.weight = weight;
  54382. }
  54383. return this;
  54384. };
  54385. /**
  54386. * Synchronize and normalize all animatables with a source animatable
  54387. * @param root defines the root animatable to synchronize with
  54388. * @return the animationGroup
  54389. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54390. */
  54391. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  54392. for (var index = 0; index < this._animatables.length; index++) {
  54393. var animatable = this._animatables[index];
  54394. animatable.syncWith(root);
  54395. }
  54396. return this;
  54397. };
  54398. /**
  54399. * Goes to a specific frame in this animation group
  54400. * @param frame the frame number to go to
  54401. * @return the animationGroup
  54402. */
  54403. AnimationGroup.prototype.goToFrame = function (frame) {
  54404. if (!this._isStarted) {
  54405. return this;
  54406. }
  54407. for (var index = 0; index < this._animatables.length; index++) {
  54408. var animatable = this._animatables[index];
  54409. animatable.goToFrame(frame);
  54410. }
  54411. return this;
  54412. };
  54413. /**
  54414. * Dispose all associated resources
  54415. */
  54416. AnimationGroup.prototype.dispose = function () {
  54417. this._targetedAnimations = [];
  54418. this._animatables = [];
  54419. var index = this._scene.animationGroups.indexOf(this);
  54420. if (index > -1) {
  54421. this._scene.animationGroups.splice(index, 1);
  54422. }
  54423. };
  54424. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  54425. // animatable should be taken out of the array
  54426. var idx = this._animatables.indexOf(animatable);
  54427. if (idx > -1) {
  54428. this._animatables.splice(idx, 1);
  54429. }
  54430. // all animatables were removed? animation group ended!
  54431. if (this._animatables.length === 0) {
  54432. this._isStarted = false;
  54433. this.onAnimationGroupEndObservable.notifyObservers(this);
  54434. }
  54435. };
  54436. // Statics
  54437. /**
  54438. * Returns a new AnimationGroup object parsed from the source provided.
  54439. * @param parsedAnimationGroup defines the source
  54440. * @param scene defines the scene that will receive the animationGroup
  54441. * @returns a new AnimationGroup
  54442. */
  54443. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  54444. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  54445. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  54446. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  54447. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  54448. var id = targetedAnimation.targetId;
  54449. var targetNode = scene.getNodeByID(id);
  54450. if (targetNode != null) {
  54451. animationGroup.addTargetedAnimation(animation, targetNode);
  54452. }
  54453. }
  54454. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  54455. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  54456. }
  54457. return animationGroup;
  54458. };
  54459. /**
  54460. * Returns the string "AnimationGroup"
  54461. * @returns "AnimationGroup"
  54462. */
  54463. AnimationGroup.prototype.getClassName = function () {
  54464. return "AnimationGroup";
  54465. };
  54466. /**
  54467. * Creates a detailled string about the object
  54468. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  54469. * @returns a string representing the object
  54470. */
  54471. AnimationGroup.prototype.toString = function (fullDetails) {
  54472. var ret = "Name: " + this.name;
  54473. ret += ", type: " + this.getClassName();
  54474. if (fullDetails) {
  54475. ret += ", from: " + this._from;
  54476. ret += ", to: " + this._to;
  54477. ret += ", isStarted: " + this._isStarted;
  54478. ret += ", speedRatio: " + this._speedRatio;
  54479. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  54480. ret += ", animatables length: " + this._animatables;
  54481. }
  54482. return ret;
  54483. };
  54484. return AnimationGroup;
  54485. }());
  54486. BABYLON.AnimationGroup = AnimationGroup;
  54487. })(BABYLON || (BABYLON = {}));
  54488. //# sourceMappingURL=babylon.animationGroup.js.map
  54489. var BABYLON;
  54490. (function (BABYLON) {
  54491. // Static values to help the garbage collector
  54492. // Quaternion
  54493. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  54494. // Vector3
  54495. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  54496. // Vector2
  54497. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  54498. // Size
  54499. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  54500. // Color3
  54501. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  54502. /**
  54503. * Defines a runtime animation
  54504. */
  54505. var RuntimeAnimation = /** @class */ (function () {
  54506. /**
  54507. * Create a new RuntimeAnimation object
  54508. * @param target defines the target of the animation
  54509. * @param animation defines the source animation object
  54510. * @param scene defines the hosting scene
  54511. * @param host defines the initiating Animatable
  54512. */
  54513. function RuntimeAnimation(target, animation, scene, host) {
  54514. var _this = this;
  54515. this._events = new Array();
  54516. /**
  54517. * The current frame of the runtime animation
  54518. */
  54519. this._currentFrame = 0;
  54520. /**
  54521. * The original value of the runtime animation
  54522. */
  54523. this._originalValue = new Array();
  54524. /**
  54525. * The offsets cache of the runtime animation
  54526. */
  54527. this._offsetsCache = {};
  54528. /**
  54529. * The high limits cache of the runtime animation
  54530. */
  54531. this._highLimitsCache = {};
  54532. /**
  54533. * Specifies if the runtime animation has been stopped
  54534. */
  54535. this._stopped = false;
  54536. /**
  54537. * The blending factor of the runtime animation
  54538. */
  54539. this._blendingFactor = 0;
  54540. /**
  54541. * The target path of the runtime animation
  54542. */
  54543. this._targetPath = "";
  54544. /**
  54545. * The weight of the runtime animation
  54546. */
  54547. this._weight = 1.0;
  54548. /**
  54549. * The ratio offset of the runtime animation
  54550. */
  54551. this._ratioOffset = 0;
  54552. /**
  54553. * The previous delay of the runtime animation
  54554. */
  54555. this._previousDelay = 0;
  54556. /**
  54557. * The previous ratio of the runtime animation
  54558. */
  54559. this._previousRatio = 0;
  54560. this._animation = animation;
  54561. this._target = target;
  54562. this._scene = scene;
  54563. this._host = host;
  54564. animation._runtimeAnimations.push(this);
  54565. // Cloning events locally
  54566. var events = animation.getEvents();
  54567. if (events && events.length > 0) {
  54568. events.forEach(function (e) {
  54569. _this._events.push(e._clone());
  54570. });
  54571. }
  54572. }
  54573. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  54574. /**
  54575. * Gets the current frame of the runtime animation
  54576. */
  54577. get: function () {
  54578. return this._currentFrame;
  54579. },
  54580. enumerable: true,
  54581. configurable: true
  54582. });
  54583. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  54584. /**
  54585. * Gets the weight of the runtime animation
  54586. */
  54587. get: function () {
  54588. return this._weight;
  54589. },
  54590. enumerable: true,
  54591. configurable: true
  54592. });
  54593. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  54594. /**
  54595. * Gets the current value of the runtime animation
  54596. */
  54597. get: function () {
  54598. return this._currentValue;
  54599. },
  54600. enumerable: true,
  54601. configurable: true
  54602. });
  54603. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  54604. /**
  54605. * Gets the target path of the runtime animation
  54606. */
  54607. get: function () {
  54608. return this._targetPath;
  54609. },
  54610. enumerable: true,
  54611. configurable: true
  54612. });
  54613. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  54614. /**
  54615. * Gets the actual target of the runtime animation
  54616. */
  54617. get: function () {
  54618. return this._activeTarget;
  54619. },
  54620. enumerable: true,
  54621. configurable: true
  54622. });
  54623. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  54624. /**
  54625. * Gets the animation from the runtime animation
  54626. */
  54627. get: function () {
  54628. return this._animation;
  54629. },
  54630. enumerable: true,
  54631. configurable: true
  54632. });
  54633. /**
  54634. * Resets the runtime animation to the beginning
  54635. * @param restoreOriginal defines whether to restore the target property to the original value
  54636. */
  54637. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  54638. if (restoreOriginal === void 0) { restoreOriginal = false; }
  54639. if (restoreOriginal) {
  54640. if (this._target instanceof Array) {
  54641. var index = 0;
  54642. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  54643. var target = _a[_i];
  54644. if (this._originalValue[index] !== undefined) {
  54645. this._setValue(target, this._originalValue[index], -1);
  54646. }
  54647. index++;
  54648. }
  54649. }
  54650. else {
  54651. if (this._originalValue[0] !== undefined) {
  54652. this._setValue(this._target, this._originalValue[0], -1);
  54653. }
  54654. }
  54655. }
  54656. this._offsetsCache = {};
  54657. this._highLimitsCache = {};
  54658. this._currentFrame = 0;
  54659. this._blendingFactor = 0;
  54660. this._originalValue = new Array();
  54661. // Events
  54662. for (var index = 0; index < this._events.length; index++) {
  54663. this._events[index].isDone = false;
  54664. }
  54665. };
  54666. /**
  54667. * Specifies if the runtime animation is stopped
  54668. * @returns Boolean specifying if the runtime animation is stopped
  54669. */
  54670. RuntimeAnimation.prototype.isStopped = function () {
  54671. return this._stopped;
  54672. };
  54673. /**
  54674. * Disposes of the runtime animation
  54675. */
  54676. RuntimeAnimation.prototype.dispose = function () {
  54677. var index = this._animation.runtimeAnimations.indexOf(this);
  54678. if (index > -1) {
  54679. this._animation.runtimeAnimations.splice(index, 1);
  54680. }
  54681. };
  54682. /**
  54683. * Interpolates the animation from the current frame
  54684. * @param currentFrame The frame to interpolate the animation to
  54685. * @param repeatCount The number of times that the animation should loop
  54686. * @param loopMode The type of looping mode to use
  54687. * @param offsetValue Animation offset value
  54688. * @param highLimitValue The high limit value
  54689. * @returns The interpolated value
  54690. */
  54691. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  54692. this._currentFrame = currentFrame;
  54693. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  54694. this._workValue = BABYLON.Matrix.Zero();
  54695. }
  54696. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  54697. };
  54698. /**
  54699. * Apply the interpolated value to the target
  54700. * @param currentValue defines the value computed by the animation
  54701. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  54702. */
  54703. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  54704. if (weight === void 0) { weight = 1.0; }
  54705. if (this._target instanceof Array) {
  54706. var index = 0;
  54707. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  54708. var target = _a[_i];
  54709. this._setValue(target, currentValue, weight, index);
  54710. index++;
  54711. }
  54712. }
  54713. else {
  54714. this._setValue(this._target, currentValue, weight);
  54715. }
  54716. };
  54717. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  54718. if (targetIndex === void 0) { targetIndex = 0; }
  54719. // Set value
  54720. var path;
  54721. var destination;
  54722. var targetPropertyPath = this._animation.targetPropertyPath;
  54723. if (targetPropertyPath.length > 1) {
  54724. var property = target[targetPropertyPath[0]];
  54725. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  54726. property = property[targetPropertyPath[index]];
  54727. }
  54728. path = targetPropertyPath[targetPropertyPath.length - 1];
  54729. destination = property;
  54730. }
  54731. else {
  54732. path = targetPropertyPath[0];
  54733. destination = target;
  54734. }
  54735. this._targetPath = path;
  54736. this._activeTarget = destination;
  54737. this._weight = weight;
  54738. if (this._originalValue[targetIndex] === undefined) {
  54739. var originalValue = void 0;
  54740. if (destination.getRestPose && path === "_matrix") { // For bones
  54741. originalValue = destination.getRestPose();
  54742. }
  54743. else {
  54744. originalValue = destination[path];
  54745. }
  54746. if (originalValue && originalValue.clone) {
  54747. this._originalValue[targetIndex] = originalValue.clone();
  54748. }
  54749. else {
  54750. this._originalValue[targetIndex] = originalValue;
  54751. }
  54752. }
  54753. // Blending
  54754. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  54755. if (enableBlending && this._blendingFactor <= 1.0) {
  54756. if (!this._originalBlendValue) {
  54757. var originalValue = destination[path];
  54758. if (originalValue.clone) {
  54759. this._originalBlendValue = originalValue.clone();
  54760. }
  54761. else {
  54762. this._originalBlendValue = originalValue;
  54763. }
  54764. }
  54765. if (this._originalBlendValue.m) { // Matrix
  54766. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  54767. if (this._currentValue) {
  54768. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  54769. }
  54770. else {
  54771. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54772. }
  54773. }
  54774. else {
  54775. if (this._currentValue) {
  54776. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  54777. }
  54778. else {
  54779. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54780. }
  54781. }
  54782. }
  54783. else {
  54784. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54785. }
  54786. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  54787. this._blendingFactor += blendingSpeed;
  54788. }
  54789. else {
  54790. this._currentValue = currentValue;
  54791. }
  54792. if (weight !== -1.0) {
  54793. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  54794. }
  54795. else {
  54796. destination[path] = this._currentValue;
  54797. }
  54798. if (target.markAsDirty) {
  54799. target.markAsDirty(this._animation.targetProperty);
  54800. }
  54801. };
  54802. /**
  54803. * Gets the loop pmode of the runtime animation
  54804. * @returns Loop Mode
  54805. */
  54806. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  54807. if (this._target && this._target.animationPropertiesOverride) {
  54808. return this._target.animationPropertiesOverride.loopMode;
  54809. }
  54810. return this._animation.loopMode;
  54811. };
  54812. /**
  54813. * Move the current animation to a given frame
  54814. * @param frame defines the frame to move to
  54815. */
  54816. RuntimeAnimation.prototype.goToFrame = function (frame) {
  54817. var keys = this._animation.getKeys();
  54818. if (frame < keys[0].frame) {
  54819. frame = keys[0].frame;
  54820. }
  54821. else if (frame > keys[keys.length - 1].frame) {
  54822. frame = keys[keys.length - 1].frame;
  54823. }
  54824. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  54825. this.setValue(currentValue, -1);
  54826. };
  54827. /**
  54828. * @hidden Internal use only
  54829. */
  54830. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  54831. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  54832. this._ratioOffset = this._previousRatio - newRatio;
  54833. };
  54834. /**
  54835. * Execute the current animation
  54836. * @param delay defines the delay to add to the current frame
  54837. * @param from defines the lower bound of the animation range
  54838. * @param to defines the upper bound of the animation range
  54839. * @param loop defines if the current animation must loop
  54840. * @param speedRatio defines the current speed ratio
  54841. * @param weight defines the weight of the animation (default is -1 so no weight)
  54842. * @returns a boolean indicating if the animation is running
  54843. */
  54844. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  54845. if (weight === void 0) { weight = -1.0; }
  54846. var targetPropertyPath = this._animation.targetPropertyPath;
  54847. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  54848. this._stopped = true;
  54849. return false;
  54850. }
  54851. var returnValue = true;
  54852. var keys = this._animation.getKeys();
  54853. // Adding a start key at frame 0 if missing
  54854. if (keys[0].frame !== 0) {
  54855. var newKey = { frame: 0, value: keys[0].value };
  54856. keys.splice(0, 0, newKey);
  54857. }
  54858. // Adding a duplicate key when there is only one key at frame zero
  54859. else if (keys.length === 1) {
  54860. var newKey = { frame: 0.001, value: keys[0].value };
  54861. keys.push(newKey);
  54862. }
  54863. // Check limits
  54864. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  54865. from = keys[0].frame;
  54866. }
  54867. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  54868. to = keys[keys.length - 1].frame;
  54869. }
  54870. //to and from cannot be the same key
  54871. if (from === to) {
  54872. if (from > keys[0].frame) {
  54873. from--;
  54874. }
  54875. else if (to < keys[keys.length - 1].frame) {
  54876. to++;
  54877. }
  54878. }
  54879. // Compute ratio
  54880. var range = to - from;
  54881. var offsetValue;
  54882. // ratio represents the frame delta between from and to
  54883. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  54884. var highLimitValue = 0;
  54885. this._previousDelay = delay;
  54886. this._previousRatio = ratio;
  54887. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  54888. returnValue = false;
  54889. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  54890. }
  54891. else {
  54892. // Get max value if required
  54893. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  54894. var keyOffset = to.toString() + from.toString();
  54895. if (!this._offsetsCache[keyOffset]) {
  54896. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  54897. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  54898. switch (this._animation.dataType) {
  54899. // Float
  54900. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  54901. this._offsetsCache[keyOffset] = toValue - fromValue;
  54902. break;
  54903. // Quaternion
  54904. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  54905. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54906. break;
  54907. // Vector3
  54908. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  54909. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54910. // Vector2
  54911. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  54912. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54913. // Size
  54914. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  54915. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54916. // Color3
  54917. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  54918. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54919. default:
  54920. break;
  54921. }
  54922. this._highLimitsCache[keyOffset] = toValue;
  54923. }
  54924. highLimitValue = this._highLimitsCache[keyOffset];
  54925. offsetValue = this._offsetsCache[keyOffset];
  54926. }
  54927. }
  54928. if (offsetValue === undefined) {
  54929. switch (this._animation.dataType) {
  54930. // Float
  54931. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  54932. offsetValue = 0;
  54933. break;
  54934. // Quaternion
  54935. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  54936. offsetValue = _staticOffsetValueQuaternion;
  54937. break;
  54938. // Vector3
  54939. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  54940. offsetValue = _staticOffsetValueVector3;
  54941. break;
  54942. // Vector2
  54943. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  54944. offsetValue = _staticOffsetValueVector2;
  54945. break;
  54946. // Size
  54947. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  54948. offsetValue = _staticOffsetValueSize;
  54949. break;
  54950. // Color3
  54951. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  54952. offsetValue = _staticOffsetValueColor3;
  54953. }
  54954. }
  54955. // Compute value
  54956. var repeatCount = (ratio / range) >> 0;
  54957. var currentFrame = returnValue ? from + ratio % range : to;
  54958. // Need to normalize?
  54959. if (this._host && this._host.syncRoot) {
  54960. var syncRoot = this._host.syncRoot;
  54961. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  54962. currentFrame = from + (to - from) * hostNormalizedFrame;
  54963. }
  54964. // Reset events if looping
  54965. var events = this._events;
  54966. if (range > 0 && this.currentFrame > currentFrame ||
  54967. range < 0 && this.currentFrame < currentFrame) {
  54968. // Need to reset animation events
  54969. for (var index = 0; index < events.length; index++) {
  54970. if (!events[index].onlyOnce) {
  54971. // reset event, the animation is looping
  54972. events[index].isDone = false;
  54973. }
  54974. }
  54975. }
  54976. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  54977. // Set value
  54978. this.setValue(currentValue, weight);
  54979. // Check events
  54980. for (var index = 0; index < events.length; index++) {
  54981. // Make sure current frame has passed event frame and that event frame is within the current range
  54982. // Also, handle both forward and reverse animations
  54983. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  54984. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  54985. var event = events[index];
  54986. if (!event.isDone) {
  54987. // If event should be done only once, remove it.
  54988. if (event.onlyOnce) {
  54989. events.splice(index, 1);
  54990. index--;
  54991. }
  54992. event.isDone = true;
  54993. event.action(currentFrame);
  54994. } // Don't do anything if the event has already be done.
  54995. }
  54996. }
  54997. if (!returnValue) {
  54998. this._stopped = true;
  54999. }
  55000. return returnValue;
  55001. };
  55002. return RuntimeAnimation;
  55003. }());
  55004. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55005. })(BABYLON || (BABYLON = {}));
  55006. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55007. var BABYLON;
  55008. (function (BABYLON) {
  55009. /**
  55010. * Class used to store an actual running animation
  55011. */
  55012. var Animatable = /** @class */ (function () {
  55013. /**
  55014. * Creates a new Animatable
  55015. * @param scene defines the hosting scene
  55016. * @param target defines the target object
  55017. * @param fromFrame defines the starting frame number (default is 0)
  55018. * @param toFrame defines the ending frame number (default is 100)
  55019. * @param loopAnimation defines if the animation must loop (default is false)
  55020. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55021. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55022. * @param animations defines a group of animation to add to the new Animatable
  55023. */
  55024. function Animatable(scene,
  55025. /** defines the target object */
  55026. target,
  55027. /** defines the starting frame number (default is 0) */
  55028. fromFrame,
  55029. /** defines the ending frame number (default is 100) */
  55030. toFrame,
  55031. /** defines if the animation must loop (default is false) */
  55032. loopAnimation, speedRatio,
  55033. /** defines a callback to call when animation ends if it is not looping */
  55034. onAnimationEnd, animations) {
  55035. if (fromFrame === void 0) { fromFrame = 0; }
  55036. if (toFrame === void 0) { toFrame = 100; }
  55037. if (loopAnimation === void 0) { loopAnimation = false; }
  55038. if (speedRatio === void 0) { speedRatio = 1.0; }
  55039. this.target = target;
  55040. this.fromFrame = fromFrame;
  55041. this.toFrame = toFrame;
  55042. this.loopAnimation = loopAnimation;
  55043. this.onAnimationEnd = onAnimationEnd;
  55044. this._localDelayOffset = null;
  55045. this._pausedDelay = null;
  55046. this._runtimeAnimations = new Array();
  55047. this._paused = false;
  55048. this._speedRatio = 1;
  55049. this._weight = -1.0;
  55050. /**
  55051. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55052. * This will only apply for non looping animation (default is true)
  55053. */
  55054. this.disposeOnEnd = true;
  55055. /**
  55056. * Gets a boolean indicating if the animation has started
  55057. */
  55058. this.animationStarted = false;
  55059. /**
  55060. * Observer raised when the animation ends
  55061. */
  55062. this.onAnimationEndObservable = new BABYLON.Observable();
  55063. this._scene = scene;
  55064. if (animations) {
  55065. this.appendAnimations(target, animations);
  55066. }
  55067. this._speedRatio = speedRatio;
  55068. scene._activeAnimatables.push(this);
  55069. }
  55070. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55071. /**
  55072. * Gets the root Animatable used to synchronize and normalize animations
  55073. */
  55074. get: function () {
  55075. return this._syncRoot;
  55076. },
  55077. enumerable: true,
  55078. configurable: true
  55079. });
  55080. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55081. /**
  55082. * Gets the current frame of the first RuntimeAnimation
  55083. * Used to synchronize Animatables
  55084. */
  55085. get: function () {
  55086. if (this._runtimeAnimations.length === 0) {
  55087. return 0;
  55088. }
  55089. return this._runtimeAnimations[0].currentFrame;
  55090. },
  55091. enumerable: true,
  55092. configurable: true
  55093. });
  55094. Object.defineProperty(Animatable.prototype, "weight", {
  55095. /**
  55096. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55097. */
  55098. get: function () {
  55099. return this._weight;
  55100. },
  55101. set: function (value) {
  55102. if (value === -1) { // -1 is ok and means no weight
  55103. this._weight = -1;
  55104. return;
  55105. }
  55106. // Else weight must be in [0, 1] range
  55107. this._weight = Math.min(Math.max(value, 0), 1.0);
  55108. },
  55109. enumerable: true,
  55110. configurable: true
  55111. });
  55112. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55113. /**
  55114. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55115. */
  55116. get: function () {
  55117. return this._speedRatio;
  55118. },
  55119. set: function (value) {
  55120. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55121. var animation = this._runtimeAnimations[index];
  55122. animation._prepareForSpeedRatioChange(value);
  55123. }
  55124. this._speedRatio = value;
  55125. },
  55126. enumerable: true,
  55127. configurable: true
  55128. });
  55129. // Methods
  55130. /**
  55131. * Synchronize and normalize current Animatable with a source Animatable
  55132. * This is useful when using animation weights and when animations are not of the same length
  55133. * @param root defines the root Animatable to synchronize with
  55134. * @returns the current Animatable
  55135. */
  55136. Animatable.prototype.syncWith = function (root) {
  55137. this._syncRoot = root;
  55138. if (root) {
  55139. // Make sure this animatable will animate after the root
  55140. var index = this._scene._activeAnimatables.indexOf(this);
  55141. if (index > -1) {
  55142. this._scene._activeAnimatables.splice(index, 1);
  55143. this._scene._activeAnimatables.push(this);
  55144. }
  55145. }
  55146. return this;
  55147. };
  55148. /**
  55149. * Gets the list of runtime animations
  55150. * @returns an array of RuntimeAnimation
  55151. */
  55152. Animatable.prototype.getAnimations = function () {
  55153. return this._runtimeAnimations;
  55154. };
  55155. /**
  55156. * Adds more animations to the current animatable
  55157. * @param target defines the target of the animations
  55158. * @param animations defines the new animations to add
  55159. */
  55160. Animatable.prototype.appendAnimations = function (target, animations) {
  55161. for (var index = 0; index < animations.length; index++) {
  55162. var animation = animations[index];
  55163. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55164. }
  55165. };
  55166. /**
  55167. * Gets the source animation for a specific property
  55168. * @param property defines the propertyu to look for
  55169. * @returns null or the source animation for the given property
  55170. */
  55171. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55172. var runtimeAnimations = this._runtimeAnimations;
  55173. for (var index = 0; index < runtimeAnimations.length; index++) {
  55174. if (runtimeAnimations[index].animation.targetProperty === property) {
  55175. return runtimeAnimations[index].animation;
  55176. }
  55177. }
  55178. return null;
  55179. };
  55180. /**
  55181. * Gets the runtime animation for a specific property
  55182. * @param property defines the propertyu to look for
  55183. * @returns null or the runtime animation for the given property
  55184. */
  55185. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55186. var runtimeAnimations = this._runtimeAnimations;
  55187. for (var index = 0; index < runtimeAnimations.length; index++) {
  55188. if (runtimeAnimations[index].animation.targetProperty === property) {
  55189. return runtimeAnimations[index];
  55190. }
  55191. }
  55192. return null;
  55193. };
  55194. /**
  55195. * Resets the animatable to its original state
  55196. */
  55197. Animatable.prototype.reset = function () {
  55198. var runtimeAnimations = this._runtimeAnimations;
  55199. for (var index = 0; index < runtimeAnimations.length; index++) {
  55200. runtimeAnimations[index].reset(true);
  55201. }
  55202. this._localDelayOffset = null;
  55203. this._pausedDelay = null;
  55204. };
  55205. /**
  55206. * Allows the animatable to blend with current running animations
  55207. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55208. * @param blendingSpeed defines the blending speed to use
  55209. */
  55210. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55211. var runtimeAnimations = this._runtimeAnimations;
  55212. for (var index = 0; index < runtimeAnimations.length; index++) {
  55213. runtimeAnimations[index].animation.enableBlending = true;
  55214. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55215. }
  55216. };
  55217. /**
  55218. * Disable animation blending
  55219. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55220. */
  55221. Animatable.prototype.disableBlending = function () {
  55222. var runtimeAnimations = this._runtimeAnimations;
  55223. for (var index = 0; index < runtimeAnimations.length; index++) {
  55224. runtimeAnimations[index].animation.enableBlending = false;
  55225. }
  55226. };
  55227. /**
  55228. * Jump directly to a given frame
  55229. * @param frame defines the frame to jump to
  55230. */
  55231. Animatable.prototype.goToFrame = function (frame) {
  55232. var runtimeAnimations = this._runtimeAnimations;
  55233. if (runtimeAnimations[0]) {
  55234. var fps = runtimeAnimations[0].animation.framePerSecond;
  55235. var currentFrame = runtimeAnimations[0].currentFrame;
  55236. var adjustTime = frame - currentFrame;
  55237. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55238. if (this._localDelayOffset === null) {
  55239. this._localDelayOffset = 0;
  55240. }
  55241. this._localDelayOffset -= delay;
  55242. }
  55243. for (var index = 0; index < runtimeAnimations.length; index++) {
  55244. runtimeAnimations[index].goToFrame(frame);
  55245. }
  55246. };
  55247. /**
  55248. * Pause the animation
  55249. */
  55250. Animatable.prototype.pause = function () {
  55251. if (this._paused) {
  55252. return;
  55253. }
  55254. this._paused = true;
  55255. };
  55256. /**
  55257. * Restart the animation
  55258. */
  55259. Animatable.prototype.restart = function () {
  55260. this._paused = false;
  55261. };
  55262. Animatable.prototype._raiseOnAnimationEnd = function () {
  55263. if (this.onAnimationEnd) {
  55264. this.onAnimationEnd();
  55265. }
  55266. this.onAnimationEndObservable.notifyObservers(this);
  55267. };
  55268. /**
  55269. * Stop and delete the current animation
  55270. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55271. * @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)
  55272. */
  55273. Animatable.prototype.stop = function (animationName, targetMask) {
  55274. if (animationName || targetMask) {
  55275. var idx = this._scene._activeAnimatables.indexOf(this);
  55276. if (idx > -1) {
  55277. var runtimeAnimations = this._runtimeAnimations;
  55278. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55279. var runtimeAnimation = runtimeAnimations[index];
  55280. if (animationName && runtimeAnimation.animation.name != animationName) {
  55281. continue;
  55282. }
  55283. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55284. continue;
  55285. }
  55286. runtimeAnimation.dispose();
  55287. runtimeAnimations.splice(index, 1);
  55288. }
  55289. if (runtimeAnimations.length == 0) {
  55290. this._scene._activeAnimatables.splice(idx, 1);
  55291. this._raiseOnAnimationEnd();
  55292. }
  55293. }
  55294. }
  55295. else {
  55296. var index = this._scene._activeAnimatables.indexOf(this);
  55297. if (index > -1) {
  55298. this._scene._activeAnimatables.splice(index, 1);
  55299. var runtimeAnimations = this._runtimeAnimations;
  55300. for (var index = 0; index < runtimeAnimations.length; index++) {
  55301. runtimeAnimations[index].dispose();
  55302. }
  55303. this._raiseOnAnimationEnd();
  55304. }
  55305. }
  55306. };
  55307. /**
  55308. * Wait asynchronously for the animation to end
  55309. * @returns a promise which will be fullfilled when the animation ends
  55310. */
  55311. Animatable.prototype.waitAsync = function () {
  55312. var _this = this;
  55313. return new Promise(function (resolve, reject) {
  55314. _this.onAnimationEndObservable.add(function () {
  55315. resolve(_this);
  55316. }, undefined, undefined, _this, true);
  55317. });
  55318. };
  55319. /** @hidden */
  55320. Animatable.prototype._animate = function (delay) {
  55321. if (this._paused) {
  55322. this.animationStarted = false;
  55323. if (this._pausedDelay === null) {
  55324. this._pausedDelay = delay;
  55325. }
  55326. return true;
  55327. }
  55328. if (this._localDelayOffset === null) {
  55329. this._localDelayOffset = delay;
  55330. this._pausedDelay = null;
  55331. }
  55332. else if (this._pausedDelay !== null) {
  55333. this._localDelayOffset += delay - this._pausedDelay;
  55334. this._pausedDelay = null;
  55335. }
  55336. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  55337. return true;
  55338. }
  55339. // Animating
  55340. var running = false;
  55341. var runtimeAnimations = this._runtimeAnimations;
  55342. var index;
  55343. for (index = 0; index < runtimeAnimations.length; index++) {
  55344. var animation = runtimeAnimations[index];
  55345. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  55346. running = running || isRunning;
  55347. }
  55348. this.animationStarted = running;
  55349. if (!running) {
  55350. if (this.disposeOnEnd) {
  55351. // Remove from active animatables
  55352. index = this._scene._activeAnimatables.indexOf(this);
  55353. this._scene._activeAnimatables.splice(index, 1);
  55354. // Dispose all runtime animations
  55355. for (index = 0; index < runtimeAnimations.length; index++) {
  55356. runtimeAnimations[index].dispose();
  55357. }
  55358. }
  55359. this._raiseOnAnimationEnd();
  55360. if (this.disposeOnEnd) {
  55361. this.onAnimationEnd = null;
  55362. this.onAnimationEndObservable.clear();
  55363. }
  55364. }
  55365. return running;
  55366. };
  55367. return Animatable;
  55368. }());
  55369. BABYLON.Animatable = Animatable;
  55370. })(BABYLON || (BABYLON = {}));
  55371. //# sourceMappingURL=babylon.animatable.js.map
  55372. var BABYLON;
  55373. (function (BABYLON) {
  55374. /**
  55375. * Base class used for every default easing function.
  55376. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55377. */
  55378. var EasingFunction = /** @class */ (function () {
  55379. function EasingFunction() {
  55380. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  55381. }
  55382. /**
  55383. * Sets the easing mode of the current function.
  55384. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  55385. */
  55386. EasingFunction.prototype.setEasingMode = function (easingMode) {
  55387. var n = Math.min(Math.max(easingMode, 0), 2);
  55388. this._easingMode = n;
  55389. };
  55390. /**
  55391. * Gets the current easing mode.
  55392. * @returns the easing mode
  55393. */
  55394. EasingFunction.prototype.getEasingMode = function () {
  55395. return this._easingMode;
  55396. };
  55397. /**
  55398. * @hidden
  55399. */
  55400. EasingFunction.prototype.easeInCore = function (gradient) {
  55401. throw new Error('You must implement this method');
  55402. };
  55403. /**
  55404. * Given an input gradient between 0 and 1, this returns the corrseponding value
  55405. * of the easing function.
  55406. * @param gradient Defines the value between 0 and 1 we want the easing value for
  55407. * @returns the corresponding value on the curve defined by the easing function
  55408. */
  55409. EasingFunction.prototype.ease = function (gradient) {
  55410. switch (this._easingMode) {
  55411. case EasingFunction.EASINGMODE_EASEIN:
  55412. return this.easeInCore(gradient);
  55413. case EasingFunction.EASINGMODE_EASEOUT:
  55414. return (1 - this.easeInCore(1 - gradient));
  55415. }
  55416. if (gradient >= 0.5) {
  55417. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  55418. }
  55419. return (this.easeInCore(gradient * 2) * 0.5);
  55420. };
  55421. /**
  55422. * Interpolation follows the mathematical formula associated with the easing function.
  55423. */
  55424. EasingFunction.EASINGMODE_EASEIN = 0;
  55425. /**
  55426. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  55427. */
  55428. EasingFunction.EASINGMODE_EASEOUT = 1;
  55429. /**
  55430. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  55431. */
  55432. EasingFunction.EASINGMODE_EASEINOUT = 2;
  55433. return EasingFunction;
  55434. }());
  55435. BABYLON.EasingFunction = EasingFunction;
  55436. /**
  55437. * Easing function with a circle shape (see link below).
  55438. * @see https://easings.net/#easeInCirc
  55439. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55440. */
  55441. var CircleEase = /** @class */ (function (_super) {
  55442. __extends(CircleEase, _super);
  55443. function CircleEase() {
  55444. return _super !== null && _super.apply(this, arguments) || this;
  55445. }
  55446. /** @hidden */
  55447. CircleEase.prototype.easeInCore = function (gradient) {
  55448. gradient = Math.max(0, Math.min(1, gradient));
  55449. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  55450. };
  55451. return CircleEase;
  55452. }(EasingFunction));
  55453. BABYLON.CircleEase = CircleEase;
  55454. /**
  55455. * Easing function with a ease back shape (see link below).
  55456. * @see https://easings.net/#easeInBack
  55457. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55458. */
  55459. var BackEase = /** @class */ (function (_super) {
  55460. __extends(BackEase, _super);
  55461. /**
  55462. * Instantiates a back ease easing
  55463. * @see https://easings.net/#easeInBack
  55464. * @param amplitude Defines the amplitude of the function
  55465. */
  55466. function BackEase(
  55467. /** Defines the amplitude of the function */
  55468. amplitude) {
  55469. if (amplitude === void 0) { amplitude = 1; }
  55470. var _this = _super.call(this) || this;
  55471. _this.amplitude = amplitude;
  55472. return _this;
  55473. }
  55474. /** @hidden */
  55475. BackEase.prototype.easeInCore = function (gradient) {
  55476. var num = Math.max(0, this.amplitude);
  55477. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  55478. };
  55479. return BackEase;
  55480. }(EasingFunction));
  55481. BABYLON.BackEase = BackEase;
  55482. /**
  55483. * Easing function with a bouncing shape (see link below).
  55484. * @see https://easings.net/#easeInBounce
  55485. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55486. */
  55487. var BounceEase = /** @class */ (function (_super) {
  55488. __extends(BounceEase, _super);
  55489. /**
  55490. * Instantiates a bounce easing
  55491. * @see https://easings.net/#easeInBounce
  55492. * @param bounces Defines the number of bounces
  55493. * @param bounciness Defines the amplitude of the bounce
  55494. */
  55495. function BounceEase(
  55496. /** Defines the number of bounces */
  55497. bounces,
  55498. /** Defines the amplitude of the bounce */
  55499. bounciness) {
  55500. if (bounces === void 0) { bounces = 3; }
  55501. if (bounciness === void 0) { bounciness = 2; }
  55502. var _this = _super.call(this) || this;
  55503. _this.bounces = bounces;
  55504. _this.bounciness = bounciness;
  55505. return _this;
  55506. }
  55507. /** @hidden */
  55508. BounceEase.prototype.easeInCore = function (gradient) {
  55509. var y = Math.max(0.0, this.bounces);
  55510. var bounciness = this.bounciness;
  55511. if (bounciness <= 1.0) {
  55512. bounciness = 1.001;
  55513. }
  55514. var num9 = Math.pow(bounciness, y);
  55515. var num5 = 1.0 - bounciness;
  55516. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  55517. var num15 = gradient * num4;
  55518. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  55519. var num3 = Math.floor(num65);
  55520. var num13 = num3 + 1.0;
  55521. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  55522. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  55523. var num7 = (num8 + num12) * 0.5;
  55524. var num6 = gradient - num7;
  55525. var num2 = num7 - num8;
  55526. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  55527. };
  55528. return BounceEase;
  55529. }(EasingFunction));
  55530. BABYLON.BounceEase = BounceEase;
  55531. /**
  55532. * Easing function with a power of 3 shape (see link below).
  55533. * @see https://easings.net/#easeInCubic
  55534. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55535. */
  55536. var CubicEase = /** @class */ (function (_super) {
  55537. __extends(CubicEase, _super);
  55538. function CubicEase() {
  55539. return _super !== null && _super.apply(this, arguments) || this;
  55540. }
  55541. /** @hidden */
  55542. CubicEase.prototype.easeInCore = function (gradient) {
  55543. return (gradient * gradient * gradient);
  55544. };
  55545. return CubicEase;
  55546. }(EasingFunction));
  55547. BABYLON.CubicEase = CubicEase;
  55548. /**
  55549. * Easing function with an elastic shape (see link below).
  55550. * @see https://easings.net/#easeInElastic
  55551. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55552. */
  55553. var ElasticEase = /** @class */ (function (_super) {
  55554. __extends(ElasticEase, _super);
  55555. /**
  55556. * Instantiates an elastic easing function
  55557. * @see https://easings.net/#easeInElastic
  55558. * @param oscillations Defines the number of oscillations
  55559. * @param springiness Defines the amplitude of the oscillations
  55560. */
  55561. function ElasticEase(
  55562. /** Defines the number of oscillations*/
  55563. oscillations,
  55564. /** Defines the amplitude of the oscillations*/
  55565. springiness) {
  55566. if (oscillations === void 0) { oscillations = 3; }
  55567. if (springiness === void 0) { springiness = 3; }
  55568. var _this = _super.call(this) || this;
  55569. _this.oscillations = oscillations;
  55570. _this.springiness = springiness;
  55571. return _this;
  55572. }
  55573. /** @hidden */
  55574. ElasticEase.prototype.easeInCore = function (gradient) {
  55575. var num2;
  55576. var num3 = Math.max(0.0, this.oscillations);
  55577. var num = Math.max(0.0, this.springiness);
  55578. if (num == 0) {
  55579. num2 = gradient;
  55580. }
  55581. else {
  55582. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  55583. }
  55584. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  55585. };
  55586. return ElasticEase;
  55587. }(EasingFunction));
  55588. BABYLON.ElasticEase = ElasticEase;
  55589. /**
  55590. * Easing function with an exponential shape (see link below).
  55591. * @see https://easings.net/#easeInExpo
  55592. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55593. */
  55594. var ExponentialEase = /** @class */ (function (_super) {
  55595. __extends(ExponentialEase, _super);
  55596. /**
  55597. * Instantiates an exponential easing function
  55598. * @see https://easings.net/#easeInExpo
  55599. * @param exponent Defines the exponent of the function
  55600. */
  55601. function ExponentialEase(
  55602. /** Defines the exponent of the function */
  55603. exponent) {
  55604. if (exponent === void 0) { exponent = 2; }
  55605. var _this = _super.call(this) || this;
  55606. _this.exponent = exponent;
  55607. return _this;
  55608. }
  55609. /** @hidden */
  55610. ExponentialEase.prototype.easeInCore = function (gradient) {
  55611. if (this.exponent <= 0) {
  55612. return gradient;
  55613. }
  55614. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  55615. };
  55616. return ExponentialEase;
  55617. }(EasingFunction));
  55618. BABYLON.ExponentialEase = ExponentialEase;
  55619. /**
  55620. * Easing function with a power shape (see link below).
  55621. * @see https://easings.net/#easeInQuad
  55622. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55623. */
  55624. var PowerEase = /** @class */ (function (_super) {
  55625. __extends(PowerEase, _super);
  55626. /**
  55627. * Instantiates an power base easing function
  55628. * @see https://easings.net/#easeInQuad
  55629. * @param power Defines the power of the function
  55630. */
  55631. function PowerEase(
  55632. /** Defines the power of the function */
  55633. power) {
  55634. if (power === void 0) { power = 2; }
  55635. var _this = _super.call(this) || this;
  55636. _this.power = power;
  55637. return _this;
  55638. }
  55639. /** @hidden */
  55640. PowerEase.prototype.easeInCore = function (gradient) {
  55641. var y = Math.max(0.0, this.power);
  55642. return Math.pow(gradient, y);
  55643. };
  55644. return PowerEase;
  55645. }(EasingFunction));
  55646. BABYLON.PowerEase = PowerEase;
  55647. /**
  55648. * Easing function with a power of 2 shape (see link below).
  55649. * @see https://easings.net/#easeInQuad
  55650. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55651. */
  55652. var QuadraticEase = /** @class */ (function (_super) {
  55653. __extends(QuadraticEase, _super);
  55654. function QuadraticEase() {
  55655. return _super !== null && _super.apply(this, arguments) || this;
  55656. }
  55657. /** @hidden */
  55658. QuadraticEase.prototype.easeInCore = function (gradient) {
  55659. return (gradient * gradient);
  55660. };
  55661. return QuadraticEase;
  55662. }(EasingFunction));
  55663. BABYLON.QuadraticEase = QuadraticEase;
  55664. /**
  55665. * Easing function with a power of 4 shape (see link below).
  55666. * @see https://easings.net/#easeInQuart
  55667. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55668. */
  55669. var QuarticEase = /** @class */ (function (_super) {
  55670. __extends(QuarticEase, _super);
  55671. function QuarticEase() {
  55672. return _super !== null && _super.apply(this, arguments) || this;
  55673. }
  55674. /** @hidden */
  55675. QuarticEase.prototype.easeInCore = function (gradient) {
  55676. return (gradient * gradient * gradient * gradient);
  55677. };
  55678. return QuarticEase;
  55679. }(EasingFunction));
  55680. BABYLON.QuarticEase = QuarticEase;
  55681. /**
  55682. * Easing function with a power of 5 shape (see link below).
  55683. * @see https://easings.net/#easeInQuint
  55684. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55685. */
  55686. var QuinticEase = /** @class */ (function (_super) {
  55687. __extends(QuinticEase, _super);
  55688. function QuinticEase() {
  55689. return _super !== null && _super.apply(this, arguments) || this;
  55690. }
  55691. /** @hidden */
  55692. QuinticEase.prototype.easeInCore = function (gradient) {
  55693. return (gradient * gradient * gradient * gradient * gradient);
  55694. };
  55695. return QuinticEase;
  55696. }(EasingFunction));
  55697. BABYLON.QuinticEase = QuinticEase;
  55698. /**
  55699. * Easing function with a sin shape (see link below).
  55700. * @see https://easings.net/#easeInSine
  55701. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55702. */
  55703. var SineEase = /** @class */ (function (_super) {
  55704. __extends(SineEase, _super);
  55705. function SineEase() {
  55706. return _super !== null && _super.apply(this, arguments) || this;
  55707. }
  55708. /** @hidden */
  55709. SineEase.prototype.easeInCore = function (gradient) {
  55710. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  55711. };
  55712. return SineEase;
  55713. }(EasingFunction));
  55714. BABYLON.SineEase = SineEase;
  55715. /**
  55716. * Easing function with a bezier shape (see link below).
  55717. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  55718. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55719. */
  55720. var BezierCurveEase = /** @class */ (function (_super) {
  55721. __extends(BezierCurveEase, _super);
  55722. /**
  55723. * Instantiates a bezier function
  55724. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  55725. * @param x1 Defines the x component of the start tangent in the bezier curve
  55726. * @param y1 Defines the y component of the start tangent in the bezier curve
  55727. * @param x2 Defines the x component of the end tangent in the bezier curve
  55728. * @param y2 Defines the y component of the end tangent in the bezier curve
  55729. */
  55730. function BezierCurveEase(
  55731. /** Defines the x component of the start tangent in the bezier curve */
  55732. x1,
  55733. /** Defines the y component of the start tangent in the bezier curve */
  55734. y1,
  55735. /** Defines the x component of the end tangent in the bezier curve */
  55736. x2,
  55737. /** Defines the y component of the end tangent in the bezier curve */
  55738. y2) {
  55739. if (x1 === void 0) { x1 = 0; }
  55740. if (y1 === void 0) { y1 = 0; }
  55741. if (x2 === void 0) { x2 = 1; }
  55742. if (y2 === void 0) { y2 = 1; }
  55743. var _this = _super.call(this) || this;
  55744. _this.x1 = x1;
  55745. _this.y1 = y1;
  55746. _this.x2 = x2;
  55747. _this.y2 = y2;
  55748. return _this;
  55749. }
  55750. /** @hidden */
  55751. BezierCurveEase.prototype.easeInCore = function (gradient) {
  55752. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  55753. };
  55754. return BezierCurveEase;
  55755. }(EasingFunction));
  55756. BABYLON.BezierCurveEase = BezierCurveEase;
  55757. })(BABYLON || (BABYLON = {}));
  55758. //# sourceMappingURL=babylon.easing.js.map
  55759. var BABYLON;
  55760. (function (BABYLON) {
  55761. /**
  55762. * A Condition applied to an Action
  55763. */
  55764. var Condition = /** @class */ (function () {
  55765. /**
  55766. * Creates a new Condition
  55767. * @param actionManager the manager of the action the condition is applied to
  55768. */
  55769. function Condition(actionManager) {
  55770. this._actionManager = actionManager;
  55771. }
  55772. /**
  55773. * Check if the current condition is valid
  55774. * @returns a boolean
  55775. */
  55776. Condition.prototype.isValid = function () {
  55777. return true;
  55778. };
  55779. /**
  55780. * Internal only
  55781. * @hidden
  55782. */
  55783. Condition.prototype._getProperty = function (propertyPath) {
  55784. return this._actionManager._getProperty(propertyPath);
  55785. };
  55786. /**
  55787. * Internal only
  55788. * @hidden
  55789. */
  55790. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  55791. return this._actionManager._getEffectiveTarget(target, propertyPath);
  55792. };
  55793. /**
  55794. * Serialize placeholder for child classes
  55795. * @returns the serialized object
  55796. */
  55797. Condition.prototype.serialize = function () {
  55798. };
  55799. /**
  55800. * Internal only
  55801. * @hidden
  55802. */
  55803. Condition.prototype._serialize = function (serializedCondition) {
  55804. return {
  55805. type: 2,
  55806. children: [],
  55807. name: serializedCondition.name,
  55808. properties: serializedCondition.properties
  55809. };
  55810. };
  55811. return Condition;
  55812. }());
  55813. BABYLON.Condition = Condition;
  55814. /**
  55815. * Defines specific conditional operators as extensions of Condition
  55816. */
  55817. var ValueCondition = /** @class */ (function (_super) {
  55818. __extends(ValueCondition, _super);
  55819. /**
  55820. * Creates a new ValueCondition
  55821. * @param actionManager manager for the action the condition applies to
  55822. * @param target for the action
  55823. * @param propertyPath path to specify the property of the target the conditional operator uses
  55824. * @param value the value compared by the conditional operator against the current value of the property
  55825. * @param operator the conditional operator, default ValueCondition.IsEqual
  55826. */
  55827. function ValueCondition(actionManager, target,
  55828. /** path to specify the property of the target the conditional operator uses */
  55829. propertyPath,
  55830. /** the value compared by the conditional operator against the current value of the property */
  55831. value,
  55832. /** the conditional operator, default ValueCondition.IsEqual */
  55833. operator) {
  55834. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  55835. var _this = _super.call(this, actionManager) || this;
  55836. _this.propertyPath = propertyPath;
  55837. _this.value = value;
  55838. _this.operator = operator;
  55839. _this._target = target;
  55840. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  55841. _this._property = _this._getProperty(_this.propertyPath);
  55842. return _this;
  55843. }
  55844. Object.defineProperty(ValueCondition, "IsEqual", {
  55845. /**
  55846. * returns the number for IsEqual
  55847. */
  55848. get: function () {
  55849. return ValueCondition._IsEqual;
  55850. },
  55851. enumerable: true,
  55852. configurable: true
  55853. });
  55854. Object.defineProperty(ValueCondition, "IsDifferent", {
  55855. /**
  55856. * Returns the number for IsDifferent
  55857. */
  55858. get: function () {
  55859. return ValueCondition._IsDifferent;
  55860. },
  55861. enumerable: true,
  55862. configurable: true
  55863. });
  55864. Object.defineProperty(ValueCondition, "IsGreater", {
  55865. /**
  55866. * Returns the number for IsGreater
  55867. */
  55868. get: function () {
  55869. return ValueCondition._IsGreater;
  55870. },
  55871. enumerable: true,
  55872. configurable: true
  55873. });
  55874. Object.defineProperty(ValueCondition, "IsLesser", {
  55875. /**
  55876. * Returns the number for IsLesser
  55877. */
  55878. get: function () {
  55879. return ValueCondition._IsLesser;
  55880. },
  55881. enumerable: true,
  55882. configurable: true
  55883. });
  55884. /**
  55885. * Compares the given value with the property value for the specified conditional operator
  55886. * @returns the result of the comparison
  55887. */
  55888. ValueCondition.prototype.isValid = function () {
  55889. switch (this.operator) {
  55890. case ValueCondition.IsGreater:
  55891. return this._effectiveTarget[this._property] > this.value;
  55892. case ValueCondition.IsLesser:
  55893. return this._effectiveTarget[this._property] < this.value;
  55894. case ValueCondition.IsEqual:
  55895. case ValueCondition.IsDifferent:
  55896. var check;
  55897. if (this.value.equals) {
  55898. check = this.value.equals(this._effectiveTarget[this._property]);
  55899. }
  55900. else {
  55901. check = this.value === this._effectiveTarget[this._property];
  55902. }
  55903. return this.operator === ValueCondition.IsEqual ? check : !check;
  55904. }
  55905. return false;
  55906. };
  55907. /**
  55908. * Serialize the ValueCondition into a JSON compatible object
  55909. * @returns serialization object
  55910. */
  55911. ValueCondition.prototype.serialize = function () {
  55912. return this._serialize({
  55913. name: "ValueCondition",
  55914. properties: [
  55915. BABYLON.Action._GetTargetProperty(this._target),
  55916. { name: "propertyPath", value: this.propertyPath },
  55917. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  55918. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  55919. ]
  55920. });
  55921. };
  55922. /**
  55923. * Gets the name of the conditional operator for the ValueCondition
  55924. * @param operator the conditional operator
  55925. * @returns the name
  55926. */
  55927. ValueCondition.GetOperatorName = function (operator) {
  55928. switch (operator) {
  55929. case ValueCondition._IsEqual: return "IsEqual";
  55930. case ValueCondition._IsDifferent: return "IsDifferent";
  55931. case ValueCondition._IsGreater: return "IsGreater";
  55932. case ValueCondition._IsLesser: return "IsLesser";
  55933. default: return "";
  55934. }
  55935. };
  55936. /**
  55937. * Internal only
  55938. * @hidden
  55939. */
  55940. ValueCondition._IsEqual = 0;
  55941. /**
  55942. * Internal only
  55943. * @hidden
  55944. */
  55945. ValueCondition._IsDifferent = 1;
  55946. /**
  55947. * Internal only
  55948. * @hidden
  55949. */
  55950. ValueCondition._IsGreater = 2;
  55951. /**
  55952. * Internal only
  55953. * @hidden
  55954. */
  55955. ValueCondition._IsLesser = 3;
  55956. return ValueCondition;
  55957. }(Condition));
  55958. BABYLON.ValueCondition = ValueCondition;
  55959. /**
  55960. * Defines a predicate condition as an extension of Condition
  55961. */
  55962. var PredicateCondition = /** @class */ (function (_super) {
  55963. __extends(PredicateCondition, _super);
  55964. /**
  55965. * Creates a new PredicateCondition
  55966. * @param actionManager manager for the action the condition applies to
  55967. * @param predicate defines the predicate function used to validate the condition
  55968. */
  55969. function PredicateCondition(actionManager,
  55970. /** defines the predicate function used to validate the condition */
  55971. predicate) {
  55972. var _this = _super.call(this, actionManager) || this;
  55973. _this.predicate = predicate;
  55974. return _this;
  55975. }
  55976. /**
  55977. * @returns the validity of the predicate condition
  55978. */
  55979. PredicateCondition.prototype.isValid = function () {
  55980. return this.predicate();
  55981. };
  55982. return PredicateCondition;
  55983. }(Condition));
  55984. BABYLON.PredicateCondition = PredicateCondition;
  55985. /**
  55986. * Defines a state condition as an extension of Condition
  55987. */
  55988. var StateCondition = /** @class */ (function (_super) {
  55989. __extends(StateCondition, _super);
  55990. /**
  55991. * Creates a new StateCondition
  55992. * @param actionManager manager for the action the condition applies to
  55993. * @param target of the condition
  55994. * @param value to compare with target state
  55995. */
  55996. function StateCondition(actionManager, target,
  55997. /** Value to compare with target state */
  55998. value) {
  55999. var _this = _super.call(this, actionManager) || this;
  56000. _this.value = value;
  56001. _this._target = target;
  56002. return _this;
  56003. }
  56004. /**
  56005. * Gets a boolean indicating if the current condition is met
  56006. * @returns the validity of the state
  56007. */
  56008. StateCondition.prototype.isValid = function () {
  56009. return this._target.state === this.value;
  56010. };
  56011. /**
  56012. * Serialize the StateCondition into a JSON compatible object
  56013. * @returns serialization object
  56014. */
  56015. StateCondition.prototype.serialize = function () {
  56016. return this._serialize({
  56017. name: "StateCondition",
  56018. properties: [
  56019. BABYLON.Action._GetTargetProperty(this._target),
  56020. { name: "value", value: this.value }
  56021. ]
  56022. });
  56023. };
  56024. return StateCondition;
  56025. }(Condition));
  56026. BABYLON.StateCondition = StateCondition;
  56027. })(BABYLON || (BABYLON = {}));
  56028. //# sourceMappingURL=babylon.condition.js.map
  56029. var BABYLON;
  56030. (function (BABYLON) {
  56031. /**
  56032. * The action to be carried out following a trigger
  56033. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56034. */
  56035. var Action = /** @class */ (function () {
  56036. /**
  56037. * Creates a new Action
  56038. * @param triggerOptions the trigger, with or without parameters, for the action
  56039. * @param condition an optional determinant of action
  56040. */
  56041. function Action(
  56042. /** the trigger, with or without parameters, for the action */
  56043. triggerOptions, condition) {
  56044. this.triggerOptions = triggerOptions;
  56045. /**
  56046. * An event triggered prior to action being executed.
  56047. */
  56048. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56049. if (triggerOptions.parameter) {
  56050. this.trigger = triggerOptions.trigger;
  56051. this._triggerParameter = triggerOptions.parameter;
  56052. }
  56053. else if (triggerOptions.trigger) {
  56054. this.trigger = triggerOptions.trigger;
  56055. }
  56056. else {
  56057. this.trigger = triggerOptions;
  56058. }
  56059. this._nextActiveAction = this;
  56060. this._condition = condition;
  56061. }
  56062. /**
  56063. * Internal only
  56064. * @hidden
  56065. */
  56066. Action.prototype._prepare = function () {
  56067. };
  56068. /**
  56069. * Gets the trigger parameters
  56070. * @returns the trigger parameters
  56071. */
  56072. Action.prototype.getTriggerParameter = function () {
  56073. return this._triggerParameter;
  56074. };
  56075. /**
  56076. * Internal only - executes current action event
  56077. * @hidden
  56078. */
  56079. Action.prototype._executeCurrent = function (evt) {
  56080. if (this._nextActiveAction._condition) {
  56081. var condition = this._nextActiveAction._condition;
  56082. var currentRenderId = this._actionManager.getScene().getRenderId();
  56083. // We cache the current evaluation for the current frame
  56084. if (condition._evaluationId === currentRenderId) {
  56085. if (!condition._currentResult) {
  56086. return;
  56087. }
  56088. }
  56089. else {
  56090. condition._evaluationId = currentRenderId;
  56091. if (!condition.isValid()) {
  56092. condition._currentResult = false;
  56093. return;
  56094. }
  56095. condition._currentResult = true;
  56096. }
  56097. }
  56098. this.onBeforeExecuteObservable.notifyObservers(this);
  56099. this._nextActiveAction.execute(evt);
  56100. this.skipToNextActiveAction();
  56101. };
  56102. /**
  56103. * Execute placeholder for child classes
  56104. * @param evt optional action event
  56105. */
  56106. Action.prototype.execute = function (evt) {
  56107. };
  56108. /**
  56109. * Skips to next active action
  56110. */
  56111. Action.prototype.skipToNextActiveAction = function () {
  56112. if (this._nextActiveAction._child) {
  56113. if (!this._nextActiveAction._child._actionManager) {
  56114. this._nextActiveAction._child._actionManager = this._actionManager;
  56115. }
  56116. this._nextActiveAction = this._nextActiveAction._child;
  56117. }
  56118. else {
  56119. this._nextActiveAction = this;
  56120. }
  56121. };
  56122. /**
  56123. * Adds action to chain of actions, may be a DoNothingAction
  56124. * @param action defines the next action to execute
  56125. * @returns The action passed in
  56126. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56127. */
  56128. Action.prototype.then = function (action) {
  56129. this._child = action;
  56130. action._actionManager = this._actionManager;
  56131. action._prepare();
  56132. return action;
  56133. };
  56134. /**
  56135. * Internal only
  56136. * @hidden
  56137. */
  56138. Action.prototype._getProperty = function (propertyPath) {
  56139. return this._actionManager._getProperty(propertyPath);
  56140. };
  56141. /**
  56142. * Internal only
  56143. * @hidden
  56144. */
  56145. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56146. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56147. };
  56148. /**
  56149. * Serialize placeholder for child classes
  56150. * @param parent of child
  56151. * @returns the serialized object
  56152. */
  56153. Action.prototype.serialize = function (parent) {
  56154. };
  56155. /**
  56156. * Internal only called by serialize
  56157. * @hidden
  56158. */
  56159. Action.prototype._serialize = function (serializedAction, parent) {
  56160. var serializationObject = {
  56161. type: 1,
  56162. children: [],
  56163. name: serializedAction.name,
  56164. properties: serializedAction.properties || []
  56165. };
  56166. // Serialize child
  56167. if (this._child) {
  56168. this._child.serialize(serializationObject);
  56169. }
  56170. // Check if "this" has a condition
  56171. if (this._condition) {
  56172. var serializedCondition = this._condition.serialize();
  56173. serializedCondition.children.push(serializationObject);
  56174. if (parent) {
  56175. parent.children.push(serializedCondition);
  56176. }
  56177. return serializedCondition;
  56178. }
  56179. if (parent) {
  56180. parent.children.push(serializationObject);
  56181. }
  56182. return serializationObject;
  56183. };
  56184. /**
  56185. * Internal only
  56186. * @hidden
  56187. */
  56188. Action._SerializeValueAsString = function (value) {
  56189. if (typeof value === "number") {
  56190. return value.toString();
  56191. }
  56192. if (typeof value === "boolean") {
  56193. return value ? "true" : "false";
  56194. }
  56195. if (value instanceof BABYLON.Vector2) {
  56196. return value.x + ", " + value.y;
  56197. }
  56198. if (value instanceof BABYLON.Vector3) {
  56199. return value.x + ", " + value.y + ", " + value.z;
  56200. }
  56201. if (value instanceof BABYLON.Color3) {
  56202. return value.r + ", " + value.g + ", " + value.b;
  56203. }
  56204. if (value instanceof BABYLON.Color4) {
  56205. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56206. }
  56207. return value; // string
  56208. };
  56209. /**
  56210. * Internal only
  56211. * @hidden
  56212. */
  56213. Action._GetTargetProperty = function (target) {
  56214. return {
  56215. name: "target",
  56216. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56217. : target instanceof BABYLON.Light ? "LightProperties"
  56218. : target instanceof BABYLON.Camera ? "CameraProperties"
  56219. : "SceneProperties",
  56220. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56221. };
  56222. };
  56223. return Action;
  56224. }());
  56225. BABYLON.Action = Action;
  56226. })(BABYLON || (BABYLON = {}));
  56227. //# sourceMappingURL=babylon.action.js.map
  56228. var BABYLON;
  56229. (function (BABYLON) {
  56230. /**
  56231. * ActionEvent is the event being sent when an action is triggered.
  56232. */
  56233. var ActionEvent = /** @class */ (function () {
  56234. /**
  56235. * Creates a new ActionEvent
  56236. * @param source The mesh or sprite that triggered the action
  56237. * @param pointerX The X mouse cursor position at the time of the event
  56238. * @param pointerY The Y mouse cursor position at the time of the event
  56239. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56240. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56241. * @param additionalData additional data for the event
  56242. */
  56243. function ActionEvent(
  56244. /** The mesh or sprite that triggered the action */
  56245. source,
  56246. /** The X mouse cursor position at the time of the event */
  56247. pointerX,
  56248. /** The Y mouse cursor position at the time of the event */
  56249. pointerY,
  56250. /** The mesh that is currently pointed at (can be null) */
  56251. meshUnderPointer,
  56252. /** the original (browser) event that triggered the ActionEvent */
  56253. sourceEvent,
  56254. /** additional data for the event */
  56255. additionalData) {
  56256. this.source = source;
  56257. this.pointerX = pointerX;
  56258. this.pointerY = pointerY;
  56259. this.meshUnderPointer = meshUnderPointer;
  56260. this.sourceEvent = sourceEvent;
  56261. this.additionalData = additionalData;
  56262. }
  56263. /**
  56264. * Helper function to auto-create an ActionEvent from a source mesh.
  56265. * @param source The source mesh that triggered the event
  56266. * @param evt The original (browser) event
  56267. * @param additionalData additional data for the event
  56268. * @returns the new ActionEvent
  56269. */
  56270. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56271. var scene = source.getScene();
  56272. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56273. };
  56274. /**
  56275. * Helper function to auto-create an ActionEvent from a source sprite
  56276. * @param source The source sprite that triggered the event
  56277. * @param scene Scene associated with the sprite
  56278. * @param evt The original (browser) event
  56279. * @param additionalData additional data for the event
  56280. * @returns the new ActionEvent
  56281. */
  56282. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56283. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56284. };
  56285. /**
  56286. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56287. * @param scene the scene where the event occurred
  56288. * @param evt The original (browser) event
  56289. * @returns the new ActionEvent
  56290. */
  56291. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56292. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56293. };
  56294. /**
  56295. * Helper function to auto-create an ActionEvent from a primitive
  56296. * @param prim defines the target primitive
  56297. * @param pointerPos defines the pointer position
  56298. * @param evt The original (browser) event
  56299. * @param additionalData additional data for the event
  56300. * @returns the new ActionEvent
  56301. */
  56302. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  56303. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  56304. };
  56305. return ActionEvent;
  56306. }());
  56307. BABYLON.ActionEvent = ActionEvent;
  56308. /**
  56309. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  56310. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  56311. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56312. */
  56313. var ActionManager = /** @class */ (function () {
  56314. /**
  56315. * Creates a new action manager
  56316. * @param scene defines the hosting scene
  56317. */
  56318. function ActionManager(scene) {
  56319. // Members
  56320. /** Gets the list of actions */
  56321. this.actions = new Array();
  56322. /** Gets the cursor to use when hovering items */
  56323. this.hoverCursor = '';
  56324. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  56325. scene.actionManagers.push(this);
  56326. }
  56327. // Methods
  56328. /**
  56329. * Releases all associated resources
  56330. */
  56331. ActionManager.prototype.dispose = function () {
  56332. var index = this._scene.actionManagers.indexOf(this);
  56333. for (var i = 0; i < this.actions.length; i++) {
  56334. var action = this.actions[i];
  56335. ActionManager.Triggers[action.trigger]--;
  56336. if (ActionManager.Triggers[action.trigger] === 0) {
  56337. delete ActionManager.Triggers[action.trigger];
  56338. }
  56339. }
  56340. if (index > -1) {
  56341. this._scene.actionManagers.splice(index, 1);
  56342. }
  56343. };
  56344. /**
  56345. * Gets hosting scene
  56346. * @returns the hosting scene
  56347. */
  56348. ActionManager.prototype.getScene = function () {
  56349. return this._scene;
  56350. };
  56351. /**
  56352. * Does this action manager handles actions of any of the given triggers
  56353. * @param triggers defines the triggers to be tested
  56354. * @return a boolean indicating whether one (or more) of the triggers is handled
  56355. */
  56356. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  56357. for (var index = 0; index < this.actions.length; index++) {
  56358. var action = this.actions[index];
  56359. if (triggers.indexOf(action.trigger) > -1) {
  56360. return true;
  56361. }
  56362. }
  56363. return false;
  56364. };
  56365. /**
  56366. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  56367. * speed.
  56368. * @param triggerA defines the trigger to be tested
  56369. * @param triggerB defines the trigger to be tested
  56370. * @return a boolean indicating whether one (or more) of the triggers is handled
  56371. */
  56372. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  56373. for (var index = 0; index < this.actions.length; index++) {
  56374. var action = this.actions[index];
  56375. if (triggerA == action.trigger || triggerB == action.trigger) {
  56376. return true;
  56377. }
  56378. }
  56379. return false;
  56380. };
  56381. /**
  56382. * Does this action manager handles actions of a given trigger
  56383. * @param trigger defines the trigger to be tested
  56384. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  56385. * @return whether the trigger is handled
  56386. */
  56387. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  56388. for (var index = 0; index < this.actions.length; index++) {
  56389. var action = this.actions[index];
  56390. if (action.trigger === trigger) {
  56391. if (parameterPredicate) {
  56392. if (parameterPredicate(action.getTriggerParameter())) {
  56393. return true;
  56394. }
  56395. }
  56396. else {
  56397. return true;
  56398. }
  56399. }
  56400. }
  56401. return false;
  56402. };
  56403. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  56404. /**
  56405. * Does this action manager has pointer triggers
  56406. */
  56407. get: function () {
  56408. for (var index = 0; index < this.actions.length; index++) {
  56409. var action = this.actions[index];
  56410. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  56411. return true;
  56412. }
  56413. }
  56414. return false;
  56415. },
  56416. enumerable: true,
  56417. configurable: true
  56418. });
  56419. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  56420. /**
  56421. * Does this action manager has pick triggers
  56422. */
  56423. get: function () {
  56424. for (var index = 0; index < this.actions.length; index++) {
  56425. var action = this.actions[index];
  56426. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  56427. return true;
  56428. }
  56429. }
  56430. return false;
  56431. },
  56432. enumerable: true,
  56433. configurable: true
  56434. });
  56435. Object.defineProperty(ActionManager, "HasTriggers", {
  56436. /**
  56437. * Does exist one action manager with at least one trigger
  56438. **/
  56439. get: function () {
  56440. for (var t in ActionManager.Triggers) {
  56441. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56442. return true;
  56443. }
  56444. }
  56445. return false;
  56446. },
  56447. enumerable: true,
  56448. configurable: true
  56449. });
  56450. Object.defineProperty(ActionManager, "HasPickTriggers", {
  56451. /**
  56452. * Does exist one action manager with at least one pick trigger
  56453. **/
  56454. get: function () {
  56455. for (var t in ActionManager.Triggers) {
  56456. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56457. var t_int = parseInt(t);
  56458. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  56459. return true;
  56460. }
  56461. }
  56462. }
  56463. return false;
  56464. },
  56465. enumerable: true,
  56466. configurable: true
  56467. });
  56468. /**
  56469. * Does exist one action manager that handles actions of a given trigger
  56470. * @param trigger defines the trigger to be tested
  56471. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  56472. **/
  56473. ActionManager.HasSpecificTrigger = function (trigger) {
  56474. for (var t in ActionManager.Triggers) {
  56475. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56476. var t_int = parseInt(t);
  56477. if (t_int === trigger) {
  56478. return true;
  56479. }
  56480. }
  56481. }
  56482. return false;
  56483. };
  56484. /**
  56485. * Registers an action to this action manager
  56486. * @param action defines the action to be registered
  56487. * @return the action amended (prepared) after registration
  56488. */
  56489. ActionManager.prototype.registerAction = function (action) {
  56490. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  56491. if (this.getScene().actionManager !== this) {
  56492. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  56493. return null;
  56494. }
  56495. }
  56496. this.actions.push(action);
  56497. if (ActionManager.Triggers[action.trigger]) {
  56498. ActionManager.Triggers[action.trigger]++;
  56499. }
  56500. else {
  56501. ActionManager.Triggers[action.trigger] = 1;
  56502. }
  56503. action._actionManager = this;
  56504. action._prepare();
  56505. return action;
  56506. };
  56507. /**
  56508. * Unregisters an action to this action manager
  56509. * @param action defines the action to be unregistered
  56510. * @return a boolean indicating whether the action has been unregistered
  56511. */
  56512. ActionManager.prototype.unregisterAction = function (action) {
  56513. var index = this.actions.indexOf(action);
  56514. if (index !== -1) {
  56515. this.actions.splice(index, 1);
  56516. ActionManager.Triggers[action.trigger] -= 1;
  56517. if (ActionManager.Triggers[action.trigger] === 0) {
  56518. delete ActionManager.Triggers[action.trigger];
  56519. }
  56520. delete action._actionManager;
  56521. return true;
  56522. }
  56523. return false;
  56524. };
  56525. /**
  56526. * Process a specific trigger
  56527. * @param trigger defines the trigger to process
  56528. * @param evt defines the event details to be processed
  56529. */
  56530. ActionManager.prototype.processTrigger = function (trigger, evt) {
  56531. for (var index = 0; index < this.actions.length; index++) {
  56532. var action = this.actions[index];
  56533. if (action.trigger === trigger) {
  56534. if (evt) {
  56535. if (trigger === ActionManager.OnKeyUpTrigger
  56536. || trigger === ActionManager.OnKeyDownTrigger) {
  56537. var parameter = action.getTriggerParameter();
  56538. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  56539. if (!parameter.toLowerCase) {
  56540. continue;
  56541. }
  56542. var lowerCase = parameter.toLowerCase();
  56543. if (lowerCase !== evt.sourceEvent.key) {
  56544. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  56545. var actualkey = String.fromCharCode(unicode).toLowerCase();
  56546. if (actualkey !== lowerCase) {
  56547. continue;
  56548. }
  56549. }
  56550. }
  56551. }
  56552. }
  56553. action._executeCurrent(evt);
  56554. }
  56555. }
  56556. };
  56557. /** @hidden */
  56558. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  56559. var properties = propertyPath.split(".");
  56560. for (var index = 0; index < properties.length - 1; index++) {
  56561. target = target[properties[index]];
  56562. }
  56563. return target;
  56564. };
  56565. /** @hidden */
  56566. ActionManager.prototype._getProperty = function (propertyPath) {
  56567. var properties = propertyPath.split(".");
  56568. return properties[properties.length - 1];
  56569. };
  56570. /**
  56571. * Serialize this manager to a JSON object
  56572. * @param name defines the property name to store this manager
  56573. * @returns a JSON representation of this manager
  56574. */
  56575. ActionManager.prototype.serialize = function (name) {
  56576. var root = {
  56577. children: new Array(),
  56578. name: name,
  56579. type: 3,
  56580. properties: new Array() // Empty for root but required
  56581. };
  56582. for (var i = 0; i < this.actions.length; i++) {
  56583. var triggerObject = {
  56584. type: 0,
  56585. children: new Array(),
  56586. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  56587. properties: new Array()
  56588. };
  56589. var triggerOptions = this.actions[i].triggerOptions;
  56590. if (triggerOptions && typeof triggerOptions !== "number") {
  56591. if (triggerOptions.parameter instanceof BABYLON.Node) {
  56592. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  56593. }
  56594. else {
  56595. var parameter = {};
  56596. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  56597. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  56598. parameter._meshId = triggerOptions.parameter.mesh.id;
  56599. }
  56600. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  56601. }
  56602. }
  56603. // Serialize child action, recursively
  56604. this.actions[i].serialize(triggerObject);
  56605. // Add serialized trigger
  56606. root.children.push(triggerObject);
  56607. }
  56608. return root;
  56609. };
  56610. /**
  56611. * Creates a new ActionManager from a JSON data
  56612. * @param parsedActions defines the JSON data to read from
  56613. * @param object defines the hosting mesh
  56614. * @param scene defines the hosting scene
  56615. */
  56616. ActionManager.Parse = function (parsedActions, object, scene) {
  56617. var actionManager = new ActionManager(scene);
  56618. if (object === null) {
  56619. scene.actionManager = actionManager;
  56620. }
  56621. else {
  56622. object.actionManager = actionManager;
  56623. }
  56624. // instanciate a new object
  56625. var instanciate = function (name, params) {
  56626. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  56627. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  56628. newInstance.constructor.apply(newInstance, params);
  56629. return newInstance;
  56630. };
  56631. var parseParameter = function (name, value, target, propertyPath) {
  56632. if (propertyPath === null) {
  56633. // String, boolean or float
  56634. var floatValue = parseFloat(value);
  56635. if (value === "true" || value === "false") {
  56636. return value === "true";
  56637. }
  56638. else {
  56639. return isNaN(floatValue) ? value : floatValue;
  56640. }
  56641. }
  56642. var effectiveTarget = propertyPath.split(".");
  56643. var values = value.split(",");
  56644. // Get effective Target
  56645. for (var i = 0; i < effectiveTarget.length; i++) {
  56646. target = target[effectiveTarget[i]];
  56647. }
  56648. // Return appropriate value with its type
  56649. if (typeof (target) === "boolean") {
  56650. return values[0] === "true";
  56651. }
  56652. if (typeof (target) === "string") {
  56653. return values[0];
  56654. }
  56655. // Parameters with multiple values such as Vector3 etc.
  56656. var split = new Array();
  56657. for (var i = 0; i < values.length; i++) {
  56658. split.push(parseFloat(values[i]));
  56659. }
  56660. if (target instanceof BABYLON.Vector3) {
  56661. return BABYLON.Vector3.FromArray(split);
  56662. }
  56663. if (target instanceof BABYLON.Vector4) {
  56664. return BABYLON.Vector4.FromArray(split);
  56665. }
  56666. if (target instanceof BABYLON.Color3) {
  56667. return BABYLON.Color3.FromArray(split);
  56668. }
  56669. if (target instanceof BABYLON.Color4) {
  56670. return BABYLON.Color4.FromArray(split);
  56671. }
  56672. return parseFloat(values[0]);
  56673. };
  56674. // traverse graph per trigger
  56675. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  56676. if (combineArray === void 0) { combineArray = null; }
  56677. if (parsedAction.detached) {
  56678. return;
  56679. }
  56680. var parameters = new Array();
  56681. var target = null;
  56682. var propertyPath = null;
  56683. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  56684. // Parameters
  56685. if (parsedAction.type === 2) {
  56686. parameters.push(actionManager);
  56687. }
  56688. else {
  56689. parameters.push(trigger);
  56690. }
  56691. if (combine) {
  56692. var actions = new Array();
  56693. for (var j = 0; j < parsedAction.combine.length; j++) {
  56694. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  56695. }
  56696. parameters.push(actions);
  56697. }
  56698. else {
  56699. for (var i = 0; i < parsedAction.properties.length; i++) {
  56700. var value = parsedAction.properties[i].value;
  56701. var name = parsedAction.properties[i].name;
  56702. var targetType = parsedAction.properties[i].targetType;
  56703. if (name === "target") {
  56704. if (targetType !== null && targetType === "SceneProperties") {
  56705. value = target = scene;
  56706. }
  56707. else {
  56708. value = target = scene.getNodeByName(value);
  56709. }
  56710. }
  56711. else if (name === "parent") {
  56712. value = scene.getNodeByName(value);
  56713. }
  56714. else if (name === "sound") {
  56715. // Can not externalize to component, so only checks for the presence off the API.
  56716. if (scene.getSoundByName) {
  56717. value = scene.getSoundByName(value);
  56718. }
  56719. }
  56720. else if (name !== "propertyPath") {
  56721. if (parsedAction.type === 2 && name === "operator") {
  56722. value = BABYLON.ValueCondition[value];
  56723. }
  56724. else {
  56725. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  56726. }
  56727. }
  56728. else {
  56729. propertyPath = value;
  56730. }
  56731. parameters.push(value);
  56732. }
  56733. }
  56734. if (combineArray === null) {
  56735. parameters.push(condition);
  56736. }
  56737. else {
  56738. parameters.push(null);
  56739. }
  56740. // If interpolate value action
  56741. if (parsedAction.name === "InterpolateValueAction") {
  56742. var param = parameters[parameters.length - 2];
  56743. parameters[parameters.length - 1] = param;
  56744. parameters[parameters.length - 2] = condition;
  56745. }
  56746. // Action or condition(s) and not CombineAction
  56747. var newAction = instanciate(parsedAction.name, parameters);
  56748. if (newAction instanceof BABYLON.Condition && condition !== null) {
  56749. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  56750. if (action) {
  56751. action.then(nothing);
  56752. }
  56753. else {
  56754. actionManager.registerAction(nothing);
  56755. }
  56756. action = nothing;
  56757. }
  56758. if (combineArray === null) {
  56759. if (newAction instanceof BABYLON.Condition) {
  56760. condition = newAction;
  56761. newAction = action;
  56762. }
  56763. else {
  56764. condition = null;
  56765. if (action) {
  56766. action.then(newAction);
  56767. }
  56768. else {
  56769. actionManager.registerAction(newAction);
  56770. }
  56771. }
  56772. }
  56773. else {
  56774. combineArray.push(newAction);
  56775. }
  56776. for (var i = 0; i < parsedAction.children.length; i++) {
  56777. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  56778. }
  56779. };
  56780. // triggers
  56781. for (var i = 0; i < parsedActions.children.length; i++) {
  56782. var triggerParams;
  56783. var trigger = parsedActions.children[i];
  56784. if (trigger.properties.length > 0) {
  56785. var param = trigger.properties[0].value;
  56786. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  56787. if (value._meshId) {
  56788. value.mesh = scene.getMeshByID(value._meshId);
  56789. }
  56790. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  56791. }
  56792. else {
  56793. triggerParams = ActionManager[trigger.name];
  56794. }
  56795. for (var j = 0; j < trigger.children.length; j++) {
  56796. if (!trigger.detached) {
  56797. traverse(trigger.children[j], triggerParams, null, null);
  56798. }
  56799. }
  56800. }
  56801. };
  56802. /**
  56803. * Get a trigger name by index
  56804. * @param trigger defines the trigger index
  56805. * @returns a trigger name
  56806. */
  56807. ActionManager.GetTriggerName = function (trigger) {
  56808. switch (trigger) {
  56809. case 0: return "NothingTrigger";
  56810. case 1: return "OnPickTrigger";
  56811. case 2: return "OnLeftPickTrigger";
  56812. case 3: return "OnRightPickTrigger";
  56813. case 4: return "OnCenterPickTrigger";
  56814. case 5: return "OnPickDownTrigger";
  56815. case 6: return "OnPickUpTrigger";
  56816. case 7: return "OnLongPressTrigger";
  56817. case 8: return "OnPointerOverTrigger";
  56818. case 9: return "OnPointerOutTrigger";
  56819. case 10: return "OnEveryFrameTrigger";
  56820. case 11: return "OnIntersectionEnterTrigger";
  56821. case 12: return "OnIntersectionExitTrigger";
  56822. case 13: return "OnKeyDownTrigger";
  56823. case 14: return "OnKeyUpTrigger";
  56824. case 15: return "OnPickOutTrigger";
  56825. default: return "";
  56826. }
  56827. };
  56828. /**
  56829. * Nothing
  56830. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56831. */
  56832. ActionManager.NothingTrigger = 0;
  56833. /**
  56834. * On pick
  56835. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56836. */
  56837. ActionManager.OnPickTrigger = 1;
  56838. /**
  56839. * On left pick
  56840. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56841. */
  56842. ActionManager.OnLeftPickTrigger = 2;
  56843. /**
  56844. * On right pick
  56845. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56846. */
  56847. ActionManager.OnRightPickTrigger = 3;
  56848. /**
  56849. * On center pick
  56850. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56851. */
  56852. ActionManager.OnCenterPickTrigger = 4;
  56853. /**
  56854. * On pick down
  56855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56856. */
  56857. ActionManager.OnPickDownTrigger = 5;
  56858. /**
  56859. * On double pick
  56860. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56861. */
  56862. ActionManager.OnDoublePickTrigger = 6;
  56863. /**
  56864. * On pick up
  56865. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56866. */
  56867. ActionManager.OnPickUpTrigger = 7;
  56868. /**
  56869. * On pick out.
  56870. * This trigger will only be raised if you also declared a OnPickDown
  56871. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56872. */
  56873. ActionManager.OnPickOutTrigger = 16;
  56874. /**
  56875. * On long press
  56876. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56877. */
  56878. ActionManager.OnLongPressTrigger = 8;
  56879. /**
  56880. * On pointer over
  56881. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56882. */
  56883. ActionManager.OnPointerOverTrigger = 9;
  56884. /**
  56885. * On pointer out
  56886. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56887. */
  56888. ActionManager.OnPointerOutTrigger = 10;
  56889. /**
  56890. * On every frame
  56891. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56892. */
  56893. ActionManager.OnEveryFrameTrigger = 11;
  56894. /**
  56895. * On intersection enter
  56896. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56897. */
  56898. ActionManager.OnIntersectionEnterTrigger = 12;
  56899. /**
  56900. * On intersection exit
  56901. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56902. */
  56903. ActionManager.OnIntersectionExitTrigger = 13;
  56904. /**
  56905. * On key down
  56906. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56907. */
  56908. ActionManager.OnKeyDownTrigger = 14;
  56909. /**
  56910. * On key up
  56911. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56912. */
  56913. ActionManager.OnKeyUpTrigger = 15;
  56914. /** Gets the list of active triggers */
  56915. ActionManager.Triggers = {};
  56916. return ActionManager;
  56917. }());
  56918. BABYLON.ActionManager = ActionManager;
  56919. })(BABYLON || (BABYLON = {}));
  56920. //# sourceMappingURL=babylon.actionManager.js.map
  56921. var BABYLON;
  56922. (function (BABYLON) {
  56923. /**
  56924. * This defines an action responsible to change the value of a property
  56925. * by interpolating between its current value and the newly set one once triggered.
  56926. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56927. */
  56928. var InterpolateValueAction = /** @class */ (function (_super) {
  56929. __extends(InterpolateValueAction, _super);
  56930. /**
  56931. * Instantiate the action
  56932. * @param triggerOptions defines the trigger options
  56933. * @param target defines the object containing the value to interpolate
  56934. * @param propertyPath defines the path to the property in the target object
  56935. * @param value defines the target value at the end of the interpolation
  56936. * @param duration deines the time it will take for the property to interpolate to the value.
  56937. * @param condition defines the trigger related conditions
  56938. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  56939. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  56940. */
  56941. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  56942. if (duration === void 0) { duration = 1000; }
  56943. var _this = _super.call(this, triggerOptions, condition) || this;
  56944. /**
  56945. * Defines the time it will take for the property to interpolate to the value.
  56946. */
  56947. _this.duration = 1000;
  56948. /**
  56949. * Observable triggered once the interpolation animation has been done.
  56950. */
  56951. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  56952. _this.propertyPath = propertyPath;
  56953. _this.value = value;
  56954. _this.duration = duration;
  56955. _this.stopOtherAnimations = stopOtherAnimations;
  56956. _this.onInterpolationDone = onInterpolationDone;
  56957. _this._target = _this._effectiveTarget = target;
  56958. return _this;
  56959. }
  56960. /** @hidden */
  56961. InterpolateValueAction.prototype._prepare = function () {
  56962. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  56963. this._property = this._getProperty(this.propertyPath);
  56964. };
  56965. /**
  56966. * Execute the action starts the value interpolation.
  56967. */
  56968. InterpolateValueAction.prototype.execute = function () {
  56969. var _this = this;
  56970. var scene = this._actionManager.getScene();
  56971. var keys = [
  56972. {
  56973. frame: 0,
  56974. value: this._effectiveTarget[this._property]
  56975. }, {
  56976. frame: 100,
  56977. value: this.value
  56978. }
  56979. ];
  56980. var dataType;
  56981. if (typeof this.value === "number") {
  56982. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  56983. }
  56984. else if (this.value instanceof BABYLON.Color3) {
  56985. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  56986. }
  56987. else if (this.value instanceof BABYLON.Vector3) {
  56988. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  56989. }
  56990. else if (this.value instanceof BABYLON.Matrix) {
  56991. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  56992. }
  56993. else if (this.value instanceof BABYLON.Quaternion) {
  56994. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  56995. }
  56996. else {
  56997. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  56998. return;
  56999. }
  57000. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57001. animation.setKeys(keys);
  57002. if (this.stopOtherAnimations) {
  57003. scene.stopAnimation(this._effectiveTarget);
  57004. }
  57005. var wrapper = function () {
  57006. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57007. if (_this.onInterpolationDone) {
  57008. _this.onInterpolationDone();
  57009. }
  57010. };
  57011. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57012. };
  57013. /**
  57014. * Serializes the actions and its related information.
  57015. * @param parent defines the object to serialize in
  57016. * @returns the serialized object
  57017. */
  57018. InterpolateValueAction.prototype.serialize = function (parent) {
  57019. return _super.prototype._serialize.call(this, {
  57020. name: "InterpolateValueAction",
  57021. properties: [
  57022. BABYLON.Action._GetTargetProperty(this._target),
  57023. { name: "propertyPath", value: this.propertyPath },
  57024. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57025. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57026. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57027. ]
  57028. }, parent);
  57029. };
  57030. return InterpolateValueAction;
  57031. }(BABYLON.Action));
  57032. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57033. })(BABYLON || (BABYLON = {}));
  57034. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57035. var BABYLON;
  57036. (function (BABYLON) {
  57037. /**
  57038. * This defines an action responsible to toggle a boolean once triggered.
  57039. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57040. */
  57041. var SwitchBooleanAction = /** @class */ (function (_super) {
  57042. __extends(SwitchBooleanAction, _super);
  57043. /**
  57044. * Instantiate the action
  57045. * @param triggerOptions defines the trigger options
  57046. * @param target defines the object containing the boolean
  57047. * @param propertyPath defines the path to the boolean property in the target object
  57048. * @param condition defines the trigger related conditions
  57049. */
  57050. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57051. var _this = _super.call(this, triggerOptions, condition) || this;
  57052. _this.propertyPath = propertyPath;
  57053. _this._target = _this._effectiveTarget = target;
  57054. return _this;
  57055. }
  57056. /** @hidden */
  57057. SwitchBooleanAction.prototype._prepare = function () {
  57058. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57059. this._property = this._getProperty(this.propertyPath);
  57060. };
  57061. /**
  57062. * Execute the action toggle the boolean value.
  57063. */
  57064. SwitchBooleanAction.prototype.execute = function () {
  57065. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57066. };
  57067. /**
  57068. * Serializes the actions and its related information.
  57069. * @param parent defines the object to serialize in
  57070. * @returns the serialized object
  57071. */
  57072. SwitchBooleanAction.prototype.serialize = function (parent) {
  57073. return _super.prototype._serialize.call(this, {
  57074. name: "SwitchBooleanAction",
  57075. properties: [
  57076. BABYLON.Action._GetTargetProperty(this._target),
  57077. { name: "propertyPath", value: this.propertyPath }
  57078. ]
  57079. }, parent);
  57080. };
  57081. return SwitchBooleanAction;
  57082. }(BABYLON.Action));
  57083. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57084. /**
  57085. * This defines an action responsible to set a the state field of the target
  57086. * to a desired value once triggered.
  57087. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57088. */
  57089. var SetStateAction = /** @class */ (function (_super) {
  57090. __extends(SetStateAction, _super);
  57091. /**
  57092. * Instantiate the action
  57093. * @param triggerOptions defines the trigger options
  57094. * @param target defines the object containing the state property
  57095. * @param value defines the value to store in the state field
  57096. * @param condition defines the trigger related conditions
  57097. */
  57098. function SetStateAction(triggerOptions, target, value, condition) {
  57099. var _this = _super.call(this, triggerOptions, condition) || this;
  57100. _this.value = value;
  57101. _this._target = target;
  57102. return _this;
  57103. }
  57104. /**
  57105. * Execute the action and store the value on the target state property.
  57106. */
  57107. SetStateAction.prototype.execute = function () {
  57108. this._target.state = this.value;
  57109. };
  57110. /**
  57111. * Serializes the actions and its related information.
  57112. * @param parent defines the object to serialize in
  57113. * @returns the serialized object
  57114. */
  57115. SetStateAction.prototype.serialize = function (parent) {
  57116. return _super.prototype._serialize.call(this, {
  57117. name: "SetStateAction",
  57118. properties: [
  57119. BABYLON.Action._GetTargetProperty(this._target),
  57120. { name: "value", value: this.value }
  57121. ]
  57122. }, parent);
  57123. };
  57124. return SetStateAction;
  57125. }(BABYLON.Action));
  57126. BABYLON.SetStateAction = SetStateAction;
  57127. /**
  57128. * This defines an action responsible to set a property of the target
  57129. * to a desired value once triggered.
  57130. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57131. */
  57132. var SetValueAction = /** @class */ (function (_super) {
  57133. __extends(SetValueAction, _super);
  57134. /**
  57135. * Instantiate the action
  57136. * @param triggerOptions defines the trigger options
  57137. * @param target defines the object containing the property
  57138. * @param propertyPath defines the path of the property to set in the target
  57139. * @param value defines the value to set in the property
  57140. * @param condition defines the trigger related conditions
  57141. */
  57142. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57143. var _this = _super.call(this, triggerOptions, condition) || this;
  57144. _this.propertyPath = propertyPath;
  57145. _this.value = value;
  57146. _this._target = _this._effectiveTarget = target;
  57147. return _this;
  57148. }
  57149. /** @hidden */
  57150. SetValueAction.prototype._prepare = function () {
  57151. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57152. this._property = this._getProperty(this.propertyPath);
  57153. };
  57154. /**
  57155. * Execute the action and set the targetted property to the desired value.
  57156. */
  57157. SetValueAction.prototype.execute = function () {
  57158. this._effectiveTarget[this._property] = this.value;
  57159. if (this._target.markAsDirty) {
  57160. this._target.markAsDirty(this._property);
  57161. }
  57162. };
  57163. /**
  57164. * Serializes the actions and its related information.
  57165. * @param parent defines the object to serialize in
  57166. * @returns the serialized object
  57167. */
  57168. SetValueAction.prototype.serialize = function (parent) {
  57169. return _super.prototype._serialize.call(this, {
  57170. name: "SetValueAction",
  57171. properties: [
  57172. BABYLON.Action._GetTargetProperty(this._target),
  57173. { name: "propertyPath", value: this.propertyPath },
  57174. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57175. ]
  57176. }, parent);
  57177. };
  57178. return SetValueAction;
  57179. }(BABYLON.Action));
  57180. BABYLON.SetValueAction = SetValueAction;
  57181. /**
  57182. * This defines an action responsible to increment the target value
  57183. * to a desired value once triggered.
  57184. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57185. */
  57186. var IncrementValueAction = /** @class */ (function (_super) {
  57187. __extends(IncrementValueAction, _super);
  57188. /**
  57189. * Instantiate the action
  57190. * @param triggerOptions defines the trigger options
  57191. * @param target defines the object containing the property
  57192. * @param propertyPath defines the path of the property to increment in the target
  57193. * @param value defines the value value we should increment the property by
  57194. * @param condition defines the trigger related conditions
  57195. */
  57196. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57197. var _this = _super.call(this, triggerOptions, condition) || this;
  57198. _this.propertyPath = propertyPath;
  57199. _this.value = value;
  57200. _this._target = _this._effectiveTarget = target;
  57201. return _this;
  57202. }
  57203. /** @hidden */
  57204. IncrementValueAction.prototype._prepare = function () {
  57205. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57206. this._property = this._getProperty(this.propertyPath);
  57207. if (typeof this._effectiveTarget[this._property] !== "number") {
  57208. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57209. }
  57210. };
  57211. /**
  57212. * Execute the action and increment the target of the value amount.
  57213. */
  57214. IncrementValueAction.prototype.execute = function () {
  57215. this._effectiveTarget[this._property] += this.value;
  57216. if (this._target.markAsDirty) {
  57217. this._target.markAsDirty(this._property);
  57218. }
  57219. };
  57220. /**
  57221. * Serializes the actions and its related information.
  57222. * @param parent defines the object to serialize in
  57223. * @returns the serialized object
  57224. */
  57225. IncrementValueAction.prototype.serialize = function (parent) {
  57226. return _super.prototype._serialize.call(this, {
  57227. name: "IncrementValueAction",
  57228. properties: [
  57229. BABYLON.Action._GetTargetProperty(this._target),
  57230. { name: "propertyPath", value: this.propertyPath },
  57231. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57232. ]
  57233. }, parent);
  57234. };
  57235. return IncrementValueAction;
  57236. }(BABYLON.Action));
  57237. BABYLON.IncrementValueAction = IncrementValueAction;
  57238. /**
  57239. * This defines an action responsible to start an animation once triggered.
  57240. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57241. */
  57242. var PlayAnimationAction = /** @class */ (function (_super) {
  57243. __extends(PlayAnimationAction, _super);
  57244. /**
  57245. * Instantiate the action
  57246. * @param triggerOptions defines the trigger options
  57247. * @param target defines the target animation or animation name
  57248. * @param from defines from where the animation should start (animation frame)
  57249. * @param end defines where the animation should stop (animation frame)
  57250. * @param loop defines if the animation should loop or stop after the first play
  57251. * @param condition defines the trigger related conditions
  57252. */
  57253. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57254. var _this = _super.call(this, triggerOptions, condition) || this;
  57255. _this.from = from;
  57256. _this.to = to;
  57257. _this.loop = loop;
  57258. _this._target = target;
  57259. return _this;
  57260. }
  57261. /** @hidden */
  57262. PlayAnimationAction.prototype._prepare = function () {
  57263. };
  57264. /**
  57265. * Execute the action and play the animation.
  57266. */
  57267. PlayAnimationAction.prototype.execute = function () {
  57268. var scene = this._actionManager.getScene();
  57269. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57270. };
  57271. /**
  57272. * Serializes the actions and its related information.
  57273. * @param parent defines the object to serialize in
  57274. * @returns the serialized object
  57275. */
  57276. PlayAnimationAction.prototype.serialize = function (parent) {
  57277. return _super.prototype._serialize.call(this, {
  57278. name: "PlayAnimationAction",
  57279. properties: [
  57280. BABYLON.Action._GetTargetProperty(this._target),
  57281. { name: "from", value: String(this.from) },
  57282. { name: "to", value: String(this.to) },
  57283. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57284. ]
  57285. }, parent);
  57286. };
  57287. return PlayAnimationAction;
  57288. }(BABYLON.Action));
  57289. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57290. /**
  57291. * This defines an action responsible to stop an animation once triggered.
  57292. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57293. */
  57294. var StopAnimationAction = /** @class */ (function (_super) {
  57295. __extends(StopAnimationAction, _super);
  57296. /**
  57297. * Instantiate the action
  57298. * @param triggerOptions defines the trigger options
  57299. * @param target defines the target animation or animation name
  57300. * @param condition defines the trigger related conditions
  57301. */
  57302. function StopAnimationAction(triggerOptions, target, condition) {
  57303. var _this = _super.call(this, triggerOptions, condition) || this;
  57304. _this._target = target;
  57305. return _this;
  57306. }
  57307. /** @hidden */
  57308. StopAnimationAction.prototype._prepare = function () {
  57309. };
  57310. /**
  57311. * Execute the action and stop the animation.
  57312. */
  57313. StopAnimationAction.prototype.execute = function () {
  57314. var scene = this._actionManager.getScene();
  57315. scene.stopAnimation(this._target);
  57316. };
  57317. /**
  57318. * Serializes the actions and its related information.
  57319. * @param parent defines the object to serialize in
  57320. * @returns the serialized object
  57321. */
  57322. StopAnimationAction.prototype.serialize = function (parent) {
  57323. return _super.prototype._serialize.call(this, {
  57324. name: "StopAnimationAction",
  57325. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  57326. }, parent);
  57327. };
  57328. return StopAnimationAction;
  57329. }(BABYLON.Action));
  57330. BABYLON.StopAnimationAction = StopAnimationAction;
  57331. /**
  57332. * This defines an action responsible that does nothing once triggered.
  57333. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57334. */
  57335. var DoNothingAction = /** @class */ (function (_super) {
  57336. __extends(DoNothingAction, _super);
  57337. /**
  57338. * Instantiate the action
  57339. * @param triggerOptions defines the trigger options
  57340. * @param condition defines the trigger related conditions
  57341. */
  57342. function DoNothingAction(triggerOptions, condition) {
  57343. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  57344. return _super.call(this, triggerOptions, condition) || this;
  57345. }
  57346. /**
  57347. * Execute the action and do nothing.
  57348. */
  57349. DoNothingAction.prototype.execute = function () {
  57350. };
  57351. /**
  57352. * Serializes the actions and its related information.
  57353. * @param parent defines the object to serialize in
  57354. * @returns the serialized object
  57355. */
  57356. DoNothingAction.prototype.serialize = function (parent) {
  57357. return _super.prototype._serialize.call(this, {
  57358. name: "DoNothingAction",
  57359. properties: []
  57360. }, parent);
  57361. };
  57362. return DoNothingAction;
  57363. }(BABYLON.Action));
  57364. BABYLON.DoNothingAction = DoNothingAction;
  57365. /**
  57366. * This defines an action responsible to trigger several actions once triggered.
  57367. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57368. */
  57369. var CombineAction = /** @class */ (function (_super) {
  57370. __extends(CombineAction, _super);
  57371. /**
  57372. * Instantiate the action
  57373. * @param triggerOptions defines the trigger options
  57374. * @param children defines the list of aggregated animations to run
  57375. * @param condition defines the trigger related conditions
  57376. */
  57377. function CombineAction(triggerOptions, children, condition) {
  57378. var _this = _super.call(this, triggerOptions, condition) || this;
  57379. _this.children = children;
  57380. return _this;
  57381. }
  57382. /** @hidden */
  57383. CombineAction.prototype._prepare = function () {
  57384. for (var index = 0; index < this.children.length; index++) {
  57385. this.children[index]._actionManager = this._actionManager;
  57386. this.children[index]._prepare();
  57387. }
  57388. };
  57389. /**
  57390. * Execute the action and executes all the aggregated actions.
  57391. */
  57392. CombineAction.prototype.execute = function (evt) {
  57393. for (var index = 0; index < this.children.length; index++) {
  57394. this.children[index].execute(evt);
  57395. }
  57396. };
  57397. /**
  57398. * Serializes the actions and its related information.
  57399. * @param parent defines the object to serialize in
  57400. * @returns the serialized object
  57401. */
  57402. CombineAction.prototype.serialize = function (parent) {
  57403. var serializationObject = _super.prototype._serialize.call(this, {
  57404. name: "CombineAction",
  57405. properties: [],
  57406. combine: []
  57407. }, parent);
  57408. for (var i = 0; i < this.children.length; i++) {
  57409. serializationObject.combine.push(this.children[i].serialize(null));
  57410. }
  57411. return serializationObject;
  57412. };
  57413. return CombineAction;
  57414. }(BABYLON.Action));
  57415. BABYLON.CombineAction = CombineAction;
  57416. /**
  57417. * This defines an action responsible to run code (external event) once triggered.
  57418. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57419. */
  57420. var ExecuteCodeAction = /** @class */ (function (_super) {
  57421. __extends(ExecuteCodeAction, _super);
  57422. /**
  57423. * Instantiate the action
  57424. * @param triggerOptions defines the trigger options
  57425. * @param func defines the callback function to run
  57426. * @param condition defines the trigger related conditions
  57427. */
  57428. function ExecuteCodeAction(triggerOptions, func, condition) {
  57429. var _this = _super.call(this, triggerOptions, condition) || this;
  57430. _this.func = func;
  57431. return _this;
  57432. }
  57433. /**
  57434. * Execute the action and run the attached code.
  57435. */
  57436. ExecuteCodeAction.prototype.execute = function (evt) {
  57437. this.func(evt);
  57438. };
  57439. return ExecuteCodeAction;
  57440. }(BABYLON.Action));
  57441. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  57442. /**
  57443. * This defines an action responsible to set the parent property of the target once triggered.
  57444. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57445. */
  57446. var SetParentAction = /** @class */ (function (_super) {
  57447. __extends(SetParentAction, _super);
  57448. /**
  57449. * Instantiate the action
  57450. * @param triggerOptions defines the trigger options
  57451. * @param target defines the target containing the parent property
  57452. * @param parent defines from where the animation should start (animation frame)
  57453. * @param condition defines the trigger related conditions
  57454. */
  57455. function SetParentAction(triggerOptions, target, parent, condition) {
  57456. var _this = _super.call(this, triggerOptions, condition) || this;
  57457. _this._target = target;
  57458. _this._parent = parent;
  57459. return _this;
  57460. }
  57461. /** @hidden */
  57462. SetParentAction.prototype._prepare = function () {
  57463. };
  57464. /**
  57465. * Execute the action and set the parent property.
  57466. */
  57467. SetParentAction.prototype.execute = function () {
  57468. if (this._target.parent === this._parent) {
  57469. return;
  57470. }
  57471. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  57472. invertParentWorldMatrix.invert();
  57473. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  57474. this._target.parent = this._parent;
  57475. };
  57476. /**
  57477. * Serializes the actions and its related information.
  57478. * @param parent defines the object to serialize in
  57479. * @returns the serialized object
  57480. */
  57481. SetParentAction.prototype.serialize = function (parent) {
  57482. return _super.prototype._serialize.call(this, {
  57483. name: "SetParentAction",
  57484. properties: [
  57485. BABYLON.Action._GetTargetProperty(this._target),
  57486. BABYLON.Action._GetTargetProperty(this._parent),
  57487. ]
  57488. }, parent);
  57489. };
  57490. return SetParentAction;
  57491. }(BABYLON.Action));
  57492. BABYLON.SetParentAction = SetParentAction;
  57493. })(BABYLON || (BABYLON = {}));
  57494. //# sourceMappingURL=babylon.directActions.js.map
  57495. var BABYLON;
  57496. (function (BABYLON) {
  57497. /**
  57498. * Class used to manage multiple sprites on the same spritesheet
  57499. * @see http://doc.babylonjs.com/babylon101/sprites
  57500. */
  57501. var SpriteManager = /** @class */ (function () {
  57502. /**
  57503. * Creates a new sprite manager
  57504. * @param name defines the manager's name
  57505. * @param imgUrl defines the sprite sheet url
  57506. * @param capacity defines the maximum allowed number of sprites
  57507. * @param cellSize defines the size of a sprite cell
  57508. * @param scene defines the hosting scene
  57509. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  57510. * @param samplingMode defines the smapling mode to use with spritesheet
  57511. */
  57512. function SpriteManager(
  57513. /** defines the manager's name */
  57514. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  57515. if (epsilon === void 0) { epsilon = 0.01; }
  57516. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  57517. this.name = name;
  57518. /** Gets the list of sprites */
  57519. this.sprites = new Array();
  57520. /** Gets or sets the rendering group id (0 by default) */
  57521. this.renderingGroupId = 0;
  57522. /** Gets or sets camera layer mask */
  57523. this.layerMask = 0x0FFFFFFF;
  57524. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  57525. this.fogEnabled = true;
  57526. /** Gets or sets a boolean indicating if the sprites are pickable */
  57527. this.isPickable = false;
  57528. /**
  57529. * An event triggered when the manager is disposed.
  57530. */
  57531. this.onDisposeObservable = new BABYLON.Observable();
  57532. this._vertexBuffers = {};
  57533. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  57534. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  57535. }
  57536. this._capacity = capacity;
  57537. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  57538. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57539. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57540. if (cellSize.width && cellSize.height) {
  57541. this.cellWidth = cellSize.width;
  57542. this.cellHeight = cellSize.height;
  57543. }
  57544. else if (cellSize !== undefined) {
  57545. this.cellWidth = cellSize;
  57546. this.cellHeight = cellSize;
  57547. }
  57548. else {
  57549. return;
  57550. }
  57551. this._epsilon = epsilon;
  57552. this._scene = scene;
  57553. this._scene.spriteManagers.push(this);
  57554. var indices = [];
  57555. var index = 0;
  57556. for (var count = 0; count < capacity; count++) {
  57557. indices.push(index);
  57558. indices.push(index + 1);
  57559. indices.push(index + 2);
  57560. indices.push(index);
  57561. indices.push(index + 2);
  57562. indices.push(index + 3);
  57563. index += 4;
  57564. }
  57565. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  57566. // VBO
  57567. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  57568. this._vertexData = new Float32Array(capacity * 16 * 4);
  57569. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  57570. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  57571. var options = this._buffer.createVertexBuffer("options", 4, 4);
  57572. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  57573. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  57574. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  57575. this._vertexBuffers["options"] = options;
  57576. this._vertexBuffers["cellInfo"] = cellInfo;
  57577. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  57578. // Effects
  57579. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  57580. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  57581. }
  57582. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  57583. /**
  57584. * Callback called when the manager is disposed
  57585. */
  57586. set: function (callback) {
  57587. if (this._onDisposeObserver) {
  57588. this.onDisposeObservable.remove(this._onDisposeObserver);
  57589. }
  57590. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  57591. },
  57592. enumerable: true,
  57593. configurable: true
  57594. });
  57595. Object.defineProperty(SpriteManager.prototype, "texture", {
  57596. /**
  57597. * Gets or sets the spritesheet texture
  57598. */
  57599. get: function () {
  57600. return this._spriteTexture;
  57601. },
  57602. set: function (value) {
  57603. this._spriteTexture = value;
  57604. },
  57605. enumerable: true,
  57606. configurable: true
  57607. });
  57608. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  57609. var arrayOffset = index * 16;
  57610. if (offsetX === 0) {
  57611. offsetX = this._epsilon;
  57612. }
  57613. else if (offsetX === 1) {
  57614. offsetX = 1 - this._epsilon;
  57615. }
  57616. if (offsetY === 0) {
  57617. offsetY = this._epsilon;
  57618. }
  57619. else if (offsetY === 1) {
  57620. offsetY = 1 - this._epsilon;
  57621. }
  57622. this._vertexData[arrayOffset] = sprite.position.x;
  57623. this._vertexData[arrayOffset + 1] = sprite.position.y;
  57624. this._vertexData[arrayOffset + 2] = sprite.position.z;
  57625. this._vertexData[arrayOffset + 3] = sprite.angle;
  57626. this._vertexData[arrayOffset + 4] = sprite.width;
  57627. this._vertexData[arrayOffset + 5] = sprite.height;
  57628. this._vertexData[arrayOffset + 6] = offsetX;
  57629. this._vertexData[arrayOffset + 7] = offsetY;
  57630. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  57631. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  57632. var offset = (sprite.cellIndex / rowSize) >> 0;
  57633. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  57634. this._vertexData[arrayOffset + 11] = offset;
  57635. // Color
  57636. this._vertexData[arrayOffset + 12] = sprite.color.r;
  57637. this._vertexData[arrayOffset + 13] = sprite.color.g;
  57638. this._vertexData[arrayOffset + 14] = sprite.color.b;
  57639. this._vertexData[arrayOffset + 15] = sprite.color.a;
  57640. };
  57641. /**
  57642. * Intersects the sprites with a ray
  57643. * @param ray defines the ray to intersect with
  57644. * @param camera defines the current active camera
  57645. * @param predicate defines a predicate used to select candidate sprites
  57646. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  57647. * @returns null if no hit or a PickingInfo
  57648. */
  57649. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  57650. var count = Math.min(this._capacity, this.sprites.length);
  57651. var min = BABYLON.Vector3.Zero();
  57652. var max = BABYLON.Vector3.Zero();
  57653. var distance = Number.MAX_VALUE;
  57654. var currentSprite = null;
  57655. var cameraSpacePosition = BABYLON.Vector3.Zero();
  57656. var cameraView = camera.getViewMatrix();
  57657. for (var index = 0; index < count; index++) {
  57658. var sprite = this.sprites[index];
  57659. if (!sprite) {
  57660. continue;
  57661. }
  57662. if (predicate) {
  57663. if (!predicate(sprite)) {
  57664. continue;
  57665. }
  57666. }
  57667. else if (!sprite.isPickable) {
  57668. continue;
  57669. }
  57670. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  57671. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  57672. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  57673. if (ray.intersectsBoxMinMax(min, max)) {
  57674. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  57675. if (distance > currentDistance) {
  57676. distance = currentDistance;
  57677. currentSprite = sprite;
  57678. if (fastCheck) {
  57679. break;
  57680. }
  57681. }
  57682. }
  57683. }
  57684. if (currentSprite) {
  57685. var result = new BABYLON.PickingInfo();
  57686. result.hit = true;
  57687. result.pickedSprite = currentSprite;
  57688. result.distance = distance;
  57689. return result;
  57690. }
  57691. return null;
  57692. };
  57693. /**
  57694. * Render all child sprites
  57695. */
  57696. SpriteManager.prototype.render = function () {
  57697. // Check
  57698. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  57699. return;
  57700. }
  57701. var engine = this._scene.getEngine();
  57702. var baseSize = this._spriteTexture.getBaseSize();
  57703. // Sprites
  57704. var deltaTime = engine.getDeltaTime();
  57705. var max = Math.min(this._capacity, this.sprites.length);
  57706. var rowSize = baseSize.width / this.cellWidth;
  57707. var offset = 0;
  57708. for (var index = 0; index < max; index++) {
  57709. var sprite = this.sprites[index];
  57710. if (!sprite || !sprite.isVisible) {
  57711. continue;
  57712. }
  57713. sprite._animate(deltaTime);
  57714. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  57715. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  57716. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  57717. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  57718. }
  57719. this._buffer.update(this._vertexData);
  57720. // Render
  57721. var effect = this._effectBase;
  57722. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  57723. effect = this._effectFog;
  57724. }
  57725. engine.enableEffect(effect);
  57726. var viewMatrix = this._scene.getViewMatrix();
  57727. effect.setTexture("diffuseSampler", this._spriteTexture);
  57728. effect.setMatrix("view", viewMatrix);
  57729. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  57730. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  57731. // Fog
  57732. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  57733. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  57734. effect.setColor3("vFogColor", this._scene.fogColor);
  57735. }
  57736. // VBOs
  57737. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  57738. // Draw order
  57739. engine.setDepthFunctionToLessOrEqual();
  57740. effect.setBool("alphaTest", true);
  57741. engine.setColorWrite(false);
  57742. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  57743. engine.setColorWrite(true);
  57744. effect.setBool("alphaTest", false);
  57745. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  57746. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  57747. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  57748. };
  57749. /**
  57750. * Release associated resources
  57751. */
  57752. SpriteManager.prototype.dispose = function () {
  57753. if (this._buffer) {
  57754. this._buffer.dispose();
  57755. this._buffer = null;
  57756. }
  57757. if (this._indexBuffer) {
  57758. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  57759. this._indexBuffer = null;
  57760. }
  57761. if (this._spriteTexture) {
  57762. this._spriteTexture.dispose();
  57763. this._spriteTexture = null;
  57764. }
  57765. // Remove from scene
  57766. var index = this._scene.spriteManagers.indexOf(this);
  57767. this._scene.spriteManagers.splice(index, 1);
  57768. // Callback
  57769. this.onDisposeObservable.notifyObservers(this);
  57770. this.onDisposeObservable.clear();
  57771. };
  57772. return SpriteManager;
  57773. }());
  57774. BABYLON.SpriteManager = SpriteManager;
  57775. })(BABYLON || (BABYLON = {}));
  57776. //# sourceMappingURL=babylon.spriteManager.js.map
  57777. var BABYLON;
  57778. (function (BABYLON) {
  57779. /**
  57780. * Class used to represent a sprite
  57781. * @see http://doc.babylonjs.com/babylon101/sprites
  57782. */
  57783. var Sprite = /** @class */ (function () {
  57784. /**
  57785. * Creates a new Sprite
  57786. * @param name defines the name
  57787. * @param manager defines the manager
  57788. */
  57789. function Sprite(
  57790. /** defines the name */
  57791. name, manager) {
  57792. this.name = name;
  57793. /** Gets or sets the main color */
  57794. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  57795. /** Gets or sets the width */
  57796. this.width = 1.0;
  57797. /** Gets or sets the height */
  57798. this.height = 1.0;
  57799. /** Gets or sets rotation angle */
  57800. this.angle = 0;
  57801. /** Gets or sets the cell index in the sprite sheet */
  57802. this.cellIndex = 0;
  57803. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  57804. this.invertU = 0;
  57805. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  57806. this.invertV = 0;
  57807. /** Gets the list of attached animations */
  57808. this.animations = new Array();
  57809. /** Gets or sets a boolean indicating if the sprite can be picked */
  57810. this.isPickable = false;
  57811. this._animationStarted = false;
  57812. this._loopAnimation = false;
  57813. this._fromIndex = 0;
  57814. this._toIndex = 0;
  57815. this._delay = 0;
  57816. this._direction = 1;
  57817. this._time = 0;
  57818. /**
  57819. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  57820. */
  57821. this.isVisible = true;
  57822. this._manager = manager;
  57823. this._manager.sprites.push(this);
  57824. this.position = BABYLON.Vector3.Zero();
  57825. }
  57826. Object.defineProperty(Sprite.prototype, "size", {
  57827. /**
  57828. * Gets or sets the sprite size
  57829. */
  57830. get: function () {
  57831. return this.width;
  57832. },
  57833. set: function (value) {
  57834. this.width = value;
  57835. this.height = value;
  57836. },
  57837. enumerable: true,
  57838. configurable: true
  57839. });
  57840. /**
  57841. * Starts an animation
  57842. * @param from defines the initial key
  57843. * @param to defines the end key
  57844. * @param loop defines if the animation must loop
  57845. * @param delay defines the start delay (in ms)
  57846. * @param onAnimationEnd defines a callback to call when animation ends
  57847. */
  57848. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  57849. this._fromIndex = from;
  57850. this._toIndex = to;
  57851. this._loopAnimation = loop;
  57852. this._delay = delay;
  57853. this._animationStarted = true;
  57854. this._direction = from < to ? 1 : -1;
  57855. this.cellIndex = from;
  57856. this._time = 0;
  57857. this._onAnimationEnd = onAnimationEnd;
  57858. };
  57859. /** Stops current animation (if any) */
  57860. Sprite.prototype.stopAnimation = function () {
  57861. this._animationStarted = false;
  57862. };
  57863. /** @hidden */
  57864. Sprite.prototype._animate = function (deltaTime) {
  57865. if (!this._animationStarted) {
  57866. return;
  57867. }
  57868. this._time += deltaTime;
  57869. if (this._time > this._delay) {
  57870. this._time = this._time % this._delay;
  57871. this.cellIndex += this._direction;
  57872. if (this.cellIndex > this._toIndex) {
  57873. if (this._loopAnimation) {
  57874. this.cellIndex = this._fromIndex;
  57875. }
  57876. else {
  57877. this.cellIndex = this._toIndex;
  57878. this._animationStarted = false;
  57879. if (this._onAnimationEnd) {
  57880. this._onAnimationEnd();
  57881. }
  57882. if (this.disposeWhenFinishedAnimating) {
  57883. this.dispose();
  57884. }
  57885. }
  57886. }
  57887. }
  57888. };
  57889. /** Release associated resources */
  57890. Sprite.prototype.dispose = function () {
  57891. for (var i = 0; i < this._manager.sprites.length; i++) {
  57892. if (this._manager.sprites[i] == this) {
  57893. this._manager.sprites.splice(i, 1);
  57894. }
  57895. }
  57896. };
  57897. return Sprite;
  57898. }());
  57899. BABYLON.Sprite = Sprite;
  57900. })(BABYLON || (BABYLON = {}));
  57901. //# sourceMappingURL=babylon.sprite.js.map
  57902. var BABYLON;
  57903. (function (BABYLON) {
  57904. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  57905. if (!BABYLON.PickingInfo) {
  57906. return null;
  57907. }
  57908. var pickingInfo = null;
  57909. if (!camera) {
  57910. if (!this.activeCamera) {
  57911. return null;
  57912. }
  57913. camera = this.activeCamera;
  57914. }
  57915. if (this.spriteManagers.length > 0) {
  57916. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  57917. var spriteManager = this.spriteManagers[spriteIndex];
  57918. if (!spriteManager.isPickable) {
  57919. continue;
  57920. }
  57921. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  57922. if (!result || !result.hit) {
  57923. continue;
  57924. }
  57925. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  57926. continue;
  57927. }
  57928. pickingInfo = result;
  57929. if (fastCheck) {
  57930. break;
  57931. }
  57932. }
  57933. }
  57934. return pickingInfo || new BABYLON.PickingInfo();
  57935. };
  57936. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  57937. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  57938. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  57939. };
  57940. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  57941. if (!this._tempSpritePickingRay) {
  57942. return null;
  57943. }
  57944. if (!camera) {
  57945. if (!this.activeCamera) {
  57946. return null;
  57947. }
  57948. camera = this.activeCamera;
  57949. }
  57950. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  57951. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  57952. };
  57953. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  57954. if (this._pointerOverSprite === sprite) {
  57955. return;
  57956. }
  57957. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  57958. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  57959. }
  57960. this._pointerOverSprite = sprite;
  57961. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  57962. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  57963. }
  57964. };
  57965. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  57966. return this._pointerOverSprite;
  57967. };
  57968. /**
  57969. * Defines the sprite scene component responsible to manage sprites
  57970. * in a given scene.
  57971. */
  57972. var SpriteSceneComponent = /** @class */ (function () {
  57973. /**
  57974. * Creates a new instance of the component for the given scene
  57975. * @param scene Defines the scene to register the component in
  57976. */
  57977. function SpriteSceneComponent(scene) {
  57978. /**
  57979. * The component name helpfull to identify the component in the list of scene components.
  57980. */
  57981. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  57982. this.scene = scene;
  57983. this.scene.spriteManagers = new Array();
  57984. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  57985. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  57986. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  57987. this._spritePredicate = function (sprite) {
  57988. if (!sprite.actionManager) {
  57989. return false;
  57990. }
  57991. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  57992. };
  57993. }
  57994. /**
  57995. * Registers the component in a given scene
  57996. */
  57997. SpriteSceneComponent.prototype.register = function () {
  57998. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  57999. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58000. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58001. };
  58002. /**
  58003. * Rebuilds the elements related to this component in case of
  58004. * context lost for instance.
  58005. */
  58006. SpriteSceneComponent.prototype.rebuild = function () {
  58007. /** Nothing to do for sprites */
  58008. };
  58009. /**
  58010. * Disposes the component and the associated ressources.
  58011. */
  58012. SpriteSceneComponent.prototype.dispose = function () {
  58013. this.scene.onBeforeSpritesRenderingObservable.clear();
  58014. this.scene.onAfterSpritesRenderingObservable.clear();
  58015. var spriteManagers = this.scene.spriteManagers;
  58016. while (spriteManagers.length) {
  58017. spriteManagers[0].dispose();
  58018. }
  58019. };
  58020. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58021. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58022. if (result) {
  58023. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58024. }
  58025. return result;
  58026. };
  58027. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58028. var scene = this.scene;
  58029. if (isMeshPicked) {
  58030. scene.setPointerOverSprite(null);
  58031. }
  58032. else {
  58033. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58034. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58035. scene.setPointerOverSprite(pickResult.pickedSprite);
  58036. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58037. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58038. }
  58039. else {
  58040. canvas.style.cursor = scene.hoverCursor;
  58041. }
  58042. }
  58043. else {
  58044. scene.setPointerOverSprite(null);
  58045. }
  58046. }
  58047. return pickResult;
  58048. };
  58049. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58050. var scene = this.scene;
  58051. scene._pickedDownSprite = null;
  58052. if (scene.spriteManagers.length > 0) {
  58053. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58054. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58055. if (pickResult.pickedSprite.actionManager) {
  58056. scene._pickedDownSprite = pickResult.pickedSprite;
  58057. switch (evt.button) {
  58058. case 0:
  58059. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58060. break;
  58061. case 1:
  58062. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58063. break;
  58064. case 2:
  58065. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58066. break;
  58067. }
  58068. if (pickResult.pickedSprite.actionManager) {
  58069. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58070. }
  58071. }
  58072. }
  58073. }
  58074. return pickResult;
  58075. };
  58076. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58077. var scene = this.scene;
  58078. if (scene.spriteManagers.length > 0) {
  58079. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58080. if (spritePickResult) {
  58081. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58082. if (spritePickResult.pickedSprite.actionManager) {
  58083. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58084. if (spritePickResult.pickedSprite.actionManager) {
  58085. if (!this.scene._isPointerSwiping()) {
  58086. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58087. }
  58088. }
  58089. }
  58090. }
  58091. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58092. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58093. }
  58094. }
  58095. }
  58096. return pickResult;
  58097. };
  58098. return SpriteSceneComponent;
  58099. }());
  58100. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58101. })(BABYLON || (BABYLON = {}));
  58102. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58103. var BABYLON;
  58104. (function (BABYLON) {
  58105. /**
  58106. * @hidden
  58107. */
  58108. var IntersectionInfo = /** @class */ (function () {
  58109. function IntersectionInfo(bu, bv, distance) {
  58110. this.bu = bu;
  58111. this.bv = bv;
  58112. this.distance = distance;
  58113. this.faceId = 0;
  58114. this.subMeshId = 0;
  58115. }
  58116. return IntersectionInfo;
  58117. }());
  58118. BABYLON.IntersectionInfo = IntersectionInfo;
  58119. /**
  58120. * Information about the result of picking within a scene
  58121. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58122. */
  58123. var PickingInfo = /** @class */ (function () {
  58124. function PickingInfo() {
  58125. /**
  58126. * If the pick collided with an object
  58127. */
  58128. this.hit = false;
  58129. /**
  58130. * Distance away where the pick collided
  58131. */
  58132. this.distance = 0;
  58133. /**
  58134. * The location of pick collision
  58135. */
  58136. this.pickedPoint = null;
  58137. /**
  58138. * The mesh corresponding the the pick collision
  58139. */
  58140. this.pickedMesh = null;
  58141. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58142. this.bu = 0;
  58143. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58144. this.bv = 0;
  58145. /** The id of the face on the mesh that was picked */
  58146. this.faceId = -1;
  58147. /** Id of the the submesh that was picked */
  58148. this.subMeshId = 0;
  58149. /** If a sprite was picked, this will be the sprite the pick collided with */
  58150. this.pickedSprite = null;
  58151. /**
  58152. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58153. */
  58154. this.originMesh = null;
  58155. /**
  58156. * The ray that was used to perform the picking.
  58157. */
  58158. this.ray = null;
  58159. }
  58160. /**
  58161. * Gets the normal correspodning to the face the pick collided with
  58162. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58163. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58164. * @returns The normal correspodning to the face the pick collided with
  58165. */
  58166. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58167. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58168. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58169. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58170. return null;
  58171. }
  58172. var indices = this.pickedMesh.getIndices();
  58173. if (!indices) {
  58174. return null;
  58175. }
  58176. var result;
  58177. if (useVerticesNormals) {
  58178. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58179. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58180. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58181. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58182. normal0 = normal0.scale(this.bu);
  58183. normal1 = normal1.scale(this.bv);
  58184. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58185. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58186. }
  58187. else {
  58188. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58189. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58190. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58191. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58192. var p1p2 = vertex1.subtract(vertex2);
  58193. var p3p2 = vertex3.subtract(vertex2);
  58194. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58195. }
  58196. if (useWorldCoordinates) {
  58197. var wm = this.pickedMesh.getWorldMatrix();
  58198. if (this.pickedMesh.nonUniformScaling) {
  58199. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58200. wm = BABYLON.Tmp.Matrix[0];
  58201. wm.setTranslationFromFloats(0, 0, 0);
  58202. wm.invert();
  58203. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58204. wm = BABYLON.Tmp.Matrix[1];
  58205. }
  58206. result = BABYLON.Vector3.TransformNormal(result, wm);
  58207. }
  58208. result.normalize();
  58209. return result;
  58210. };
  58211. /**
  58212. * Gets the texture coordinates of where the pick occured
  58213. * @returns the vector containing the coordnates of the texture
  58214. */
  58215. PickingInfo.prototype.getTextureCoordinates = function () {
  58216. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58217. return null;
  58218. }
  58219. var indices = this.pickedMesh.getIndices();
  58220. if (!indices) {
  58221. return null;
  58222. }
  58223. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58224. if (!uvs) {
  58225. return null;
  58226. }
  58227. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58228. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58229. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58230. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58231. uv1 = uv1.scale(this.bu);
  58232. uv2 = uv2.scale(this.bv);
  58233. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58234. };
  58235. return PickingInfo;
  58236. }());
  58237. BABYLON.PickingInfo = PickingInfo;
  58238. })(BABYLON || (BABYLON = {}));
  58239. //# sourceMappingURL=babylon.pickingInfo.js.map
  58240. var BABYLON;
  58241. (function (BABYLON) {
  58242. /**
  58243. * Class representing a ray with position and direction
  58244. */
  58245. var Ray = /** @class */ (function () {
  58246. /**
  58247. * Creates a new ray
  58248. * @param origin origin point
  58249. * @param direction direction
  58250. * @param length length of the ray
  58251. */
  58252. function Ray(
  58253. /** origin point */
  58254. origin,
  58255. /** direction */
  58256. direction,
  58257. /** length of the ray */
  58258. length) {
  58259. if (length === void 0) { length = Number.MAX_VALUE; }
  58260. this.origin = origin;
  58261. this.direction = direction;
  58262. this.length = length;
  58263. }
  58264. // Methods
  58265. /**
  58266. * Checks if the ray intersects a box
  58267. * @param minimum bound of the box
  58268. * @param maximum bound of the box
  58269. * @returns if the box was hit
  58270. */
  58271. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  58272. var d = 0.0;
  58273. var maxValue = Number.MAX_VALUE;
  58274. var inv;
  58275. var min;
  58276. var max;
  58277. var temp;
  58278. if (Math.abs(this.direction.x) < 0.0000001) {
  58279. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  58280. return false;
  58281. }
  58282. }
  58283. else {
  58284. inv = 1.0 / this.direction.x;
  58285. min = (minimum.x - this.origin.x) * inv;
  58286. max = (maximum.x - this.origin.x) * inv;
  58287. if (max === -Infinity) {
  58288. max = Infinity;
  58289. }
  58290. if (min > max) {
  58291. temp = min;
  58292. min = max;
  58293. max = temp;
  58294. }
  58295. d = Math.max(min, d);
  58296. maxValue = Math.min(max, maxValue);
  58297. if (d > maxValue) {
  58298. return false;
  58299. }
  58300. }
  58301. if (Math.abs(this.direction.y) < 0.0000001) {
  58302. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  58303. return false;
  58304. }
  58305. }
  58306. else {
  58307. inv = 1.0 / this.direction.y;
  58308. min = (minimum.y - this.origin.y) * inv;
  58309. max = (maximum.y - this.origin.y) * inv;
  58310. if (max === -Infinity) {
  58311. max = Infinity;
  58312. }
  58313. if (min > max) {
  58314. temp = min;
  58315. min = max;
  58316. max = temp;
  58317. }
  58318. d = Math.max(min, d);
  58319. maxValue = Math.min(max, maxValue);
  58320. if (d > maxValue) {
  58321. return false;
  58322. }
  58323. }
  58324. if (Math.abs(this.direction.z) < 0.0000001) {
  58325. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  58326. return false;
  58327. }
  58328. }
  58329. else {
  58330. inv = 1.0 / this.direction.z;
  58331. min = (minimum.z - this.origin.z) * inv;
  58332. max = (maximum.z - this.origin.z) * inv;
  58333. if (max === -Infinity) {
  58334. max = Infinity;
  58335. }
  58336. if (min > max) {
  58337. temp = min;
  58338. min = max;
  58339. max = temp;
  58340. }
  58341. d = Math.max(min, d);
  58342. maxValue = Math.min(max, maxValue);
  58343. if (d > maxValue) {
  58344. return false;
  58345. }
  58346. }
  58347. return true;
  58348. };
  58349. /**
  58350. * Checks if the ray intersects a box
  58351. * @param box the bounding box to check
  58352. * @returns if the box was hit
  58353. */
  58354. Ray.prototype.intersectsBox = function (box) {
  58355. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  58356. };
  58357. /**
  58358. * If the ray hits a sphere
  58359. * @param sphere the bounding sphere to check
  58360. * @returns true if it hits the sphere
  58361. */
  58362. Ray.prototype.intersectsSphere = function (sphere) {
  58363. var x = sphere.center.x - this.origin.x;
  58364. var y = sphere.center.y - this.origin.y;
  58365. var z = sphere.center.z - this.origin.z;
  58366. var pyth = (x * x) + (y * y) + (z * z);
  58367. var rr = sphere.radius * sphere.radius;
  58368. if (pyth <= rr) {
  58369. return true;
  58370. }
  58371. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  58372. if (dot < 0.0) {
  58373. return false;
  58374. }
  58375. var temp = pyth - (dot * dot);
  58376. return temp <= rr;
  58377. };
  58378. /**
  58379. * If the ray hits a triange
  58380. * @param vertex0 triangle vertex
  58381. * @param vertex1 triangle vertex
  58382. * @param vertex2 triangle vertex
  58383. * @returns intersection information if hit
  58384. */
  58385. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  58386. if (!this._edge1) {
  58387. this._edge1 = BABYLON.Vector3.Zero();
  58388. this._edge2 = BABYLON.Vector3.Zero();
  58389. this._pvec = BABYLON.Vector3.Zero();
  58390. this._tvec = BABYLON.Vector3.Zero();
  58391. this._qvec = BABYLON.Vector3.Zero();
  58392. }
  58393. vertex1.subtractToRef(vertex0, this._edge1);
  58394. vertex2.subtractToRef(vertex0, this._edge2);
  58395. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  58396. var det = BABYLON.Vector3.Dot(this._edge1, this._pvec);
  58397. if (det === 0) {
  58398. return null;
  58399. }
  58400. var invdet = 1 / det;
  58401. this.origin.subtractToRef(vertex0, this._tvec);
  58402. var bu = BABYLON.Vector3.Dot(this._tvec, this._pvec) * invdet;
  58403. if (bu < 0 || bu > 1.0) {
  58404. return null;
  58405. }
  58406. BABYLON.Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  58407. var bv = BABYLON.Vector3.Dot(this.direction, this._qvec) * invdet;
  58408. if (bv < 0 || bu + bv > 1.0) {
  58409. return null;
  58410. }
  58411. //check if the distance is longer than the predefined length.
  58412. var distance = BABYLON.Vector3.Dot(this._edge2, this._qvec) * invdet;
  58413. if (distance > this.length) {
  58414. return null;
  58415. }
  58416. return new BABYLON.IntersectionInfo(bu, bv, distance);
  58417. };
  58418. /**
  58419. * Checks if ray intersects a plane
  58420. * @param plane the plane to check
  58421. * @returns the distance away it was hit
  58422. */
  58423. Ray.prototype.intersectsPlane = function (plane) {
  58424. var distance;
  58425. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  58426. if (Math.abs(result1) < 9.99999997475243E-07) {
  58427. return null;
  58428. }
  58429. else {
  58430. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  58431. distance = (-plane.d - result2) / result1;
  58432. if (distance < 0.0) {
  58433. if (distance < -9.99999997475243E-07) {
  58434. return null;
  58435. }
  58436. else {
  58437. return 0;
  58438. }
  58439. }
  58440. return distance;
  58441. }
  58442. };
  58443. /**
  58444. * Checks if ray intersects a mesh
  58445. * @param mesh the mesh to check
  58446. * @param fastCheck if only the bounding box should checked
  58447. * @returns picking info of the intersecton
  58448. */
  58449. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  58450. var tm = BABYLON.Tmp.Matrix[0];
  58451. mesh.getWorldMatrix().invertToRef(tm);
  58452. if (this._tmpRay) {
  58453. Ray.TransformToRef(this, tm, this._tmpRay);
  58454. }
  58455. else {
  58456. this._tmpRay = Ray.Transform(this, tm);
  58457. }
  58458. return mesh.intersects(this._tmpRay, fastCheck);
  58459. };
  58460. /**
  58461. * Checks if ray intersects a mesh
  58462. * @param meshes the meshes to check
  58463. * @param fastCheck if only the bounding box should checked
  58464. * @param results array to store result in
  58465. * @returns Array of picking infos
  58466. */
  58467. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  58468. if (results) {
  58469. results.length = 0;
  58470. }
  58471. else {
  58472. results = [];
  58473. }
  58474. for (var i = 0; i < meshes.length; i++) {
  58475. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  58476. if (pickInfo.hit) {
  58477. results.push(pickInfo);
  58478. }
  58479. }
  58480. results.sort(this._comparePickingInfo);
  58481. return results;
  58482. };
  58483. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  58484. if (pickingInfoA.distance < pickingInfoB.distance) {
  58485. return -1;
  58486. }
  58487. else if (pickingInfoA.distance > pickingInfoB.distance) {
  58488. return 1;
  58489. }
  58490. else {
  58491. return 0;
  58492. }
  58493. };
  58494. /**
  58495. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  58496. * @param sega the first point of the segment to test the intersection against
  58497. * @param segb the second point of the segment to test the intersection against
  58498. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  58499. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  58500. */
  58501. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  58502. var rsegb = this.origin.add(this.direction.multiplyByFloats(Ray.rayl, Ray.rayl, Ray.rayl));
  58503. var u = segb.subtract(sega);
  58504. var v = rsegb.subtract(this.origin);
  58505. var w = sega.subtract(this.origin);
  58506. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  58507. var b = BABYLON.Vector3.Dot(u, v);
  58508. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  58509. var d = BABYLON.Vector3.Dot(u, w);
  58510. var e = BABYLON.Vector3.Dot(v, w);
  58511. var D = a * c - b * b; // always >= 0
  58512. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  58513. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  58514. // compute the line parameters of the two closest points
  58515. if (D < Ray.smallnum) { // the lines are almost parallel
  58516. sN = 0.0; // force using point P0 on segment S1
  58517. sD = 1.0; // to prevent possible division by 0.0 later
  58518. tN = e;
  58519. tD = c;
  58520. }
  58521. else { // get the closest points on the infinite lines
  58522. sN = (b * e - c * d);
  58523. tN = (a * e - b * d);
  58524. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  58525. sN = 0.0;
  58526. tN = e;
  58527. tD = c;
  58528. }
  58529. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  58530. sN = sD;
  58531. tN = e + b;
  58532. tD = c;
  58533. }
  58534. }
  58535. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  58536. tN = 0.0;
  58537. // recompute sc for this edge
  58538. if (-d < 0.0) {
  58539. sN = 0.0;
  58540. }
  58541. else if (-d > a) {
  58542. sN = sD;
  58543. }
  58544. else {
  58545. sN = -d;
  58546. sD = a;
  58547. }
  58548. }
  58549. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  58550. tN = tD;
  58551. // recompute sc for this edge
  58552. if ((-d + b) < 0.0) {
  58553. sN = 0;
  58554. }
  58555. else if ((-d + b) > a) {
  58556. sN = sD;
  58557. }
  58558. else {
  58559. sN = (-d + b);
  58560. sD = a;
  58561. }
  58562. }
  58563. // finally do the division to get sc and tc
  58564. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  58565. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  58566. // get the difference of the two closest points
  58567. var qtc = v.multiplyByFloats(tc, tc, tc);
  58568. var dP = w.add(u.multiplyByFloats(sc, sc, sc)).subtract(qtc); // = S1(sc) - S2(tc)
  58569. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  58570. if (isIntersected) {
  58571. return qtc.length();
  58572. }
  58573. return -1;
  58574. };
  58575. /**
  58576. * Update the ray from viewport position
  58577. * @param x position
  58578. * @param y y position
  58579. * @param viewportWidth viewport width
  58580. * @param viewportHeight viewport height
  58581. * @param world world matrix
  58582. * @param view view matrix
  58583. * @param projection projection matrix
  58584. * @returns this ray updated
  58585. */
  58586. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  58587. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 0, viewportWidth, viewportHeight, world, view, projection, this.origin);
  58588. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 1, viewportWidth, viewportHeight, world, view, projection, BABYLON.Tmp.Vector3[0]);
  58589. BABYLON.Tmp.Vector3[0].subtractToRef(this.origin, this.direction);
  58590. this.direction.normalize();
  58591. return this;
  58592. };
  58593. // Statics
  58594. /**
  58595. * Creates a ray with origin and direction of 0,0,0
  58596. * @returns the new ray
  58597. */
  58598. Ray.Zero = function () {
  58599. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  58600. };
  58601. /**
  58602. * Creates a new ray from screen space and viewport
  58603. * @param x position
  58604. * @param y y position
  58605. * @param viewportWidth viewport width
  58606. * @param viewportHeight viewport height
  58607. * @param world world matrix
  58608. * @param view view matrix
  58609. * @param projection projection matrix
  58610. * @returns new ray
  58611. */
  58612. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  58613. var result = Ray.Zero();
  58614. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  58615. };
  58616. /**
  58617. * 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
  58618. * transformed to the given world matrix.
  58619. * @param origin The origin point
  58620. * @param end The end point
  58621. * @param world a matrix to transform the ray to. Default is the identity matrix.
  58622. * @returns the new ray
  58623. */
  58624. Ray.CreateNewFromTo = function (origin, end, world) {
  58625. if (world === void 0) { world = BABYLON.Matrix.Identity(); }
  58626. var direction = end.subtract(origin);
  58627. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  58628. direction.normalize();
  58629. return Ray.Transform(new Ray(origin, direction, length), world);
  58630. };
  58631. /**
  58632. * Transforms a ray by a matrix
  58633. * @param ray ray to transform
  58634. * @param matrix matrix to apply
  58635. * @returns the resulting new ray
  58636. */
  58637. Ray.Transform = function (ray, matrix) {
  58638. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  58639. Ray.TransformToRef(ray, matrix, result);
  58640. return result;
  58641. };
  58642. /**
  58643. * Transforms a ray by a matrix
  58644. * @param ray ray to transform
  58645. * @param matrix matrix to apply
  58646. * @param result ray to store result in
  58647. */
  58648. Ray.TransformToRef = function (ray, matrix, result) {
  58649. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  58650. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  58651. result.length = ray.length;
  58652. var dir = result.direction;
  58653. var len = dir.length();
  58654. if (!(len === 0 || len === 1)) {
  58655. var num = 1.0 / len;
  58656. dir.x *= num;
  58657. dir.y *= num;
  58658. dir.z *= num;
  58659. result.length *= len;
  58660. }
  58661. };
  58662. Ray.smallnum = 0.00000001;
  58663. Ray.rayl = 10e8;
  58664. return Ray;
  58665. }());
  58666. BABYLON.Ray = Ray;
  58667. })(BABYLON || (BABYLON = {}));
  58668. //# sourceMappingURL=babylon.ray.js.map
  58669. var BABYLON;
  58670. (function (BABYLON) {
  58671. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  58672. if (boxMin.x > sphereCenter.x + sphereRadius) {
  58673. return false;
  58674. }
  58675. if (sphereCenter.x - sphereRadius > boxMax.x) {
  58676. return false;
  58677. }
  58678. if (boxMin.y > sphereCenter.y + sphereRadius) {
  58679. return false;
  58680. }
  58681. if (sphereCenter.y - sphereRadius > boxMax.y) {
  58682. return false;
  58683. }
  58684. if (boxMin.z > sphereCenter.z + sphereRadius) {
  58685. return false;
  58686. }
  58687. if (sphereCenter.z - sphereRadius > boxMax.z) {
  58688. return false;
  58689. }
  58690. return true;
  58691. };
  58692. var getLowestRoot = (function () {
  58693. var result = { root: 0, found: false };
  58694. return function (a, b, c, maxR) {
  58695. result.root = 0;
  58696. result.found = false;
  58697. var determinant = b * b - 4.0 * a * c;
  58698. if (determinant < 0) {
  58699. return result;
  58700. }
  58701. var sqrtD = Math.sqrt(determinant);
  58702. var r1 = (-b - sqrtD) / (2.0 * a);
  58703. var r2 = (-b + sqrtD) / (2.0 * a);
  58704. if (r1 > r2) {
  58705. var temp = r2;
  58706. r2 = r1;
  58707. r1 = temp;
  58708. }
  58709. if (r1 > 0 && r1 < maxR) {
  58710. result.root = r1;
  58711. result.found = true;
  58712. return result;
  58713. }
  58714. if (r2 > 0 && r2 < maxR) {
  58715. result.root = r2;
  58716. result.found = true;
  58717. return result;
  58718. }
  58719. return result;
  58720. };
  58721. })();
  58722. /** @hidden */
  58723. var Collider = /** @class */ (function () {
  58724. function Collider() {
  58725. this._collisionPoint = BABYLON.Vector3.Zero();
  58726. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  58727. this._tempVector = BABYLON.Vector3.Zero();
  58728. this._tempVector2 = BABYLON.Vector3.Zero();
  58729. this._tempVector3 = BABYLON.Vector3.Zero();
  58730. this._tempVector4 = BABYLON.Vector3.Zero();
  58731. this._edge = BABYLON.Vector3.Zero();
  58732. this._baseToVertex = BABYLON.Vector3.Zero();
  58733. this._destinationPoint = BABYLON.Vector3.Zero();
  58734. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  58735. this._displacementVector = BABYLON.Vector3.Zero();
  58736. /** @hidden */
  58737. this._radius = BABYLON.Vector3.One();
  58738. /** @hidden */
  58739. this._retry = 0;
  58740. /** @hidden */
  58741. this._basePointWorld = BABYLON.Vector3.Zero();
  58742. this._velocityWorld = BABYLON.Vector3.Zero();
  58743. this._normalizedVelocity = BABYLON.Vector3.Zero();
  58744. this._collisionMask = -1;
  58745. }
  58746. Object.defineProperty(Collider.prototype, "collisionMask", {
  58747. get: function () {
  58748. return this._collisionMask;
  58749. },
  58750. set: function (mask) {
  58751. this._collisionMask = !isNaN(mask) ? mask : -1;
  58752. },
  58753. enumerable: true,
  58754. configurable: true
  58755. });
  58756. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  58757. /**
  58758. * Gets the plane normal used to compute the sliding response (in local space)
  58759. */
  58760. get: function () {
  58761. return this._slidePlaneNormal;
  58762. },
  58763. enumerable: true,
  58764. configurable: true
  58765. });
  58766. // Methods
  58767. /** @hidden */
  58768. Collider.prototype._initialize = function (source, dir, e) {
  58769. this._velocity = dir;
  58770. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  58771. this._basePoint = source;
  58772. source.multiplyToRef(this._radius, this._basePointWorld);
  58773. dir.multiplyToRef(this._radius, this._velocityWorld);
  58774. this._velocityWorldLength = this._velocityWorld.length();
  58775. this._epsilon = e;
  58776. this.collisionFound = false;
  58777. };
  58778. /** @hidden */
  58779. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  58780. pa.subtractToRef(point, this._tempVector);
  58781. pb.subtractToRef(point, this._tempVector2);
  58782. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  58783. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58784. if (d < 0) {
  58785. return false;
  58786. }
  58787. pc.subtractToRef(point, this._tempVector3);
  58788. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  58789. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58790. if (d < 0) {
  58791. return false;
  58792. }
  58793. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  58794. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58795. return d >= 0;
  58796. };
  58797. /** @hidden */
  58798. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  58799. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  58800. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  58801. if (distance > this._velocityWorldLength + max + sphereRadius) {
  58802. return false;
  58803. }
  58804. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  58805. return false;
  58806. }
  58807. return true;
  58808. };
  58809. /** @hidden */
  58810. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  58811. var t0;
  58812. var embeddedInPlane = false;
  58813. //defensive programming, actually not needed.
  58814. if (!trianglePlaneArray) {
  58815. trianglePlaneArray = [];
  58816. }
  58817. if (!trianglePlaneArray[faceIndex]) {
  58818. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  58819. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  58820. }
  58821. var trianglePlane = trianglePlaneArray[faceIndex];
  58822. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  58823. return;
  58824. }
  58825. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  58826. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  58827. if (normalDotVelocity == 0) {
  58828. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  58829. return;
  58830. }
  58831. embeddedInPlane = true;
  58832. t0 = 0;
  58833. }
  58834. else {
  58835. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  58836. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  58837. if (t0 > t1) {
  58838. var temp = t1;
  58839. t1 = t0;
  58840. t0 = temp;
  58841. }
  58842. if (t0 > 1.0 || t1 < 0.0) {
  58843. return;
  58844. }
  58845. if (t0 < 0) {
  58846. t0 = 0;
  58847. }
  58848. if (t0 > 1.0) {
  58849. t0 = 1.0;
  58850. }
  58851. }
  58852. this._collisionPoint.copyFromFloats(0, 0, 0);
  58853. var found = false;
  58854. var t = 1.0;
  58855. if (!embeddedInPlane) {
  58856. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  58857. this._velocity.scaleToRef(t0, this._tempVector);
  58858. this._planeIntersectionPoint.addInPlace(this._tempVector);
  58859. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  58860. found = true;
  58861. t = t0;
  58862. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  58863. }
  58864. }
  58865. if (!found) {
  58866. var velocitySquaredLength = this._velocity.lengthSquared();
  58867. var a = velocitySquaredLength;
  58868. this._basePoint.subtractToRef(p1, this._tempVector);
  58869. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  58870. var c = this._tempVector.lengthSquared() - 1.0;
  58871. var lowestRoot = getLowestRoot(a, b, c, t);
  58872. if (lowestRoot.found) {
  58873. t = lowestRoot.root;
  58874. found = true;
  58875. this._collisionPoint.copyFrom(p1);
  58876. }
  58877. this._basePoint.subtractToRef(p2, this._tempVector);
  58878. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  58879. c = this._tempVector.lengthSquared() - 1.0;
  58880. lowestRoot = getLowestRoot(a, b, c, t);
  58881. if (lowestRoot.found) {
  58882. t = lowestRoot.root;
  58883. found = true;
  58884. this._collisionPoint.copyFrom(p2);
  58885. }
  58886. this._basePoint.subtractToRef(p3, this._tempVector);
  58887. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  58888. c = this._tempVector.lengthSquared() - 1.0;
  58889. lowestRoot = getLowestRoot(a, b, c, t);
  58890. if (lowestRoot.found) {
  58891. t = lowestRoot.root;
  58892. found = true;
  58893. this._collisionPoint.copyFrom(p3);
  58894. }
  58895. p2.subtractToRef(p1, this._edge);
  58896. p1.subtractToRef(this._basePoint, this._baseToVertex);
  58897. var edgeSquaredLength = this._edge.lengthSquared();
  58898. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  58899. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  58900. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  58901. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  58902. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  58903. lowestRoot = getLowestRoot(a, b, c, t);
  58904. if (lowestRoot.found) {
  58905. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  58906. if (f >= 0.0 && f <= 1.0) {
  58907. t = lowestRoot.root;
  58908. found = true;
  58909. this._edge.scaleInPlace(f);
  58910. p1.addToRef(this._edge, this._collisionPoint);
  58911. }
  58912. }
  58913. p3.subtractToRef(p2, this._edge);
  58914. p2.subtractToRef(this._basePoint, this._baseToVertex);
  58915. edgeSquaredLength = this._edge.lengthSquared();
  58916. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  58917. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  58918. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  58919. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  58920. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  58921. lowestRoot = getLowestRoot(a, b, c, t);
  58922. if (lowestRoot.found) {
  58923. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  58924. if (f >= 0.0 && f <= 1.0) {
  58925. t = lowestRoot.root;
  58926. found = true;
  58927. this._edge.scaleInPlace(f);
  58928. p2.addToRef(this._edge, this._collisionPoint);
  58929. }
  58930. }
  58931. p1.subtractToRef(p3, this._edge);
  58932. p3.subtractToRef(this._basePoint, this._baseToVertex);
  58933. edgeSquaredLength = this._edge.lengthSquared();
  58934. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  58935. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  58936. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  58937. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  58938. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  58939. lowestRoot = getLowestRoot(a, b, c, t);
  58940. if (lowestRoot.found) {
  58941. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  58942. if (f >= 0.0 && f <= 1.0) {
  58943. t = lowestRoot.root;
  58944. found = true;
  58945. this._edge.scaleInPlace(f);
  58946. p3.addToRef(this._edge, this._collisionPoint);
  58947. }
  58948. }
  58949. }
  58950. if (found) {
  58951. var distToCollision = t * this._velocity.length();
  58952. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  58953. if (!this.intersectionPoint) {
  58954. this.intersectionPoint = this._collisionPoint.clone();
  58955. }
  58956. else {
  58957. this.intersectionPoint.copyFrom(this._collisionPoint);
  58958. }
  58959. this._nearestDistance = distToCollision;
  58960. this.collisionFound = true;
  58961. }
  58962. }
  58963. };
  58964. /** @hidden */
  58965. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  58966. for (var i = indexStart; i < indexEnd; i += 3) {
  58967. var p1 = pts[indices[i] - decal];
  58968. var p2 = pts[indices[i + 1] - decal];
  58969. var p3 = pts[indices[i + 2] - decal];
  58970. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  58971. }
  58972. };
  58973. /** @hidden */
  58974. Collider.prototype._getResponse = function (pos, vel) {
  58975. pos.addToRef(vel, this._destinationPoint);
  58976. vel.scaleInPlace((this._nearestDistance / vel.length()));
  58977. this._basePoint.addToRef(vel, pos);
  58978. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  58979. this._slidePlaneNormal.normalize();
  58980. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  58981. pos.addInPlace(this._displacementVector);
  58982. this.intersectionPoint.addInPlace(this._displacementVector);
  58983. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  58984. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  58985. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  58986. };
  58987. return Collider;
  58988. }());
  58989. BABYLON.Collider = Collider;
  58990. })(BABYLON || (BABYLON = {}));
  58991. //# sourceMappingURL=babylon.collider.js.map
  58992. var BABYLON;
  58993. (function (BABYLON) {
  58994. //WebWorker code will be inserted to this variable.
  58995. /** @hidden */
  58996. BABYLON.CollisionWorker = "";
  58997. /** Defines supported task for worker process */
  58998. var WorkerTaskType;
  58999. (function (WorkerTaskType) {
  59000. /** Initialization */
  59001. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59002. /** Update of geometry */
  59003. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59004. /** Evaluate collision */
  59005. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59006. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59007. /** Defines kind of replies returned by worker */
  59008. var WorkerReplyType;
  59009. (function (WorkerReplyType) {
  59010. /** Success */
  59011. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59012. /** Unkown error */
  59013. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59014. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59015. /** @hidden */
  59016. var CollisionCoordinatorWorker = /** @class */ (function () {
  59017. function CollisionCoordinatorWorker() {
  59018. var _this = this;
  59019. this._scaledPosition = BABYLON.Vector3.Zero();
  59020. this._scaledVelocity = BABYLON.Vector3.Zero();
  59021. this.onMeshUpdated = function (transformNode) {
  59022. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59023. };
  59024. this.onGeometryUpdated = function (geometry) {
  59025. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59026. };
  59027. this._afterRender = function () {
  59028. if (!_this._init) {
  59029. return;
  59030. }
  59031. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59032. return;
  59033. }
  59034. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59035. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59036. if (_this._runningUpdated > 4) {
  59037. return;
  59038. }
  59039. ++_this._runningUpdated;
  59040. var payload = {
  59041. updatedMeshes: _this._addUpdateMeshesList,
  59042. updatedGeometries: _this._addUpdateGeometriesList,
  59043. removedGeometries: _this._toRemoveGeometryArray,
  59044. removedMeshes: _this._toRemoveMeshesArray
  59045. };
  59046. var message = {
  59047. payload: payload,
  59048. taskType: WorkerTaskType.UPDATE
  59049. };
  59050. var serializable = [];
  59051. for (var id in payload.updatedGeometries) {
  59052. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59053. //prepare transferables
  59054. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59055. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59056. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59057. }
  59058. }
  59059. _this._worker.postMessage(message, serializable);
  59060. _this._addUpdateMeshesList = {};
  59061. _this._addUpdateGeometriesList = {};
  59062. _this._toRemoveGeometryArray = [];
  59063. _this._toRemoveMeshesArray = [];
  59064. };
  59065. this._onMessageFromWorker = function (e) {
  59066. var returnData = e.data;
  59067. if (returnData.error != WorkerReplyType.SUCCESS) {
  59068. //TODO what errors can be returned from the worker?
  59069. BABYLON.Tools.Warn("error returned from worker!");
  59070. return;
  59071. }
  59072. switch (returnData.taskType) {
  59073. case WorkerTaskType.INIT:
  59074. _this._init = true;
  59075. //Update the worked with ALL of the scene's current state
  59076. _this._scene.meshes.forEach(function (mesh) {
  59077. _this.onMeshAdded(mesh);
  59078. });
  59079. _this._scene.getGeometries().forEach(function (geometry) {
  59080. _this.onGeometryAdded(geometry);
  59081. });
  59082. break;
  59083. case WorkerTaskType.UPDATE:
  59084. _this._runningUpdated--;
  59085. break;
  59086. case WorkerTaskType.COLLIDE:
  59087. var returnPayload = returnData.payload;
  59088. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59089. return;
  59090. }
  59091. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59092. if (callback) {
  59093. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59094. if (mesh) {
  59095. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59096. }
  59097. }
  59098. //cleanup
  59099. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59100. break;
  59101. }
  59102. };
  59103. this._collisionsCallbackArray = [];
  59104. this._init = false;
  59105. this._runningUpdated = 0;
  59106. this._addUpdateMeshesList = {};
  59107. this._addUpdateGeometriesList = {};
  59108. this._toRemoveGeometryArray = [];
  59109. this._toRemoveMeshesArray = [];
  59110. }
  59111. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59112. if (!this._init) {
  59113. return;
  59114. }
  59115. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59116. return;
  59117. }
  59118. position.divideToRef(collider._radius, this._scaledPosition);
  59119. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59120. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59121. var payload = {
  59122. collider: {
  59123. position: this._scaledPosition.asArray(),
  59124. velocity: this._scaledVelocity.asArray(),
  59125. radius: collider._radius.asArray()
  59126. },
  59127. collisionId: collisionIndex,
  59128. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59129. maximumRetry: maximumRetry
  59130. };
  59131. var message = {
  59132. payload: payload,
  59133. taskType: WorkerTaskType.COLLIDE
  59134. };
  59135. this._worker.postMessage(message);
  59136. };
  59137. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59138. this._scene = scene;
  59139. this._scene.registerAfterRender(this._afterRender);
  59140. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59141. this._worker = new Worker(workerUrl);
  59142. this._worker.onmessage = this._onMessageFromWorker;
  59143. var message = {
  59144. payload: {},
  59145. taskType: WorkerTaskType.INIT
  59146. };
  59147. this._worker.postMessage(message);
  59148. };
  59149. CollisionCoordinatorWorker.prototype.destroy = function () {
  59150. this._scene.unregisterAfterRender(this._afterRender);
  59151. this._worker.terminate();
  59152. };
  59153. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59154. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59155. this.onMeshUpdated(mesh);
  59156. };
  59157. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59158. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59159. };
  59160. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59161. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59162. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59163. this.onGeometryUpdated(geometry);
  59164. };
  59165. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59166. this._toRemoveGeometryArray.push(geometry.id);
  59167. };
  59168. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59169. var submeshes = [];
  59170. if (mesh.subMeshes) {
  59171. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59172. var boundingInfo = sm.getBoundingInfo();
  59173. return {
  59174. position: idx,
  59175. verticesStart: sm.verticesStart,
  59176. verticesCount: sm.verticesCount,
  59177. indexStart: sm.indexStart,
  59178. indexCount: sm.indexCount,
  59179. hasMaterial: !!sm.getMaterial(),
  59180. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59181. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59182. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59183. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59184. };
  59185. });
  59186. }
  59187. var geometryId = null;
  59188. if (mesh instanceof BABYLON.Mesh) {
  59189. var geometry = mesh.geometry;
  59190. geometryId = geometry ? geometry.id : null;
  59191. }
  59192. else if (mesh instanceof BABYLON.InstancedMesh) {
  59193. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59194. geometryId = geometry ? geometry.id : null;
  59195. }
  59196. var boundingInfo = mesh.getBoundingInfo();
  59197. return {
  59198. uniqueId: mesh.uniqueId,
  59199. id: mesh.id,
  59200. name: mesh.name,
  59201. geometryId: geometryId,
  59202. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59203. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59204. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59205. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59206. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59207. subMeshes: submeshes,
  59208. checkCollisions: mesh.checkCollisions
  59209. };
  59210. };
  59211. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59212. return {
  59213. id: geometry.id,
  59214. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59215. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59216. indices: new Uint32Array(geometry.getIndices() || []),
  59217. };
  59218. };
  59219. return CollisionCoordinatorWorker;
  59220. }());
  59221. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59222. /** @hidden */
  59223. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59224. function CollisionCoordinatorLegacy() {
  59225. this._scaledPosition = BABYLON.Vector3.Zero();
  59226. this._scaledVelocity = BABYLON.Vector3.Zero();
  59227. this._finalPosition = BABYLON.Vector3.Zero();
  59228. }
  59229. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59230. position.divideToRef(collider._radius, this._scaledPosition);
  59231. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59232. collider.collidedMesh = null;
  59233. collider._retry = 0;
  59234. collider._initialVelocity = this._scaledVelocity;
  59235. collider._initialPosition = this._scaledPosition;
  59236. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59237. this._finalPosition.multiplyInPlace(collider._radius);
  59238. //run the callback
  59239. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59240. };
  59241. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59242. this._scene = scene;
  59243. };
  59244. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59245. //Legacy need no destruction method.
  59246. };
  59247. //No update in legacy mode
  59248. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59249. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59250. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59251. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59252. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59253. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59254. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59255. if (excludedMesh === void 0) { excludedMesh = null; }
  59256. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59257. if (collider._retry >= maximumRetry) {
  59258. finalPosition.copyFrom(position);
  59259. return;
  59260. }
  59261. // Check if this is a mesh else camera or -1
  59262. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59263. collider._initialize(position, velocity, closeDistance);
  59264. // Check all meshes
  59265. for (var index = 0; index < this._scene.meshes.length; index++) {
  59266. var mesh = this._scene.meshes[index];
  59267. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59268. mesh._checkCollision(collider);
  59269. }
  59270. }
  59271. if (!collider.collisionFound) {
  59272. position.addToRef(velocity, finalPosition);
  59273. return;
  59274. }
  59275. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59276. collider._getResponse(position, velocity);
  59277. }
  59278. if (velocity.length() <= closeDistance) {
  59279. finalPosition.copyFrom(position);
  59280. return;
  59281. }
  59282. collider._retry++;
  59283. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59284. };
  59285. return CollisionCoordinatorLegacy;
  59286. }());
  59287. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  59288. })(BABYLON || (BABYLON = {}));
  59289. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  59290. var BABYLON;
  59291. (function (BABYLON) {
  59292. /**
  59293. * A particle represents one of the element emitted by a particle system.
  59294. * This is mainly define by its coordinates, direction, velocity and age.
  59295. */
  59296. var Particle = /** @class */ (function () {
  59297. /**
  59298. * Creates a new instance Particle
  59299. * @param particleSystem the particle system the particle belongs to
  59300. */
  59301. function Particle(
  59302. /**
  59303. * The particle system the particle belongs to.
  59304. */
  59305. particleSystem) {
  59306. this.particleSystem = particleSystem;
  59307. /**
  59308. * The world position of the particle in the scene.
  59309. */
  59310. this.position = BABYLON.Vector3.Zero();
  59311. /**
  59312. * The world direction of the particle in the scene.
  59313. */
  59314. this.direction = BABYLON.Vector3.Zero();
  59315. /**
  59316. * The color of the particle.
  59317. */
  59318. this.color = new BABYLON.Color4(0, 0, 0, 0);
  59319. /**
  59320. * The color change of the particle per step.
  59321. */
  59322. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  59323. /**
  59324. * Defines how long will the life of the particle be.
  59325. */
  59326. this.lifeTime = 1.0;
  59327. /**
  59328. * The current age of the particle.
  59329. */
  59330. this.age = 0;
  59331. /**
  59332. * The current size of the particle.
  59333. */
  59334. this.size = 0;
  59335. /**
  59336. * The current scale of the particle.
  59337. */
  59338. this.scale = new BABYLON.Vector2(1, 1);
  59339. /**
  59340. * The current angle of the particle.
  59341. */
  59342. this.angle = 0;
  59343. /**
  59344. * Defines how fast is the angle changing.
  59345. */
  59346. this.angularSpeed = 0;
  59347. /**
  59348. * Defines the cell index used by the particle to be rendered from a sprite.
  59349. */
  59350. this.cellIndex = 0;
  59351. /** @hidden */
  59352. this._attachedSubEmitters = null;
  59353. /** @hidden */
  59354. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  59355. /** @hidden */
  59356. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  59357. /** @hidden */
  59358. this._currentSize1 = 0;
  59359. /** @hidden */
  59360. this._currentSize2 = 0;
  59361. /** @hidden */
  59362. this._currentAngularSpeed1 = 0;
  59363. /** @hidden */
  59364. this._currentAngularSpeed2 = 0;
  59365. /** @hidden */
  59366. this._currentVelocity1 = 0;
  59367. /** @hidden */
  59368. this._currentVelocity2 = 0;
  59369. /** @hidden */
  59370. this._currentLimitVelocity1 = 0;
  59371. /** @hidden */
  59372. this._currentLimitVelocity2 = 0;
  59373. /** @hidden */
  59374. this._currentDrag1 = 0;
  59375. /** @hidden */
  59376. this._currentDrag2 = 0;
  59377. this.id = Particle._Count++;
  59378. if (!this.particleSystem.isAnimationSheetEnabled) {
  59379. return;
  59380. }
  59381. this.updateCellInfoFromSystem();
  59382. }
  59383. Particle.prototype.updateCellInfoFromSystem = function () {
  59384. this.cellIndex = this.particleSystem.startSpriteCellID;
  59385. };
  59386. /**
  59387. * Defines how the sprite cell index is updated for the particle
  59388. */
  59389. Particle.prototype.updateCellIndex = function () {
  59390. var offsetAge = this.age;
  59391. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  59392. if (this.particleSystem.spriteRandomStartCell) {
  59393. if (this._randomCellOffset === undefined) {
  59394. this._randomCellOffset = Math.random() * this.lifeTime;
  59395. }
  59396. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  59397. changeSpeed = 1;
  59398. offsetAge = this._randomCellOffset;
  59399. }
  59400. else {
  59401. offsetAge += this._randomCellOffset;
  59402. }
  59403. }
  59404. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  59405. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  59406. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  59407. };
  59408. /** @hidden */
  59409. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  59410. if (subEmitter.particleSystem.emitter.position) {
  59411. var emitterMesh = subEmitter.particleSystem.emitter;
  59412. emitterMesh.position.copyFrom(this.position);
  59413. if (subEmitter.inheritDirection) {
  59414. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  59415. // Look at using Y as forward
  59416. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  59417. }
  59418. }
  59419. else {
  59420. var emitterPosition = subEmitter.particleSystem.emitter;
  59421. emitterPosition.copyFrom(this.position);
  59422. }
  59423. // Set inheritedVelocityOffset to be used when new particles are created
  59424. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  59425. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  59426. };
  59427. /** @hidden */
  59428. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  59429. var _this = this;
  59430. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  59431. this._attachedSubEmitters.forEach(function (subEmitter) {
  59432. _this._inheritParticleInfoToSubEmitter(subEmitter);
  59433. });
  59434. }
  59435. };
  59436. /** @hidden */
  59437. Particle.prototype._reset = function () {
  59438. this.age = 0;
  59439. this._currentColorGradient = null;
  59440. this._currentSizeGradient = null;
  59441. this._currentAngularSpeedGradient = null;
  59442. this._currentVelocityGradient = null;
  59443. this._currentLimitVelocityGradient = null;
  59444. this._currentDragGradient = null;
  59445. this.cellIndex = this.particleSystem.startSpriteCellID;
  59446. this._randomCellOffset = undefined;
  59447. };
  59448. /**
  59449. * Copy the properties of particle to another one.
  59450. * @param other the particle to copy the information to.
  59451. */
  59452. Particle.prototype.copyTo = function (other) {
  59453. other.position.copyFrom(this.position);
  59454. if (this._initialDirection) {
  59455. if (other._initialDirection) {
  59456. other._initialDirection.copyFrom(this._initialDirection);
  59457. }
  59458. else {
  59459. other._initialDirection = this._initialDirection.clone();
  59460. }
  59461. }
  59462. else {
  59463. other._initialDirection = null;
  59464. }
  59465. other.direction.copyFrom(this.direction);
  59466. other.color.copyFrom(this.color);
  59467. other.colorStep.copyFrom(this.colorStep);
  59468. other.lifeTime = this.lifeTime;
  59469. other.age = this.age;
  59470. other._randomCellOffset = this._randomCellOffset;
  59471. other.size = this.size;
  59472. other.scale.copyFrom(this.scale);
  59473. other.angle = this.angle;
  59474. other.angularSpeed = this.angularSpeed;
  59475. other.particleSystem = this.particleSystem;
  59476. other.cellIndex = this.cellIndex;
  59477. other.id = this.id;
  59478. other._attachedSubEmitters = this._attachedSubEmitters;
  59479. if (this._currentColorGradient) {
  59480. other._currentColorGradient = this._currentColorGradient;
  59481. other._currentColor1.copyFrom(this._currentColor1);
  59482. other._currentColor2.copyFrom(this._currentColor2);
  59483. }
  59484. if (this._currentSizeGradient) {
  59485. other._currentSizeGradient = this._currentSizeGradient;
  59486. other._currentSize1 = this._currentSize1;
  59487. other._currentSize2 = this._currentSize2;
  59488. }
  59489. if (this._currentAngularSpeedGradient) {
  59490. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  59491. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  59492. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  59493. }
  59494. if (this._currentVelocityGradient) {
  59495. other._currentVelocityGradient = this._currentVelocityGradient;
  59496. other._currentVelocity1 = this._currentVelocity1;
  59497. other._currentVelocity2 = this._currentVelocity2;
  59498. }
  59499. if (this._currentLimitVelocityGradient) {
  59500. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  59501. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  59502. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  59503. }
  59504. if (this._currentDragGradient) {
  59505. other._currentDragGradient = this._currentDragGradient;
  59506. other._currentDrag1 = this._currentDrag1;
  59507. other._currentDrag2 = this._currentDrag2;
  59508. }
  59509. if (this.particleSystem.isAnimationSheetEnabled) {
  59510. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  59511. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  59512. }
  59513. if (this.particleSystem.useRampGradients) {
  59514. other.remapData.copyFrom(this.remapData);
  59515. }
  59516. if (this._randomNoiseCoordinates1) {
  59517. if (other._randomNoiseCoordinates1) {
  59518. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  59519. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  59520. }
  59521. else {
  59522. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  59523. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  59524. }
  59525. }
  59526. };
  59527. Particle._Count = 0;
  59528. return Particle;
  59529. }());
  59530. BABYLON.Particle = Particle;
  59531. })(BABYLON || (BABYLON = {}));
  59532. //# sourceMappingURL=babylon.particle.js.map
  59533. var BABYLON;
  59534. (function (BABYLON) {
  59535. /**
  59536. * This represents the base class for particle system in Babylon.
  59537. * 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.
  59538. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  59539. * @example https://doc.babylonjs.com/babylon101/particles
  59540. */
  59541. var BaseParticleSystem = /** @class */ (function () {
  59542. /**
  59543. * Instantiates a particle system.
  59544. * 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.
  59545. * @param name The name of the particle system
  59546. */
  59547. function BaseParticleSystem(name) {
  59548. /**
  59549. * List of animations used by the particle system.
  59550. */
  59551. this.animations = [];
  59552. /**
  59553. * The rendering group used by the Particle system to chose when to render.
  59554. */
  59555. this.renderingGroupId = 0;
  59556. /**
  59557. * The emitter represents the Mesh or position we are attaching the particle system to.
  59558. */
  59559. this.emitter = null;
  59560. /**
  59561. * The maximum number of particles to emit per frame
  59562. */
  59563. this.emitRate = 10;
  59564. /**
  59565. * If you want to launch only a few particles at once, that can be done, as well.
  59566. */
  59567. this.manualEmitCount = -1;
  59568. /**
  59569. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  59570. */
  59571. this.updateSpeed = 0.01;
  59572. /**
  59573. * The amount of time the particle system is running (depends of the overall update speed).
  59574. */
  59575. this.targetStopDuration = 0;
  59576. /**
  59577. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  59578. */
  59579. this.disposeOnStop = false;
  59580. /**
  59581. * Minimum power of emitting particles.
  59582. */
  59583. this.minEmitPower = 1;
  59584. /**
  59585. * Maximum power of emitting particles.
  59586. */
  59587. this.maxEmitPower = 1;
  59588. /**
  59589. * Minimum life time of emitting particles.
  59590. */
  59591. this.minLifeTime = 1;
  59592. /**
  59593. * Maximum life time of emitting particles.
  59594. */
  59595. this.maxLifeTime = 1;
  59596. /**
  59597. * Minimum Size of emitting particles.
  59598. */
  59599. this.minSize = 1;
  59600. /**
  59601. * Maximum Size of emitting particles.
  59602. */
  59603. this.maxSize = 1;
  59604. /**
  59605. * Minimum scale of emitting particles on X axis.
  59606. */
  59607. this.minScaleX = 1;
  59608. /**
  59609. * Maximum scale of emitting particles on X axis.
  59610. */
  59611. this.maxScaleX = 1;
  59612. /**
  59613. * Minimum scale of emitting particles on Y axis.
  59614. */
  59615. this.minScaleY = 1;
  59616. /**
  59617. * Maximum scale of emitting particles on Y axis.
  59618. */
  59619. this.maxScaleY = 1;
  59620. /**
  59621. * Gets or sets the minimal initial rotation in radians.
  59622. */
  59623. this.minInitialRotation = 0;
  59624. /**
  59625. * Gets or sets the maximal initial rotation in radians.
  59626. */
  59627. this.maxInitialRotation = 0;
  59628. /**
  59629. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  59630. */
  59631. this.minAngularSpeed = 0;
  59632. /**
  59633. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  59634. */
  59635. this.maxAngularSpeed = 0;
  59636. /**
  59637. * The layer mask we are rendering the particles through.
  59638. */
  59639. this.layerMask = 0x0FFFFFFF;
  59640. /**
  59641. * This can help using your own shader to render the particle system.
  59642. * The according effect will be created
  59643. */
  59644. this.customShader = null;
  59645. /**
  59646. * By default particle system starts as soon as they are created. This prevents the
  59647. * automatic start to happen and let you decide when to start emitting particles.
  59648. */
  59649. this.preventAutoStart = false;
  59650. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  59651. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  59652. /**
  59653. * Callback triggered when the particle animation is ending.
  59654. */
  59655. this.onAnimationEnd = null;
  59656. /**
  59657. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  59658. */
  59659. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  59660. /**
  59661. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59662. * to override the particles.
  59663. */
  59664. this.forceDepthWrite = false;
  59665. /** 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 */
  59666. this.preWarmCycles = 0;
  59667. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  59668. this.preWarmStepOffset = 1;
  59669. /**
  59670. * 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)
  59671. */
  59672. this.spriteCellChangeSpeed = 1;
  59673. /**
  59674. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  59675. */
  59676. this.startSpriteCellID = 0;
  59677. /**
  59678. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  59679. */
  59680. this.endSpriteCellID = 0;
  59681. /**
  59682. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  59683. */
  59684. this.spriteCellWidth = 0;
  59685. /**
  59686. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  59687. */
  59688. this.spriteCellHeight = 0;
  59689. /**
  59690. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  59691. */
  59692. this.spriteRandomStartCell = false;
  59693. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  59694. this.translationPivot = new BABYLON.Vector2(0, 0);
  59695. /**
  59696. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  59697. */
  59698. this.beginAnimationOnStart = false;
  59699. /**
  59700. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  59701. */
  59702. this.beginAnimationFrom = 0;
  59703. /**
  59704. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  59705. */
  59706. this.beginAnimationTo = 60;
  59707. /**
  59708. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  59709. */
  59710. this.beginAnimationLoop = false;
  59711. /**
  59712. * You can use gravity if you want to give an orientation to your particles.
  59713. */
  59714. this.gravity = BABYLON.Vector3.Zero();
  59715. this._colorGradients = null;
  59716. this._sizeGradients = null;
  59717. this._lifeTimeGradients = null;
  59718. this._angularSpeedGradients = null;
  59719. this._velocityGradients = null;
  59720. this._limitVelocityGradients = null;
  59721. this._dragGradients = null;
  59722. this._emitRateGradients = null;
  59723. this._startSizeGradients = null;
  59724. this._rampGradients = null;
  59725. this._colorRemapGradients = null;
  59726. this._alphaRemapGradients = null;
  59727. /**
  59728. * Defines the delay in milliseconds before starting the system (0 by default)
  59729. */
  59730. this.startDelay = 0;
  59731. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  59732. this.limitVelocityDamping = 0.4;
  59733. /**
  59734. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  59735. */
  59736. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59737. /**
  59738. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  59739. */
  59740. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59741. /**
  59742. * Color the particle will have at the end of its lifetime
  59743. */
  59744. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  59745. /**
  59746. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  59747. */
  59748. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59749. /** @hidden */
  59750. this._isSubEmitter = false;
  59751. /**
  59752. * Gets or sets the billboard mode to use when isBillboardBased = true.
  59753. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  59754. */
  59755. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  59756. this._isBillboardBased = true;
  59757. /**
  59758. * Local cache of defines for image processing.
  59759. */
  59760. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  59761. this.id = name;
  59762. this.name = name;
  59763. }
  59764. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  59765. /**
  59766. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  59767. */
  59768. get: function () {
  59769. return this._isAnimationSheetEnabled;
  59770. },
  59771. set: function (value) {
  59772. if (this._isAnimationSheetEnabled == value) {
  59773. return;
  59774. }
  59775. this._isAnimationSheetEnabled = value;
  59776. this._reset();
  59777. },
  59778. enumerable: true,
  59779. configurable: true
  59780. });
  59781. /**
  59782. * Get hosting scene
  59783. * @returns the scene
  59784. */
  59785. BaseParticleSystem.prototype.getScene = function () {
  59786. return this._scene;
  59787. };
  59788. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  59789. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  59790. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  59791. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  59792. };
  59793. /**
  59794. * Gets the current list of drag gradients.
  59795. * You must use addDragGradient and removeDragGradient to udpate this list
  59796. * @returns the list of drag gradients
  59797. */
  59798. BaseParticleSystem.prototype.getDragGradients = function () {
  59799. return this._dragGradients;
  59800. };
  59801. /**
  59802. * Gets the current list of limit velocity gradients.
  59803. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  59804. * @returns the list of limit velocity gradients
  59805. */
  59806. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  59807. return this._limitVelocityGradients;
  59808. };
  59809. /**
  59810. * Gets the current list of color gradients.
  59811. * You must use addColorGradient and removeColorGradient to udpate this list
  59812. * @returns the list of color gradients
  59813. */
  59814. BaseParticleSystem.prototype.getColorGradients = function () {
  59815. return this._colorGradients;
  59816. };
  59817. /**
  59818. * Gets the current list of size gradients.
  59819. * You must use addSizeGradient and removeSizeGradient to udpate this list
  59820. * @returns the list of size gradients
  59821. */
  59822. BaseParticleSystem.prototype.getSizeGradients = function () {
  59823. return this._sizeGradients;
  59824. };
  59825. /**
  59826. * Gets the current list of color remap gradients.
  59827. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  59828. * @returns the list of color remap gradients
  59829. */
  59830. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  59831. return this._colorRemapGradients;
  59832. };
  59833. /**
  59834. * Gets the current list of alpha remap gradients.
  59835. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  59836. * @returns the list of alpha remap gradients
  59837. */
  59838. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  59839. return this._alphaRemapGradients;
  59840. };
  59841. /**
  59842. * Gets the current list of life time gradients.
  59843. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  59844. * @returns the list of life time gradients
  59845. */
  59846. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  59847. return this._lifeTimeGradients;
  59848. };
  59849. /**
  59850. * Gets the current list of angular speed gradients.
  59851. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  59852. * @returns the list of angular speed gradients
  59853. */
  59854. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  59855. return this._angularSpeedGradients;
  59856. };
  59857. /**
  59858. * Gets the current list of velocity gradients.
  59859. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  59860. * @returns the list of velocity gradients
  59861. */
  59862. BaseParticleSystem.prototype.getVelocityGradients = function () {
  59863. return this._velocityGradients;
  59864. };
  59865. /**
  59866. * Gets the current list of start size gradients.
  59867. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  59868. * @returns the list of start size gradients
  59869. */
  59870. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  59871. return this._startSizeGradients;
  59872. };
  59873. /**
  59874. * Gets the current list of emit rate gradients.
  59875. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  59876. * @returns the list of emit rate gradients
  59877. */
  59878. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  59879. return this._emitRateGradients;
  59880. };
  59881. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  59882. /**
  59883. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  59884. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59885. */
  59886. get: function () {
  59887. if (this.particleEmitterType.direction1) {
  59888. return this.particleEmitterType.direction1;
  59889. }
  59890. return BABYLON.Vector3.Zero();
  59891. },
  59892. set: function (value) {
  59893. if (this.particleEmitterType.direction1) {
  59894. this.particleEmitterType.direction1 = value;
  59895. }
  59896. },
  59897. enumerable: true,
  59898. configurable: true
  59899. });
  59900. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  59901. /**
  59902. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  59903. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59904. */
  59905. get: function () {
  59906. if (this.particleEmitterType.direction2) {
  59907. return this.particleEmitterType.direction2;
  59908. }
  59909. return BABYLON.Vector3.Zero();
  59910. },
  59911. set: function (value) {
  59912. if (this.particleEmitterType.direction2) {
  59913. this.particleEmitterType.direction2 = value;
  59914. }
  59915. },
  59916. enumerable: true,
  59917. configurable: true
  59918. });
  59919. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  59920. /**
  59921. * 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.
  59922. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59923. */
  59924. get: function () {
  59925. if (this.particleEmitterType.minEmitBox) {
  59926. return this.particleEmitterType.minEmitBox;
  59927. }
  59928. return BABYLON.Vector3.Zero();
  59929. },
  59930. set: function (value) {
  59931. if (this.particleEmitterType.minEmitBox) {
  59932. this.particleEmitterType.minEmitBox = value;
  59933. }
  59934. },
  59935. enumerable: true,
  59936. configurable: true
  59937. });
  59938. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  59939. /**
  59940. * 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.
  59941. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59942. */
  59943. get: function () {
  59944. if (this.particleEmitterType.maxEmitBox) {
  59945. return this.particleEmitterType.maxEmitBox;
  59946. }
  59947. return BABYLON.Vector3.Zero();
  59948. },
  59949. set: function (value) {
  59950. if (this.particleEmitterType.maxEmitBox) {
  59951. this.particleEmitterType.maxEmitBox = value;
  59952. }
  59953. },
  59954. enumerable: true,
  59955. configurable: true
  59956. });
  59957. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  59958. /**
  59959. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  59960. */
  59961. get: function () {
  59962. return this._isBillboardBased;
  59963. },
  59964. set: function (value) {
  59965. if (this._isBillboardBased === value) {
  59966. return;
  59967. }
  59968. this._isBillboardBased = value;
  59969. this._reset();
  59970. },
  59971. enumerable: true,
  59972. configurable: true
  59973. });
  59974. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  59975. /**
  59976. * Gets the image processing configuration used either in this material.
  59977. */
  59978. get: function () {
  59979. return this._imageProcessingConfiguration;
  59980. },
  59981. /**
  59982. * Sets the Default image processing configuration used either in the this material.
  59983. *
  59984. * If sets to null, the scene one is in use.
  59985. */
  59986. set: function (value) {
  59987. this._attachImageProcessingConfiguration(value);
  59988. },
  59989. enumerable: true,
  59990. configurable: true
  59991. });
  59992. /**
  59993. * Attaches a new image processing configuration to the Standard Material.
  59994. * @param configuration
  59995. */
  59996. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  59997. if (configuration === this._imageProcessingConfiguration) {
  59998. return;
  59999. }
  60000. // Pick the scene configuration if needed.
  60001. if (!configuration) {
  60002. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60003. }
  60004. else {
  60005. this._imageProcessingConfiguration = configuration;
  60006. }
  60007. };
  60008. /** @hidden */
  60009. BaseParticleSystem.prototype._reset = function () {
  60010. };
  60011. /** @hidden */
  60012. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60013. if (!gradients) {
  60014. return this;
  60015. }
  60016. var index = 0;
  60017. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60018. var valueGradient = gradients_1[_i];
  60019. if (valueGradient.gradient === gradient) {
  60020. gradients.splice(index, 1);
  60021. break;
  60022. }
  60023. index++;
  60024. }
  60025. if (texture) {
  60026. texture.dispose();
  60027. }
  60028. return this;
  60029. };
  60030. /**
  60031. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60032. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60033. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60034. * @returns the emitter
  60035. */
  60036. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60037. var particleEmitter = new BABYLON.PointParticleEmitter();
  60038. particleEmitter.direction1 = direction1;
  60039. particleEmitter.direction2 = direction2;
  60040. this.particleEmitterType = particleEmitter;
  60041. return particleEmitter;
  60042. };
  60043. /**
  60044. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60045. * @param radius The radius of the hemisphere to emit from
  60046. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60047. * @returns the emitter
  60048. */
  60049. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60050. if (radius === void 0) { radius = 1; }
  60051. if (radiusRange === void 0) { radiusRange = 1; }
  60052. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60053. this.particleEmitterType = particleEmitter;
  60054. return particleEmitter;
  60055. };
  60056. /**
  60057. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60058. * @param radius The radius of the sphere to emit from
  60059. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60060. * @returns the emitter
  60061. */
  60062. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60063. if (radius === void 0) { radius = 1; }
  60064. if (radiusRange === void 0) { radiusRange = 1; }
  60065. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60066. this.particleEmitterType = particleEmitter;
  60067. return particleEmitter;
  60068. };
  60069. /**
  60070. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60071. * @param radius The radius of the sphere to emit from
  60072. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60073. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60074. * @returns the emitter
  60075. */
  60076. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60077. if (radius === void 0) { radius = 1; }
  60078. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60079. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60080. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60081. this.particleEmitterType = particleEmitter;
  60082. return particleEmitter;
  60083. };
  60084. /**
  60085. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60086. * @param radius The radius of the emission cylinder
  60087. * @param height The height of the emission cylinder
  60088. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60089. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60090. * @returns the emitter
  60091. */
  60092. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60093. if (radius === void 0) { radius = 1; }
  60094. if (height === void 0) { height = 1; }
  60095. if (radiusRange === void 0) { radiusRange = 1; }
  60096. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60097. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60098. this.particleEmitterType = particleEmitter;
  60099. return particleEmitter;
  60100. };
  60101. /**
  60102. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60103. * @param radius The radius of the cylinder to emit from
  60104. * @param height The height of the emission cylinder
  60105. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60106. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60107. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60108. * @returns the emitter
  60109. */
  60110. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60111. if (radius === void 0) { radius = 1; }
  60112. if (height === void 0) { height = 1; }
  60113. if (radiusRange === void 0) { radiusRange = 1; }
  60114. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60115. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60116. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60117. this.particleEmitterType = particleEmitter;
  60118. return particleEmitter;
  60119. };
  60120. /**
  60121. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60122. * @param radius The radius of the cone to emit from
  60123. * @param angle The base angle of the cone
  60124. * @returns the emitter
  60125. */
  60126. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60127. if (radius === void 0) { radius = 1; }
  60128. if (angle === void 0) { angle = Math.PI / 4; }
  60129. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60130. this.particleEmitterType = particleEmitter;
  60131. return particleEmitter;
  60132. };
  60133. /**
  60134. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60135. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60136. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60137. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60138. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60139. * @returns the emitter
  60140. */
  60141. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60142. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60143. this.particleEmitterType = particleEmitter;
  60144. this.direction1 = direction1;
  60145. this.direction2 = direction2;
  60146. this.minEmitBox = minEmitBox;
  60147. this.maxEmitBox = maxEmitBox;
  60148. return particleEmitter;
  60149. };
  60150. /**
  60151. * Source color is added to the destination color without alpha affecting the result
  60152. */
  60153. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60154. /**
  60155. * Blend current color and particle color using particle’s alpha
  60156. */
  60157. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60158. /**
  60159. * Add current color and particle color multiplied by particle’s alpha
  60160. */
  60161. BaseParticleSystem.BLENDMODE_ADD = 2;
  60162. /**
  60163. * Multiply current color with particle color
  60164. */
  60165. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60166. /**
  60167. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60168. */
  60169. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60170. return BaseParticleSystem;
  60171. }());
  60172. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60173. })(BABYLON || (BABYLON = {}));
  60174. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60175. var BABYLON;
  60176. (function (BABYLON) {
  60177. /**
  60178. * This represents a particle system in Babylon.
  60179. * 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.
  60180. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60181. * @example https://doc.babylonjs.com/babylon101/particles
  60182. */
  60183. var ParticleSystem = /** @class */ (function (_super) {
  60184. __extends(ParticleSystem, _super);
  60185. /**
  60186. * Instantiates a particle system.
  60187. * 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.
  60188. * @param name The name of the particle system
  60189. * @param capacity The max number of particles alive at the same time
  60190. * @param scene The scene the particle system belongs to
  60191. * @param customEffect a custom effect used to change the way particles are rendered by default
  60192. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60193. * @param epsilon Offset used to render the particles
  60194. */
  60195. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60196. if (customEffect === void 0) { customEffect = null; }
  60197. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60198. if (epsilon === void 0) { epsilon = 0.01; }
  60199. var _this = _super.call(this, name) || this;
  60200. /**
  60201. * @hidden
  60202. */
  60203. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60204. /**
  60205. * An event triggered when the system is disposed
  60206. */
  60207. _this.onDisposeObservable = new BABYLON.Observable();
  60208. _this._particles = new Array();
  60209. _this._stockParticles = new Array();
  60210. _this._newPartsExcess = 0;
  60211. _this._vertexBuffers = {};
  60212. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60213. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60214. _this._scaledDirection = BABYLON.Vector3.Zero();
  60215. _this._scaledGravity = BABYLON.Vector3.Zero();
  60216. _this._currentRenderId = -1;
  60217. _this._useInstancing = false;
  60218. _this._started = false;
  60219. _this._stopped = false;
  60220. _this._actualFrame = 0;
  60221. /** @hidden */
  60222. _this._currentEmitRate1 = 0;
  60223. /** @hidden */
  60224. _this._currentEmitRate2 = 0;
  60225. /** @hidden */
  60226. _this._currentStartSize1 = 0;
  60227. /** @hidden */
  60228. _this._currentStartSize2 = 0;
  60229. _this._rawTextureWidth = 256;
  60230. _this._useRampGradients = false;
  60231. /**
  60232. * @hidden
  60233. * If the particle systems emitter should be disposed when the particle system is disposed
  60234. */
  60235. _this._disposeEmitterOnDispose = false;
  60236. // start of sub system methods
  60237. /**
  60238. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60239. * Its lifetime will start back at 0.
  60240. */
  60241. _this.recycleParticle = function (particle) {
  60242. // move particle from activeParticle list to stock particles
  60243. var lastParticle = _this._particles.pop();
  60244. if (lastParticle !== particle) {
  60245. lastParticle.copyTo(particle);
  60246. }
  60247. _this._stockParticles.push(lastParticle);
  60248. };
  60249. _this._createParticle = function () {
  60250. var particle;
  60251. if (_this._stockParticles.length !== 0) {
  60252. particle = _this._stockParticles.pop();
  60253. particle._reset();
  60254. }
  60255. else {
  60256. particle = new BABYLON.Particle(_this);
  60257. }
  60258. // Attach emitters
  60259. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60260. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60261. particle._attachedSubEmitters = [];
  60262. subEmitters.forEach(function (subEmitter) {
  60263. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60264. var newEmitter = subEmitter.clone();
  60265. particle._attachedSubEmitters.push(newEmitter);
  60266. newEmitter.particleSystem.start();
  60267. }
  60268. });
  60269. }
  60270. return particle;
  60271. };
  60272. _this._emitFromParticle = function (particle) {
  60273. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60274. return;
  60275. }
  60276. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60277. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60278. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60279. var subSystem = subEmitter.clone();
  60280. particle._inheritParticleInfoToSubEmitter(subSystem);
  60281. subSystem.particleSystem._rootParticleSystem = _this;
  60282. _this.activeSubSystems.push(subSystem.particleSystem);
  60283. subSystem.particleSystem.start();
  60284. }
  60285. });
  60286. };
  60287. _this._capacity = capacity;
  60288. _this._epsilon = epsilon;
  60289. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  60290. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  60291. // Setup the default processing configuration to the scene.
  60292. _this._attachImageProcessingConfiguration(null);
  60293. _this._customEffect = customEffect;
  60294. _this._scene.particleSystems.push(_this);
  60295. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  60296. _this._createIndexBuffer();
  60297. _this._createVertexBuffers();
  60298. // Default emitter type
  60299. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  60300. // Update
  60301. _this.updateFunction = function (particles) {
  60302. var noiseTextureSize = null;
  60303. var noiseTextureData = null;
  60304. if (_this.noiseTexture) { // We need to get texture data back to CPU
  60305. noiseTextureSize = _this.noiseTexture.getSize();
  60306. noiseTextureData = (_this.noiseTexture.getContent());
  60307. }
  60308. var _loop_1 = function () {
  60309. particle = particles[index];
  60310. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  60311. var previousAge = particle.age;
  60312. particle.age += scaledUpdateSpeed;
  60313. // Evaluate step to death
  60314. if (particle.age > particle.lifeTime) {
  60315. var diff = particle.age - previousAge;
  60316. var oldDiff = particle.lifeTime - previousAge;
  60317. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  60318. particle.age = particle.lifeTime;
  60319. }
  60320. var ratio = particle.age / particle.lifeTime;
  60321. // Color
  60322. if (_this._colorGradients && _this._colorGradients.length > 0) {
  60323. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  60324. if (currentGradient !== particle._currentColorGradient) {
  60325. particle._currentColor1.copyFrom(particle._currentColor2);
  60326. nextGradient.getColorToRef(particle._currentColor2);
  60327. particle._currentColorGradient = currentGradient;
  60328. }
  60329. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  60330. });
  60331. }
  60332. else {
  60333. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  60334. particle.color.addInPlace(_this._scaledColorStep);
  60335. if (particle.color.a < 0) {
  60336. particle.color.a = 0;
  60337. }
  60338. }
  60339. // Angular speed
  60340. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  60341. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  60342. if (currentGradient !== particle._currentAngularSpeedGradient) {
  60343. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  60344. particle._currentAngularSpeed2 = nextGradient.getFactor();
  60345. particle._currentAngularSpeedGradient = currentGradient;
  60346. }
  60347. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  60348. });
  60349. }
  60350. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  60351. // Direction
  60352. var directionScale = scaledUpdateSpeed;
  60353. /// Velocity
  60354. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  60355. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  60356. if (currentGradient !== particle._currentVelocityGradient) {
  60357. particle._currentVelocity1 = particle._currentVelocity2;
  60358. particle._currentVelocity2 = nextGradient.getFactor();
  60359. particle._currentVelocityGradient = currentGradient;
  60360. }
  60361. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  60362. });
  60363. }
  60364. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  60365. /// Limit velocity
  60366. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  60367. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  60368. if (currentGradient !== particle._currentLimitVelocityGradient) {
  60369. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  60370. particle._currentLimitVelocity2 = nextGradient.getFactor();
  60371. particle._currentLimitVelocityGradient = currentGradient;
  60372. }
  60373. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  60374. var currentVelocity = particle.direction.length();
  60375. if (currentVelocity > limitVelocity) {
  60376. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  60377. }
  60378. });
  60379. }
  60380. /// Drag
  60381. if (_this._dragGradients && _this._dragGradients.length > 0) {
  60382. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  60383. if (currentGradient !== particle._currentDragGradient) {
  60384. particle._currentDrag1 = particle._currentDrag2;
  60385. particle._currentDrag2 = nextGradient.getFactor();
  60386. particle._currentDragGradient = currentGradient;
  60387. }
  60388. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  60389. _this._scaledDirection.scaleInPlace(1.0 - drag);
  60390. });
  60391. }
  60392. particle.position.addInPlace(_this._scaledDirection);
  60393. // Noise
  60394. if (noiseTextureData && noiseTextureSize) {
  60395. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60396. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60397. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60398. var force = BABYLON.Tmp.Vector3[0];
  60399. var scaledForce = BABYLON.Tmp.Vector3[1];
  60400. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  60401. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  60402. particle.direction.addInPlace(scaledForce);
  60403. }
  60404. // Gravity
  60405. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  60406. particle.direction.addInPlace(_this._scaledGravity);
  60407. // Size
  60408. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  60409. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  60410. if (currentGradient !== particle._currentSizeGradient) {
  60411. particle._currentSize1 = particle._currentSize2;
  60412. particle._currentSize2 = nextGradient.getFactor();
  60413. particle._currentSizeGradient = currentGradient;
  60414. }
  60415. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  60416. });
  60417. }
  60418. // Remap data
  60419. if (_this._useRampGradients) {
  60420. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  60421. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  60422. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60423. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60424. particle.remapData.x = min;
  60425. particle.remapData.y = max - min;
  60426. });
  60427. }
  60428. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  60429. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  60430. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60431. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60432. particle.remapData.z = min;
  60433. particle.remapData.w = max - min;
  60434. });
  60435. }
  60436. }
  60437. if (_this._isAnimationSheetEnabled) {
  60438. particle.updateCellIndex();
  60439. }
  60440. // Update the position of the attached sub-emitters to match their attached particle
  60441. particle._inheritParticleInfoToSubEmitters();
  60442. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  60443. _this._emitFromParticle(particle);
  60444. if (particle._attachedSubEmitters) {
  60445. particle._attachedSubEmitters.forEach(function (subEmitter) {
  60446. subEmitter.particleSystem.disposeOnStop = true;
  60447. subEmitter.particleSystem.stop();
  60448. });
  60449. particle._attachedSubEmitters = null;
  60450. }
  60451. _this.recycleParticle(particle);
  60452. index--;
  60453. return "continue";
  60454. }
  60455. };
  60456. var particle;
  60457. for (var index = 0; index < particles.length; index++) {
  60458. _loop_1();
  60459. }
  60460. };
  60461. return _this;
  60462. }
  60463. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  60464. /**
  60465. * Sets a callback that will be triggered when the system is disposed
  60466. */
  60467. set: function (callback) {
  60468. if (this._onDisposeObserver) {
  60469. this.onDisposeObservable.remove(this._onDisposeObserver);
  60470. }
  60471. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  60472. },
  60473. enumerable: true,
  60474. configurable: true
  60475. });
  60476. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  60477. /** Gets or sets a boolean indicating that ramp gradients must be used
  60478. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  60479. */
  60480. get: function () {
  60481. return this._useRampGradients;
  60482. },
  60483. set: function (value) {
  60484. if (this._useRampGradients === value) {
  60485. return;
  60486. }
  60487. this._useRampGradients = value;
  60488. this._resetEffect();
  60489. },
  60490. enumerable: true,
  60491. configurable: true
  60492. });
  60493. Object.defineProperty(ParticleSystem.prototype, "particles", {
  60494. //end of Sub-emitter
  60495. /**
  60496. * Gets the current list of active particles
  60497. */
  60498. get: function () {
  60499. return this._particles;
  60500. },
  60501. enumerable: true,
  60502. configurable: true
  60503. });
  60504. /**
  60505. * Returns the string "ParticleSystem"
  60506. * @returns a string containing the class name
  60507. */
  60508. ParticleSystem.prototype.getClassName = function () {
  60509. return "ParticleSystem";
  60510. };
  60511. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  60512. var newGradient = new BABYLON.FactorGradient();
  60513. newGradient.gradient = gradient;
  60514. newGradient.factor1 = factor;
  60515. newGradient.factor2 = factor2;
  60516. factorGradients.push(newGradient);
  60517. factorGradients.sort(function (a, b) {
  60518. if (a.gradient < b.gradient) {
  60519. return -1;
  60520. }
  60521. else if (a.gradient > b.gradient) {
  60522. return 1;
  60523. }
  60524. return 0;
  60525. });
  60526. };
  60527. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  60528. if (!factorGradients) {
  60529. return;
  60530. }
  60531. var index = 0;
  60532. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  60533. var factorGradient = factorGradients_1[_i];
  60534. if (factorGradient.gradient === gradient) {
  60535. factorGradients.splice(index, 1);
  60536. break;
  60537. }
  60538. index++;
  60539. }
  60540. };
  60541. /**
  60542. * Adds a new life time gradient
  60543. * @param gradient defines the gradient to use (between 0 and 1)
  60544. * @param factor defines the life time factor to affect to the specified gradient
  60545. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60546. * @returns the current particle system
  60547. */
  60548. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  60549. if (!this._lifeTimeGradients) {
  60550. this._lifeTimeGradients = [];
  60551. }
  60552. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  60553. return this;
  60554. };
  60555. /**
  60556. * Remove a specific life time gradient
  60557. * @param gradient defines the gradient to remove
  60558. * @returns the current particle system
  60559. */
  60560. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  60561. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  60562. return this;
  60563. };
  60564. /**
  60565. * Adds a new size gradient
  60566. * @param gradient defines the gradient to use (between 0 and 1)
  60567. * @param factor defines the size factor to affect to the specified gradient
  60568. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60569. * @returns the current particle system
  60570. */
  60571. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  60572. if (!this._sizeGradients) {
  60573. this._sizeGradients = [];
  60574. }
  60575. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  60576. return this;
  60577. };
  60578. /**
  60579. * Remove a specific size gradient
  60580. * @param gradient defines the gradient to remove
  60581. * @returns the current particle system
  60582. */
  60583. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  60584. this._removeFactorGradient(this._sizeGradients, gradient);
  60585. return this;
  60586. };
  60587. /**
  60588. * Adds a new color remap gradient
  60589. * @param gradient defines the gradient to use (between 0 and 1)
  60590. * @param min defines the color remap minimal range
  60591. * @param max defines the color remap maximal range
  60592. * @returns the current particle system
  60593. */
  60594. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  60595. if (!this._colorRemapGradients) {
  60596. this._colorRemapGradients = [];
  60597. }
  60598. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  60599. return this;
  60600. };
  60601. /**
  60602. * Remove a specific color remap gradient
  60603. * @param gradient defines the gradient to remove
  60604. * @returns the current particle system
  60605. */
  60606. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  60607. this._removeFactorGradient(this._colorRemapGradients, gradient);
  60608. return this;
  60609. };
  60610. /**
  60611. * Adds a new alpha remap gradient
  60612. * @param gradient defines the gradient to use (between 0 and 1)
  60613. * @param min defines the alpha remap minimal range
  60614. * @param max defines the alpha remap maximal range
  60615. * @returns the current particle system
  60616. */
  60617. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  60618. if (!this._alphaRemapGradients) {
  60619. this._alphaRemapGradients = [];
  60620. }
  60621. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  60622. return this;
  60623. };
  60624. /**
  60625. * Remove a specific alpha remap gradient
  60626. * @param gradient defines the gradient to remove
  60627. * @returns the current particle system
  60628. */
  60629. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  60630. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  60631. return this;
  60632. };
  60633. /**
  60634. * Adds a new angular speed gradient
  60635. * @param gradient defines the gradient to use (between 0 and 1)
  60636. * @param factor defines the angular speed to affect to the specified gradient
  60637. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60638. * @returns the current particle system
  60639. */
  60640. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  60641. if (!this._angularSpeedGradients) {
  60642. this._angularSpeedGradients = [];
  60643. }
  60644. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  60645. return this;
  60646. };
  60647. /**
  60648. * Remove a specific angular speed gradient
  60649. * @param gradient defines the gradient to remove
  60650. * @returns the current particle system
  60651. */
  60652. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  60653. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  60654. return this;
  60655. };
  60656. /**
  60657. * Adds a new velocity gradient
  60658. * @param gradient defines the gradient to use (between 0 and 1)
  60659. * @param factor defines the velocity to affect to the specified gradient
  60660. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60661. * @returns the current particle system
  60662. */
  60663. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  60664. if (!this._velocityGradients) {
  60665. this._velocityGradients = [];
  60666. }
  60667. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  60668. return this;
  60669. };
  60670. /**
  60671. * Remove a specific velocity gradient
  60672. * @param gradient defines the gradient to remove
  60673. * @returns the current particle system
  60674. */
  60675. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  60676. this._removeFactorGradient(this._velocityGradients, gradient);
  60677. return this;
  60678. };
  60679. /**
  60680. * Adds a new limit velocity gradient
  60681. * @param gradient defines the gradient to use (between 0 and 1)
  60682. * @param factor defines the limit velocity value to affect to the specified gradient
  60683. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60684. * @returns the current particle system
  60685. */
  60686. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  60687. if (!this._limitVelocityGradients) {
  60688. this._limitVelocityGradients = [];
  60689. }
  60690. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  60691. return this;
  60692. };
  60693. /**
  60694. * Remove a specific limit velocity gradient
  60695. * @param gradient defines the gradient to remove
  60696. * @returns the current particle system
  60697. */
  60698. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  60699. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  60700. return this;
  60701. };
  60702. /**
  60703. * Adds a new drag gradient
  60704. * @param gradient defines the gradient to use (between 0 and 1)
  60705. * @param factor defines the drag value to affect to the specified gradient
  60706. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60707. * @returns the current particle system
  60708. */
  60709. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  60710. if (!this._dragGradients) {
  60711. this._dragGradients = [];
  60712. }
  60713. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  60714. return this;
  60715. };
  60716. /**
  60717. * Remove a specific drag gradient
  60718. * @param gradient defines the gradient to remove
  60719. * @returns the current particle system
  60720. */
  60721. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  60722. this._removeFactorGradient(this._dragGradients, gradient);
  60723. return this;
  60724. };
  60725. /**
  60726. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  60727. * @param gradient defines the gradient to use (between 0 and 1)
  60728. * @param factor defines the emit rate value to affect to the specified gradient
  60729. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60730. * @returns the current particle system
  60731. */
  60732. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  60733. if (!this._emitRateGradients) {
  60734. this._emitRateGradients = [];
  60735. }
  60736. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  60737. return this;
  60738. };
  60739. /**
  60740. * Remove a specific emit rate gradient
  60741. * @param gradient defines the gradient to remove
  60742. * @returns the current particle system
  60743. */
  60744. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  60745. this._removeFactorGradient(this._emitRateGradients, gradient);
  60746. return this;
  60747. };
  60748. /**
  60749. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  60750. * @param gradient defines the gradient to use (between 0 and 1)
  60751. * @param factor defines the start size value to affect to the specified gradient
  60752. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60753. * @returns the current particle system
  60754. */
  60755. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  60756. if (!this._startSizeGradients) {
  60757. this._startSizeGradients = [];
  60758. }
  60759. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  60760. return this;
  60761. };
  60762. /**
  60763. * Remove a specific start size gradient
  60764. * @param gradient defines the gradient to remove
  60765. * @returns the current particle system
  60766. */
  60767. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  60768. this._removeFactorGradient(this._emitRateGradients, gradient);
  60769. return this;
  60770. };
  60771. ParticleSystem.prototype._createRampGradientTexture = function () {
  60772. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  60773. return;
  60774. }
  60775. var data = new Uint8Array(this._rawTextureWidth * 4);
  60776. var tmpColor = BABYLON.Tmp.Color3[0];
  60777. for (var x = 0; x < this._rawTextureWidth; x++) {
  60778. var ratio = x / this._rawTextureWidth;
  60779. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  60780. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  60781. data[x * 4] = tmpColor.r * 255;
  60782. data[x * 4 + 1] = tmpColor.g * 255;
  60783. data[x * 4 + 2] = tmpColor.b * 255;
  60784. data[x * 4 + 3] = 255;
  60785. });
  60786. }
  60787. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  60788. };
  60789. /**
  60790. * Gets the current list of ramp gradients.
  60791. * You must use addRampGradient and removeRampGradient to udpate this list
  60792. * @returns the list of ramp gradients
  60793. */
  60794. ParticleSystem.prototype.getRampGradients = function () {
  60795. return this._rampGradients;
  60796. };
  60797. /**
  60798. * Adds a new ramp gradient used to remap particle colors
  60799. * @param gradient defines the gradient to use (between 0 and 1)
  60800. * @param color defines the color to affect to the specified gradient
  60801. * @returns the current particle system
  60802. */
  60803. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  60804. if (!this._rampGradients) {
  60805. this._rampGradients = [];
  60806. }
  60807. var rampGradient = new BABYLON.Color3Gradient();
  60808. rampGradient.gradient = gradient;
  60809. rampGradient.color = color;
  60810. this._rampGradients.push(rampGradient);
  60811. this._rampGradients.sort(function (a, b) {
  60812. if (a.gradient < b.gradient) {
  60813. return -1;
  60814. }
  60815. else if (a.gradient > b.gradient) {
  60816. return 1;
  60817. }
  60818. return 0;
  60819. });
  60820. if (this._rampGradientsTexture) {
  60821. this._rampGradientsTexture.dispose();
  60822. this._rampGradientsTexture = null;
  60823. }
  60824. this._createRampGradientTexture();
  60825. return this;
  60826. };
  60827. /**
  60828. * Remove a specific ramp gradient
  60829. * @param gradient defines the gradient to remove
  60830. * @returns the current particle system
  60831. */
  60832. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  60833. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  60834. this._rampGradientsTexture = null;
  60835. if (this._rampGradients && this._rampGradients.length > 0) {
  60836. this._createRampGradientTexture();
  60837. }
  60838. return this;
  60839. };
  60840. /**
  60841. * Adds a new color gradient
  60842. * @param gradient defines the gradient to use (between 0 and 1)
  60843. * @param color1 defines the color to affect to the specified gradient
  60844. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  60845. * @returns this particle system
  60846. */
  60847. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  60848. if (!this._colorGradients) {
  60849. this._colorGradients = [];
  60850. }
  60851. var colorGradient = new BABYLON.ColorGradient();
  60852. colorGradient.gradient = gradient;
  60853. colorGradient.color1 = color1;
  60854. colorGradient.color2 = color2;
  60855. this._colorGradients.push(colorGradient);
  60856. this._colorGradients.sort(function (a, b) {
  60857. if (a.gradient < b.gradient) {
  60858. return -1;
  60859. }
  60860. else if (a.gradient > b.gradient) {
  60861. return 1;
  60862. }
  60863. return 0;
  60864. });
  60865. return this;
  60866. };
  60867. /**
  60868. * Remove a specific color gradient
  60869. * @param gradient defines the gradient to remove
  60870. * @returns this particle system
  60871. */
  60872. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  60873. if (!this._colorGradients) {
  60874. return this;
  60875. }
  60876. var index = 0;
  60877. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  60878. var colorGradient = _a[_i];
  60879. if (colorGradient.gradient === gradient) {
  60880. this._colorGradients.splice(index, 1);
  60881. break;
  60882. }
  60883. index++;
  60884. }
  60885. return this;
  60886. };
  60887. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  60888. u = Math.abs(u) * 0.5 + 0.5;
  60889. v = Math.abs(v) * 0.5 + 0.5;
  60890. var wrappedU = ((u * width) % width) | 0;
  60891. var wrappedV = ((v * height) % height) | 0;
  60892. var position = (wrappedU + wrappedV * width) * 4;
  60893. return pixels[position] / 255;
  60894. };
  60895. ParticleSystem.prototype._reset = function () {
  60896. this._resetEffect();
  60897. };
  60898. ParticleSystem.prototype._resetEffect = function () {
  60899. if (this._vertexBuffer) {
  60900. this._vertexBuffer.dispose();
  60901. this._vertexBuffer = null;
  60902. }
  60903. if (this._spriteBuffer) {
  60904. this._spriteBuffer.dispose();
  60905. this._spriteBuffer = null;
  60906. }
  60907. this._createVertexBuffers();
  60908. };
  60909. ParticleSystem.prototype._createVertexBuffers = function () {
  60910. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  60911. if (this._isAnimationSheetEnabled) {
  60912. this._vertexBufferSize += 1;
  60913. }
  60914. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  60915. this._vertexBufferSize += 3;
  60916. }
  60917. if (this._useRampGradients) {
  60918. this._vertexBufferSize += 4;
  60919. }
  60920. var engine = this._scene.getEngine();
  60921. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  60922. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  60923. var dataOffset = 0;
  60924. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  60925. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  60926. dataOffset += 3;
  60927. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  60928. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  60929. dataOffset += 4;
  60930. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  60931. this._vertexBuffers["angle"] = options;
  60932. dataOffset += 1;
  60933. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  60934. this._vertexBuffers["size"] = size;
  60935. dataOffset += 2;
  60936. if (this._isAnimationSheetEnabled) {
  60937. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  60938. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  60939. dataOffset += 1;
  60940. }
  60941. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  60942. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  60943. this._vertexBuffers["direction"] = directionBuffer;
  60944. dataOffset += 3;
  60945. }
  60946. if (this._useRampGradients) {
  60947. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  60948. this._vertexBuffers["remapData"] = rampDataBuffer;
  60949. dataOffset += 4;
  60950. }
  60951. var offsets;
  60952. if (this._useInstancing) {
  60953. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  60954. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  60955. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  60956. }
  60957. else {
  60958. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  60959. dataOffset += 2;
  60960. }
  60961. this._vertexBuffers["offset"] = offsets;
  60962. };
  60963. ParticleSystem.prototype._createIndexBuffer = function () {
  60964. if (this._useInstancing) {
  60965. return;
  60966. }
  60967. var indices = [];
  60968. var index = 0;
  60969. for (var count = 0; count < this._capacity; count++) {
  60970. indices.push(index);
  60971. indices.push(index + 1);
  60972. indices.push(index + 2);
  60973. indices.push(index);
  60974. indices.push(index + 2);
  60975. indices.push(index + 3);
  60976. index += 4;
  60977. }
  60978. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  60979. };
  60980. /**
  60981. * Gets the maximum number of particles active at the same time.
  60982. * @returns The max number of active particles.
  60983. */
  60984. ParticleSystem.prototype.getCapacity = function () {
  60985. return this._capacity;
  60986. };
  60987. /**
  60988. * Gets whether there are still active particles in the system.
  60989. * @returns True if it is alive, otherwise false.
  60990. */
  60991. ParticleSystem.prototype.isAlive = function () {
  60992. return this._alive;
  60993. };
  60994. /**
  60995. * Gets if the system has been started. (Note: this will still be true after stop is called)
  60996. * @returns True if it has been started, otherwise false.
  60997. */
  60998. ParticleSystem.prototype.isStarted = function () {
  60999. return this._started;
  61000. };
  61001. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61002. var _this = this;
  61003. this._subEmitters = new Array();
  61004. if (this.subEmitters) {
  61005. this.subEmitters.forEach(function (subEmitter) {
  61006. if (subEmitter instanceof ParticleSystem) {
  61007. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61008. }
  61009. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61010. _this._subEmitters.push([subEmitter]);
  61011. }
  61012. else if (subEmitter instanceof Array) {
  61013. _this._subEmitters.push(subEmitter);
  61014. }
  61015. });
  61016. }
  61017. };
  61018. /**
  61019. * Starts the particle system and begins to emit
  61020. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61021. */
  61022. ParticleSystem.prototype.start = function (delay) {
  61023. var _this = this;
  61024. if (delay === void 0) { delay = this.startDelay; }
  61025. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61026. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61027. }
  61028. if (delay) {
  61029. setTimeout(function () {
  61030. _this.start(0);
  61031. }, delay);
  61032. return;
  61033. }
  61034. // Convert the subEmitters field to the constant type field _subEmitters
  61035. this._prepareSubEmitterInternalArray();
  61036. this._started = true;
  61037. this._stopped = false;
  61038. this._actualFrame = 0;
  61039. if (this._subEmitters && this._subEmitters.length != 0) {
  61040. this.activeSubSystems = new Array();
  61041. }
  61042. // Reset emit gradient so it acts the same on every start
  61043. if (this._emitRateGradients) {
  61044. if (this._emitRateGradients.length > 0) {
  61045. this._currentEmitRateGradient = this._emitRateGradients[0];
  61046. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61047. this._currentEmitRate2 = this._currentEmitRate1;
  61048. }
  61049. if (this._emitRateGradients.length > 1) {
  61050. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61051. }
  61052. }
  61053. // Reset start size gradient so it acts the same on every start
  61054. if (this._startSizeGradients) {
  61055. if (this._startSizeGradients.length > 0) {
  61056. this._currentStartSizeGradient = this._startSizeGradients[0];
  61057. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61058. this._currentStartSize2 = this._currentStartSize1;
  61059. }
  61060. if (this._startSizeGradients.length > 1) {
  61061. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61062. }
  61063. }
  61064. if (this.preWarmCycles) {
  61065. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61066. this.emitter.computeWorldMatrix(true);
  61067. }
  61068. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61069. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61070. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61071. setTimeout(function () {
  61072. for (var index = 0; index < _this.preWarmCycles; index++) {
  61073. _this.animate(true);
  61074. noiseTextureAsProcedural_1.render();
  61075. }
  61076. });
  61077. });
  61078. }
  61079. else {
  61080. for (var index = 0; index < this.preWarmCycles; index++) {
  61081. this.animate(true);
  61082. }
  61083. }
  61084. }
  61085. // Animations
  61086. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61087. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61088. }
  61089. };
  61090. /**
  61091. * Stops the particle system.
  61092. * @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.
  61093. */
  61094. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61095. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61096. this._stopped = true;
  61097. if (stopSubEmitters) {
  61098. this._stopSubEmitters();
  61099. }
  61100. };
  61101. // animation sheet
  61102. /**
  61103. * Remove all active particles
  61104. */
  61105. ParticleSystem.prototype.reset = function () {
  61106. this._stockParticles = [];
  61107. this._particles = [];
  61108. };
  61109. /**
  61110. * @hidden (for internal use only)
  61111. */
  61112. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61113. var offset = index * this._vertexBufferSize;
  61114. this._vertexData[offset++] = particle.position.x;
  61115. this._vertexData[offset++] = particle.position.y;
  61116. this._vertexData[offset++] = particle.position.z;
  61117. this._vertexData[offset++] = particle.color.r;
  61118. this._vertexData[offset++] = particle.color.g;
  61119. this._vertexData[offset++] = particle.color.b;
  61120. this._vertexData[offset++] = particle.color.a;
  61121. this._vertexData[offset++] = particle.angle;
  61122. this._vertexData[offset++] = particle.scale.x * particle.size;
  61123. this._vertexData[offset++] = particle.scale.y * particle.size;
  61124. if (this._isAnimationSheetEnabled) {
  61125. this._vertexData[offset++] = particle.cellIndex;
  61126. }
  61127. if (!this._isBillboardBased) {
  61128. if (particle._initialDirection) {
  61129. this._vertexData[offset++] = particle._initialDirection.x;
  61130. this._vertexData[offset++] = particle._initialDirection.y;
  61131. this._vertexData[offset++] = particle._initialDirection.z;
  61132. }
  61133. else {
  61134. this._vertexData[offset++] = particle.direction.x;
  61135. this._vertexData[offset++] = particle.direction.y;
  61136. this._vertexData[offset++] = particle.direction.z;
  61137. }
  61138. }
  61139. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61140. this._vertexData[offset++] = particle.direction.x;
  61141. this._vertexData[offset++] = particle.direction.y;
  61142. this._vertexData[offset++] = particle.direction.z;
  61143. }
  61144. if (this._useRampGradients) {
  61145. this._vertexData[offset++] = particle.remapData.x;
  61146. this._vertexData[offset++] = particle.remapData.y;
  61147. this._vertexData[offset++] = particle.remapData.z;
  61148. this._vertexData[offset++] = particle.remapData.w;
  61149. }
  61150. if (!this._useInstancing) {
  61151. if (this._isAnimationSheetEnabled) {
  61152. if (offsetX === 0) {
  61153. offsetX = this._epsilon;
  61154. }
  61155. else if (offsetX === 1) {
  61156. offsetX = 1 - this._epsilon;
  61157. }
  61158. if (offsetY === 0) {
  61159. offsetY = this._epsilon;
  61160. }
  61161. else if (offsetY === 1) {
  61162. offsetY = 1 - this._epsilon;
  61163. }
  61164. }
  61165. this._vertexData[offset++] = offsetX;
  61166. this._vertexData[offset++] = offsetY;
  61167. }
  61168. };
  61169. ParticleSystem.prototype._stopSubEmitters = function () {
  61170. if (!this.activeSubSystems) {
  61171. return;
  61172. }
  61173. this.activeSubSystems.forEach(function (subSystem) {
  61174. subSystem.stop(true);
  61175. });
  61176. this.activeSubSystems = new Array();
  61177. };
  61178. ParticleSystem.prototype._removeFromRoot = function () {
  61179. if (!this._rootParticleSystem) {
  61180. return;
  61181. }
  61182. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61183. if (index !== -1) {
  61184. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61185. }
  61186. this._rootParticleSystem = null;
  61187. };
  61188. // End of sub system methods
  61189. ParticleSystem.prototype._update = function (newParticles) {
  61190. var _this = this;
  61191. // Update current
  61192. this._alive = this._particles.length > 0;
  61193. if (this.emitter.position) {
  61194. var emitterMesh = this.emitter;
  61195. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61196. }
  61197. else {
  61198. var emitterPosition = this.emitter;
  61199. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61200. }
  61201. this.updateFunction(this._particles);
  61202. // Add new ones
  61203. var particle;
  61204. var _loop_2 = function () {
  61205. if (this_1._particles.length === this_1._capacity) {
  61206. return "break";
  61207. }
  61208. particle = this_1._createParticle();
  61209. this_1._particles.push(particle);
  61210. // Emitter
  61211. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61212. if (this_1.startPositionFunction) {
  61213. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61214. }
  61215. else {
  61216. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61217. }
  61218. if (this_1.startDirectionFunction) {
  61219. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61220. }
  61221. else {
  61222. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61223. }
  61224. if (emitPower === 0) {
  61225. if (!particle._initialDirection) {
  61226. particle._initialDirection = particle.direction.clone();
  61227. }
  61228. else {
  61229. particle._initialDirection.copyFrom(particle.direction);
  61230. }
  61231. }
  61232. else {
  61233. particle._initialDirection = null;
  61234. }
  61235. particle.direction.scaleInPlace(emitPower);
  61236. // Life time
  61237. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61238. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61239. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61240. var factorGradient1 = currentGradient;
  61241. var factorGradient2 = nextGradient;
  61242. var lifeTime1 = factorGradient1.getFactor();
  61243. var lifeTime2 = factorGradient2.getFactor();
  61244. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61245. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61246. });
  61247. }
  61248. else {
  61249. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61250. }
  61251. // Size
  61252. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61253. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61254. }
  61255. else {
  61256. particle._currentSizeGradient = this_1._sizeGradients[0];
  61257. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61258. particle.size = particle._currentSize1;
  61259. if (this_1._sizeGradients.length > 1) {
  61260. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61261. }
  61262. else {
  61263. particle._currentSize2 = particle._currentSize1;
  61264. }
  61265. }
  61266. // Size and scale
  61267. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61268. // Adjust scale by start size
  61269. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61270. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61271. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61272. if (currentGradient !== _this._currentStartSizeGradient) {
  61273. _this._currentStartSize1 = _this._currentStartSize2;
  61274. _this._currentStartSize2 = nextGradient.getFactor();
  61275. _this._currentStartSizeGradient = currentGradient;
  61276. }
  61277. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61278. particle.scale.scaleInPlace(value);
  61279. });
  61280. }
  61281. // Angle
  61282. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61283. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61284. }
  61285. else {
  61286. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  61287. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  61288. particle._currentAngularSpeed1 = particle.angularSpeed;
  61289. if (this_1._angularSpeedGradients.length > 1) {
  61290. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  61291. }
  61292. else {
  61293. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  61294. }
  61295. }
  61296. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  61297. // Velocity
  61298. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  61299. particle._currentVelocityGradient = this_1._velocityGradients[0];
  61300. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  61301. if (this_1._velocityGradients.length > 1) {
  61302. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  61303. }
  61304. else {
  61305. particle._currentVelocity2 = particle._currentVelocity1;
  61306. }
  61307. }
  61308. // Limit velocity
  61309. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  61310. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  61311. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  61312. if (this_1._limitVelocityGradients.length > 1) {
  61313. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  61314. }
  61315. else {
  61316. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  61317. }
  61318. }
  61319. // Drag
  61320. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  61321. particle._currentDragGradient = this_1._dragGradients[0];
  61322. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  61323. if (this_1._dragGradients.length > 1) {
  61324. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  61325. }
  61326. else {
  61327. particle._currentDrag2 = particle._currentDrag1;
  61328. }
  61329. }
  61330. // Color
  61331. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  61332. step = BABYLON.Scalar.RandomRange(0, 1.0);
  61333. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  61334. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  61335. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  61336. }
  61337. else {
  61338. particle._currentColorGradient = this_1._colorGradients[0];
  61339. particle._currentColorGradient.getColorToRef(particle.color);
  61340. particle._currentColor1.copyFrom(particle.color);
  61341. if (this_1._colorGradients.length > 1) {
  61342. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  61343. }
  61344. else {
  61345. particle._currentColor2.copyFrom(particle.color);
  61346. }
  61347. }
  61348. // Sheet
  61349. if (this_1._isAnimationSheetEnabled) {
  61350. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  61351. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  61352. }
  61353. // Inherited Velocity
  61354. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  61355. // Ramp
  61356. if (this_1._useRampGradients) {
  61357. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  61358. }
  61359. // Noise texture coordinates
  61360. if (this_1.noiseTexture) {
  61361. if (particle._randomNoiseCoordinates1) {
  61362. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  61363. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  61364. }
  61365. else {
  61366. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61367. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61368. }
  61369. }
  61370. // Update the position of the attached sub-emitters to match their attached particle
  61371. particle._inheritParticleInfoToSubEmitters();
  61372. };
  61373. var this_1 = this, step;
  61374. for (var index = 0; index < newParticles; index++) {
  61375. var state_1 = _loop_2();
  61376. if (state_1 === "break")
  61377. break;
  61378. }
  61379. };
  61380. /** @hidden */
  61381. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  61382. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61383. if (isBillboardBased === void 0) { isBillboardBased = false; }
  61384. if (useRampGradients === void 0) { useRampGradients = false; }
  61385. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  61386. if (isAnimationSheetEnabled) {
  61387. attributeNamesOrOptions.push("cellIndex");
  61388. }
  61389. if (!isBillboardBased) {
  61390. attributeNamesOrOptions.push("direction");
  61391. }
  61392. if (useRampGradients) {
  61393. attributeNamesOrOptions.push("remapData");
  61394. }
  61395. return attributeNamesOrOptions;
  61396. };
  61397. /** @hidden */
  61398. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  61399. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61400. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  61401. if (isAnimationSheetEnabled) {
  61402. effectCreationOption.push("particlesInfos");
  61403. }
  61404. return effectCreationOption;
  61405. };
  61406. /** @hidden */
  61407. ParticleSystem.prototype._getEffect = function (blendMode) {
  61408. if (this._customEffect) {
  61409. return this._customEffect;
  61410. }
  61411. var defines = [];
  61412. if (this._scene.clipPlane) {
  61413. defines.push("#define CLIPPLANE");
  61414. }
  61415. if (this._scene.clipPlane2) {
  61416. defines.push("#define CLIPPLANE2");
  61417. }
  61418. if (this._scene.clipPlane3) {
  61419. defines.push("#define CLIPPLANE3");
  61420. }
  61421. if (this._scene.clipPlane4) {
  61422. defines.push("#define CLIPPLANE4");
  61423. }
  61424. if (this._isAnimationSheetEnabled) {
  61425. defines.push("#define ANIMATESHEET");
  61426. }
  61427. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  61428. defines.push("#define BLENDMULTIPLYMODE");
  61429. }
  61430. if (this._useRampGradients) {
  61431. defines.push("#define RAMPGRADIENT");
  61432. }
  61433. if (this._isBillboardBased) {
  61434. defines.push("#define BILLBOARD");
  61435. switch (this.billboardMode) {
  61436. case ParticleSystem.BILLBOARDMODE_Y:
  61437. defines.push("#define BILLBOARDY");
  61438. break;
  61439. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  61440. defines.push("#define BILLBOARDSTRETCHED");
  61441. break;
  61442. case ParticleSystem.BILLBOARDMODE_ALL:
  61443. default:
  61444. break;
  61445. }
  61446. }
  61447. if (this._imageProcessingConfiguration) {
  61448. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  61449. defines.push(this._imageProcessingConfigurationDefines.toString());
  61450. }
  61451. // Effect
  61452. var join = defines.join("\n");
  61453. if (this._cachedDefines !== join) {
  61454. this._cachedDefines = join;
  61455. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  61456. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  61457. var samplers = ["diffuseSampler", "rampSampler"];
  61458. if (BABYLON.ImageProcessingConfiguration) {
  61459. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  61460. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  61461. }
  61462. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  61463. }
  61464. return this._effect;
  61465. };
  61466. /**
  61467. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61468. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  61469. */
  61470. ParticleSystem.prototype.animate = function (preWarmOnly) {
  61471. var _this = this;
  61472. if (preWarmOnly === void 0) { preWarmOnly = false; }
  61473. if (!this._started) {
  61474. return;
  61475. }
  61476. if (!preWarmOnly) {
  61477. // Check
  61478. if (!this.isReady()) {
  61479. return;
  61480. }
  61481. if (this._currentRenderId === this._scene.getRenderId()) {
  61482. return;
  61483. }
  61484. this._currentRenderId = this._scene.getRenderId();
  61485. }
  61486. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  61487. // Determine the number of particles we need to create
  61488. var newParticles;
  61489. if (this.manualEmitCount > -1) {
  61490. newParticles = this.manualEmitCount;
  61491. this._newPartsExcess = 0;
  61492. this.manualEmitCount = 0;
  61493. }
  61494. else {
  61495. var rate_1 = this.emitRate;
  61496. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  61497. var ratio = this._actualFrame / this.targetStopDuration;
  61498. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  61499. if (currentGradient !== _this._currentEmitRateGradient) {
  61500. _this._currentEmitRate1 = _this._currentEmitRate2;
  61501. _this._currentEmitRate2 = nextGradient.getFactor();
  61502. _this._currentEmitRateGradient = currentGradient;
  61503. }
  61504. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  61505. });
  61506. }
  61507. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  61508. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  61509. }
  61510. if (this._newPartsExcess > 1.0) {
  61511. newParticles += this._newPartsExcess >> 0;
  61512. this._newPartsExcess -= this._newPartsExcess >> 0;
  61513. }
  61514. this._alive = false;
  61515. if (!this._stopped) {
  61516. this._actualFrame += this._scaledUpdateSpeed;
  61517. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  61518. this.stop();
  61519. }
  61520. }
  61521. else {
  61522. newParticles = 0;
  61523. }
  61524. this._update(newParticles);
  61525. // Stopped?
  61526. if (this._stopped) {
  61527. if (!this._alive) {
  61528. this._started = false;
  61529. if (this.onAnimationEnd) {
  61530. this.onAnimationEnd();
  61531. }
  61532. if (this.disposeOnStop) {
  61533. this._scene._toBeDisposed.push(this);
  61534. }
  61535. }
  61536. }
  61537. if (!preWarmOnly) {
  61538. // Update VBO
  61539. var offset = 0;
  61540. for (var index = 0; index < this._particles.length; index++) {
  61541. var particle = this._particles[index];
  61542. this._appendParticleVertices(offset, particle);
  61543. offset += this._useInstancing ? 1 : 4;
  61544. }
  61545. if (this._vertexBuffer) {
  61546. this._vertexBuffer.update(this._vertexData);
  61547. }
  61548. }
  61549. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  61550. this.stop();
  61551. }
  61552. };
  61553. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  61554. this._appendParticleVertex(offset++, particle, 0, 0);
  61555. if (!this._useInstancing) {
  61556. this._appendParticleVertex(offset++, particle, 1, 0);
  61557. this._appendParticleVertex(offset++, particle, 1, 1);
  61558. this._appendParticleVertex(offset++, particle, 0, 1);
  61559. }
  61560. };
  61561. /**
  61562. * Rebuilds the particle system.
  61563. */
  61564. ParticleSystem.prototype.rebuild = function () {
  61565. this._createIndexBuffer();
  61566. if (this._vertexBuffer) {
  61567. this._vertexBuffer._rebuild();
  61568. }
  61569. };
  61570. /**
  61571. * Is this system ready to be used/rendered
  61572. * @return true if the system is ready
  61573. */
  61574. ParticleSystem.prototype.isReady = function () {
  61575. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  61576. return false;
  61577. }
  61578. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61579. if (!this._getEffect(this.blendMode).isReady()) {
  61580. return false;
  61581. }
  61582. }
  61583. else {
  61584. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  61585. return false;
  61586. }
  61587. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  61588. return false;
  61589. }
  61590. }
  61591. return true;
  61592. };
  61593. ParticleSystem.prototype._render = function (blendMode) {
  61594. var effect = this._getEffect(blendMode);
  61595. var engine = this._scene.getEngine();
  61596. // Render
  61597. engine.enableEffect(effect);
  61598. var viewMatrix = this._scene.getViewMatrix();
  61599. effect.setTexture("diffuseSampler", this.particleTexture);
  61600. effect.setMatrix("view", viewMatrix);
  61601. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  61602. if (this._isAnimationSheetEnabled && this.particleTexture) {
  61603. var baseSize = this.particleTexture.getBaseSize();
  61604. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  61605. }
  61606. effect.setVector2("translationPivot", this.translationPivot);
  61607. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  61608. if (this._isBillboardBased) {
  61609. var camera = this._scene.activeCamera;
  61610. effect.setVector3("eyePosition", camera.globalPosition);
  61611. }
  61612. if (this._rampGradientsTexture) {
  61613. effect.setTexture("rampSampler", this._rampGradientsTexture);
  61614. }
  61615. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  61616. var invView = viewMatrix.clone();
  61617. invView.invert();
  61618. effect.setMatrix("invView", invView);
  61619. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  61620. }
  61621. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  61622. // image processing
  61623. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  61624. this._imageProcessingConfiguration.bind(effect);
  61625. }
  61626. // Draw order
  61627. switch (blendMode) {
  61628. case ParticleSystem.BLENDMODE_ADD:
  61629. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  61630. break;
  61631. case ParticleSystem.BLENDMODE_ONEONE:
  61632. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  61633. break;
  61634. case ParticleSystem.BLENDMODE_STANDARD:
  61635. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  61636. break;
  61637. case ParticleSystem.BLENDMODE_MULTIPLY:
  61638. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  61639. break;
  61640. }
  61641. if (this._useInstancing) {
  61642. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  61643. }
  61644. else {
  61645. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  61646. }
  61647. return this._particles.length;
  61648. };
  61649. /**
  61650. * Renders the particle system in its current state.
  61651. * @returns the current number of particles
  61652. */
  61653. ParticleSystem.prototype.render = function () {
  61654. // Check
  61655. if (!this.isReady() || !this._particles.length) {
  61656. return 0;
  61657. }
  61658. var engine = this._scene.getEngine();
  61659. engine.setState(false);
  61660. if (this.forceDepthWrite) {
  61661. engine.setDepthWrite(true);
  61662. }
  61663. var outparticles = 0;
  61664. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61665. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  61666. }
  61667. outparticles = this._render(this.blendMode);
  61668. engine.unbindInstanceAttributes();
  61669. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  61670. return outparticles;
  61671. };
  61672. /**
  61673. * Disposes the particle system and free the associated resources
  61674. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61675. */
  61676. ParticleSystem.prototype.dispose = function (disposeTexture) {
  61677. if (disposeTexture === void 0) { disposeTexture = true; }
  61678. if (this._vertexBuffer) {
  61679. this._vertexBuffer.dispose();
  61680. this._vertexBuffer = null;
  61681. }
  61682. if (this._spriteBuffer) {
  61683. this._spriteBuffer.dispose();
  61684. this._spriteBuffer = null;
  61685. }
  61686. if (this._indexBuffer) {
  61687. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  61688. this._indexBuffer = null;
  61689. }
  61690. if (disposeTexture && this.particleTexture) {
  61691. this.particleTexture.dispose();
  61692. this.particleTexture = null;
  61693. }
  61694. if (disposeTexture && this.noiseTexture) {
  61695. this.noiseTexture.dispose();
  61696. this.noiseTexture = null;
  61697. }
  61698. if (this._rampGradientsTexture) {
  61699. this._rampGradientsTexture.dispose();
  61700. this._rampGradientsTexture = null;
  61701. }
  61702. this._removeFromRoot();
  61703. if (this._subEmitters && this._subEmitters.length) {
  61704. for (var index = 0; index < this._subEmitters.length; index++) {
  61705. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  61706. var subEmitter = _a[_i];
  61707. subEmitter.dispose();
  61708. }
  61709. }
  61710. this._subEmitters = [];
  61711. this.subEmitters = [];
  61712. }
  61713. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  61714. this.emitter.dispose(true);
  61715. }
  61716. // Remove from scene
  61717. var index = this._scene.particleSystems.indexOf(this);
  61718. if (index > -1) {
  61719. this._scene.particleSystems.splice(index, 1);
  61720. }
  61721. this._scene._activeParticleSystems.dispose();
  61722. // Callback
  61723. this.onDisposeObservable.notifyObservers(this);
  61724. this.onDisposeObservable.clear();
  61725. this.reset();
  61726. };
  61727. // Clone
  61728. /**
  61729. * Clones the particle system.
  61730. * @param name The name of the cloned object
  61731. * @param newEmitter The new emitter to use
  61732. * @returns the cloned particle system
  61733. */
  61734. ParticleSystem.prototype.clone = function (name, newEmitter) {
  61735. var custom = null;
  61736. var program = null;
  61737. if (this.customShader != null) {
  61738. program = this.customShader;
  61739. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  61740. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  61741. }
  61742. else if (this._customEffect) {
  61743. custom = this._customEffect;
  61744. }
  61745. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  61746. result.customShader = program;
  61747. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  61748. if (newEmitter === undefined) {
  61749. newEmitter = this.emitter;
  61750. }
  61751. result.noiseTexture = this.noiseTexture;
  61752. result.emitter = newEmitter;
  61753. if (this.particleTexture) {
  61754. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  61755. }
  61756. // Clone gradients
  61757. if (this._colorGradients) {
  61758. this._colorGradients.forEach(function (v) {
  61759. result.addColorGradient(v.gradient, v.color1, v.color2);
  61760. });
  61761. }
  61762. if (this._dragGradients) {
  61763. this._dragGradients.forEach(function (v) {
  61764. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  61765. });
  61766. }
  61767. if (this._angularSpeedGradients) {
  61768. this._angularSpeedGradients.forEach(function (v) {
  61769. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  61770. });
  61771. }
  61772. if (this._emitRateGradients) {
  61773. this._emitRateGradients.forEach(function (v) {
  61774. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  61775. });
  61776. }
  61777. if (this._lifeTimeGradients) {
  61778. this._lifeTimeGradients.forEach(function (v) {
  61779. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  61780. });
  61781. }
  61782. if (this._limitVelocityGradients) {
  61783. this._limitVelocityGradients.forEach(function (v) {
  61784. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  61785. });
  61786. }
  61787. if (this._sizeGradients) {
  61788. this._sizeGradients.forEach(function (v) {
  61789. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  61790. });
  61791. }
  61792. if (this._startSizeGradients) {
  61793. this._startSizeGradients.forEach(function (v) {
  61794. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  61795. });
  61796. }
  61797. if (this._velocityGradients) {
  61798. this._velocityGradients.forEach(function (v) {
  61799. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  61800. });
  61801. }
  61802. if (this._rampGradients) {
  61803. this._rampGradients.forEach(function (v) {
  61804. result.addRampGradient(v.gradient, v.color);
  61805. });
  61806. }
  61807. if (this._colorRemapGradients) {
  61808. this._colorRemapGradients.forEach(function (v) {
  61809. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  61810. });
  61811. }
  61812. if (this._alphaRemapGradients) {
  61813. this._alphaRemapGradients.forEach(function (v) {
  61814. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  61815. });
  61816. }
  61817. if (!this.preventAutoStart) {
  61818. result.start();
  61819. }
  61820. return result;
  61821. };
  61822. /**
  61823. * Serializes the particle system to a JSON object.
  61824. * @returns the JSON object
  61825. */
  61826. ParticleSystem.prototype.serialize = function () {
  61827. var serializationObject = {};
  61828. ParticleSystem._Serialize(serializationObject, this);
  61829. serializationObject.textureMask = this.textureMask.asArray();
  61830. serializationObject.customShader = this.customShader;
  61831. serializationObject.preventAutoStart = this.preventAutoStart;
  61832. // SubEmitters
  61833. if (this.subEmitters) {
  61834. serializationObject.subEmitters = [];
  61835. if (!this._subEmitters) {
  61836. this._prepareSubEmitterInternalArray();
  61837. }
  61838. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  61839. var subs = _a[_i];
  61840. var cell = [];
  61841. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  61842. var sub = subs_1[_b];
  61843. cell.push(sub.serialize());
  61844. }
  61845. serializationObject.subEmitters.push(cell);
  61846. }
  61847. }
  61848. return serializationObject;
  61849. };
  61850. /** @hidden */
  61851. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  61852. serializationObject.name = particleSystem.name;
  61853. serializationObject.id = particleSystem.id;
  61854. serializationObject.capacity = particleSystem.getCapacity();
  61855. // Emitter
  61856. if (particleSystem.emitter.position) {
  61857. var emitterMesh = particleSystem.emitter;
  61858. serializationObject.emitterId = emitterMesh.id;
  61859. }
  61860. else {
  61861. var emitterPosition = particleSystem.emitter;
  61862. serializationObject.emitter = emitterPosition.asArray();
  61863. }
  61864. // Emitter
  61865. if (particleSystem.particleEmitterType) {
  61866. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  61867. }
  61868. if (particleSystem.particleTexture) {
  61869. serializationObject.textureName = particleSystem.particleTexture.name;
  61870. serializationObject.invertY = particleSystem.particleTexture._invertY;
  61871. }
  61872. // Animations
  61873. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  61874. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  61875. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  61876. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  61877. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  61878. // Particle system
  61879. serializationObject.startDelay = particleSystem.startDelay;
  61880. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  61881. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  61882. serializationObject.billboardMode = particleSystem.billboardMode;
  61883. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  61884. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  61885. serializationObject.minSize = particleSystem.minSize;
  61886. serializationObject.maxSize = particleSystem.maxSize;
  61887. serializationObject.minScaleX = particleSystem.minScaleX;
  61888. serializationObject.maxScaleX = particleSystem.maxScaleX;
  61889. serializationObject.minScaleY = particleSystem.minScaleY;
  61890. serializationObject.maxScaleY = particleSystem.maxScaleY;
  61891. serializationObject.minEmitPower = particleSystem.minEmitPower;
  61892. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  61893. serializationObject.minLifeTime = particleSystem.minLifeTime;
  61894. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  61895. serializationObject.emitRate = particleSystem.emitRate;
  61896. serializationObject.gravity = particleSystem.gravity.asArray();
  61897. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  61898. serializationObject.color1 = particleSystem.color1.asArray();
  61899. serializationObject.color2 = particleSystem.color2.asArray();
  61900. serializationObject.colorDead = particleSystem.colorDead.asArray();
  61901. serializationObject.updateSpeed = particleSystem.updateSpeed;
  61902. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  61903. serializationObject.blendMode = particleSystem.blendMode;
  61904. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  61905. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  61906. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  61907. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  61908. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  61909. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  61910. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  61911. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  61912. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  61913. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  61914. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  61915. var colorGradients = particleSystem.getColorGradients();
  61916. if (colorGradients) {
  61917. serializationObject.colorGradients = [];
  61918. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  61919. var colorGradient = colorGradients_1[_i];
  61920. var serializedGradient = {
  61921. gradient: colorGradient.gradient,
  61922. color1: colorGradient.color1.asArray()
  61923. };
  61924. if (colorGradient.color2) {
  61925. serializedGradient.color2 = colorGradient.color2.asArray();
  61926. }
  61927. serializationObject.colorGradients.push(serializedGradient);
  61928. }
  61929. }
  61930. var rampGradients = particleSystem.getRampGradients();
  61931. if (rampGradients) {
  61932. serializationObject.rampGradients = [];
  61933. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  61934. var rampGradient = rampGradients_1[_a];
  61935. var serializedGradient = {
  61936. gradient: rampGradient.gradient,
  61937. color: rampGradient.color.asArray()
  61938. };
  61939. serializationObject.rampGradients.push(serializedGradient);
  61940. }
  61941. serializationObject.useRampGradients = particleSystem.useRampGradients;
  61942. }
  61943. var colorRemapGradients = particleSystem.getColorRemapGradients();
  61944. if (colorRemapGradients) {
  61945. serializationObject.colorRemapGradients = [];
  61946. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  61947. var colorRemapGradient = colorRemapGradients_1[_b];
  61948. var serializedGradient = {
  61949. gradient: colorRemapGradient.gradient,
  61950. factor1: colorRemapGradient.factor1
  61951. };
  61952. if (colorRemapGradient.factor2 !== undefined) {
  61953. serializedGradient.factor2 = colorRemapGradient.factor2;
  61954. }
  61955. serializationObject.colorRemapGradients.push(serializedGradient);
  61956. }
  61957. }
  61958. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  61959. if (alphaRemapGradients) {
  61960. serializationObject.alphaRemapGradients = [];
  61961. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  61962. var alphaRemapGradient = alphaRemapGradients_1[_c];
  61963. var serializedGradient = {
  61964. gradient: alphaRemapGradient.gradient,
  61965. factor1: alphaRemapGradient.factor1
  61966. };
  61967. if (alphaRemapGradient.factor2 !== undefined) {
  61968. serializedGradient.factor2 = alphaRemapGradient.factor2;
  61969. }
  61970. serializationObject.alphaRemapGradients.push(serializedGradient);
  61971. }
  61972. }
  61973. var sizeGradients = particleSystem.getSizeGradients();
  61974. if (sizeGradients) {
  61975. serializationObject.sizeGradients = [];
  61976. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  61977. var sizeGradient = sizeGradients_1[_d];
  61978. var serializedGradient = {
  61979. gradient: sizeGradient.gradient,
  61980. factor1: sizeGradient.factor1
  61981. };
  61982. if (sizeGradient.factor2 !== undefined) {
  61983. serializedGradient.factor2 = sizeGradient.factor2;
  61984. }
  61985. serializationObject.sizeGradients.push(serializedGradient);
  61986. }
  61987. }
  61988. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  61989. if (angularSpeedGradients) {
  61990. serializationObject.angularSpeedGradients = [];
  61991. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  61992. var angularSpeedGradient = angularSpeedGradients_1[_e];
  61993. var serializedGradient = {
  61994. gradient: angularSpeedGradient.gradient,
  61995. factor1: angularSpeedGradient.factor1
  61996. };
  61997. if (angularSpeedGradient.factor2 !== undefined) {
  61998. serializedGradient.factor2 = angularSpeedGradient.factor2;
  61999. }
  62000. serializationObject.angularSpeedGradients.push(serializedGradient);
  62001. }
  62002. }
  62003. var velocityGradients = particleSystem.getVelocityGradients();
  62004. if (velocityGradients) {
  62005. serializationObject.velocityGradients = [];
  62006. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62007. var velocityGradient = velocityGradients_1[_f];
  62008. var serializedGradient = {
  62009. gradient: velocityGradient.gradient,
  62010. factor1: velocityGradient.factor1
  62011. };
  62012. if (velocityGradient.factor2 !== undefined) {
  62013. serializedGradient.factor2 = velocityGradient.factor2;
  62014. }
  62015. serializationObject.velocityGradients.push(serializedGradient);
  62016. }
  62017. }
  62018. var dragGradients = particleSystem.getDragGradients();
  62019. if (dragGradients) {
  62020. serializationObject.dragyGradients = [];
  62021. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62022. var dragGradient = dragGradients_1[_g];
  62023. var serializedGradient = {
  62024. gradient: dragGradient.gradient,
  62025. factor1: dragGradient.factor1
  62026. };
  62027. if (dragGradient.factor2 !== undefined) {
  62028. serializedGradient.factor2 = dragGradient.factor2;
  62029. }
  62030. serializationObject.dragGradients.push(serializedGradient);
  62031. }
  62032. }
  62033. var emitRateGradients = particleSystem.getEmitRateGradients();
  62034. if (emitRateGradients) {
  62035. serializationObject.emitRateGradients = [];
  62036. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62037. var emitRateGradient = emitRateGradients_1[_h];
  62038. var serializedGradient = {
  62039. gradient: emitRateGradient.gradient,
  62040. factor1: emitRateGradient.factor1
  62041. };
  62042. if (emitRateGradient.factor2 !== undefined) {
  62043. serializedGradient.factor2 = emitRateGradient.factor2;
  62044. }
  62045. serializationObject.emitRateGradients.push(serializedGradient);
  62046. }
  62047. }
  62048. var startSizeGradients = particleSystem.getStartSizeGradients();
  62049. if (startSizeGradients) {
  62050. serializationObject.startSizeGradients = [];
  62051. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62052. var startSizeGradient = startSizeGradients_1[_j];
  62053. var serializedGradient = {
  62054. gradient: startSizeGradient.gradient,
  62055. factor1: startSizeGradient.factor1
  62056. };
  62057. if (startSizeGradient.factor2 !== undefined) {
  62058. serializedGradient.factor2 = startSizeGradient.factor2;
  62059. }
  62060. serializationObject.startSizeGradients.push(serializedGradient);
  62061. }
  62062. }
  62063. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62064. if (lifeTimeGradients) {
  62065. serializationObject.lifeTimeGradients = [];
  62066. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62067. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62068. var serializedGradient = {
  62069. gradient: lifeTimeGradient.gradient,
  62070. factor1: lifeTimeGradient.factor1
  62071. };
  62072. if (lifeTimeGradient.factor2 !== undefined) {
  62073. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62074. }
  62075. serializationObject.lifeTimeGradients.push(serializedGradient);
  62076. }
  62077. }
  62078. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62079. if (limitVelocityGradients) {
  62080. serializationObject.limitVelocityGradients = [];
  62081. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62082. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62083. var serializedGradient = {
  62084. gradient: limitVelocityGradient.gradient,
  62085. factor1: limitVelocityGradient.factor1
  62086. };
  62087. if (limitVelocityGradient.factor2 !== undefined) {
  62088. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62089. }
  62090. serializationObject.limitVelocityGradients.push(serializedGradient);
  62091. }
  62092. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62093. }
  62094. if (particleSystem.noiseTexture) {
  62095. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62096. }
  62097. };
  62098. /** @hidden */
  62099. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62100. // Texture
  62101. if (parsedParticleSystem.textureName) {
  62102. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62103. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62104. }
  62105. // Emitter
  62106. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62107. particleSystem.emitter = BABYLON.Vector3.Zero();
  62108. }
  62109. else if (parsedParticleSystem.emitterId) {
  62110. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62111. }
  62112. else {
  62113. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62114. }
  62115. // Misc.
  62116. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62117. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62118. }
  62119. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62120. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62121. }
  62122. if (parsedParticleSystem.billboardMode !== undefined) {
  62123. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62124. }
  62125. // Animations
  62126. if (parsedParticleSystem.animations) {
  62127. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62128. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62129. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62130. }
  62131. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62132. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62133. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62134. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62135. }
  62136. if (parsedParticleSystem.autoAnimate) {
  62137. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62138. }
  62139. // Particle system
  62140. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62141. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62142. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62143. particleSystem.minSize = parsedParticleSystem.minSize;
  62144. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62145. if (parsedParticleSystem.minScaleX) {
  62146. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62147. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62148. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62149. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62150. }
  62151. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62152. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62153. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62154. }
  62155. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62156. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62157. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62158. }
  62159. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62160. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62161. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62162. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62163. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62164. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62165. if (parsedParticleSystem.noiseStrength) {
  62166. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62167. }
  62168. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62169. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62170. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62171. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62172. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62173. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62174. if (parsedParticleSystem.colorGradients) {
  62175. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62176. var colorGradient = _a[_i];
  62177. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62178. }
  62179. }
  62180. if (parsedParticleSystem.rampGradients) {
  62181. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62182. var rampGradient = _c[_b];
  62183. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62184. }
  62185. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62186. }
  62187. if (parsedParticleSystem.colorRemapGradients) {
  62188. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62189. var colorRemapGradient = _e[_d];
  62190. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62191. }
  62192. }
  62193. if (parsedParticleSystem.alphaRemapGradients) {
  62194. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62195. var alphaRemapGradient = _g[_f];
  62196. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62197. }
  62198. }
  62199. if (parsedParticleSystem.sizeGradients) {
  62200. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62201. var sizeGradient = _j[_h];
  62202. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62203. }
  62204. }
  62205. if (parsedParticleSystem.sizeGradients) {
  62206. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62207. var sizeGradient = _l[_k];
  62208. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62209. }
  62210. }
  62211. if (parsedParticleSystem.angularSpeedGradients) {
  62212. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62213. var angularSpeedGradient = _o[_m];
  62214. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62215. }
  62216. }
  62217. if (parsedParticleSystem.velocityGradients) {
  62218. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62219. var velocityGradient = _q[_p];
  62220. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62221. }
  62222. }
  62223. if (parsedParticleSystem.dragGradients) {
  62224. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62225. var dragGradient = _s[_r];
  62226. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62227. }
  62228. }
  62229. if (parsedParticleSystem.emitRateGradients) {
  62230. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62231. var emitRateGradient = _u[_t];
  62232. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62233. }
  62234. }
  62235. if (parsedParticleSystem.startSizeGradients) {
  62236. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62237. var startSizeGradient = _w[_v];
  62238. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62239. }
  62240. }
  62241. if (parsedParticleSystem.lifeTimeGradients) {
  62242. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62243. var lifeTimeGradient = _y[_x];
  62244. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62245. }
  62246. }
  62247. if (parsedParticleSystem.limitVelocityGradients) {
  62248. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62249. var limitVelocityGradient = _0[_z];
  62250. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62251. }
  62252. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62253. }
  62254. if (parsedParticleSystem.noiseTexture) {
  62255. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62256. }
  62257. // Emitter
  62258. var emitterType;
  62259. if (parsedParticleSystem.particleEmitterType) {
  62260. switch (parsedParticleSystem.particleEmitterType.type) {
  62261. case "SphereParticleEmitter":
  62262. emitterType = new BABYLON.SphereParticleEmitter();
  62263. break;
  62264. case "SphereDirectedParticleEmitter":
  62265. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62266. break;
  62267. case "ConeEmitter":
  62268. case "ConeParticleEmitter":
  62269. emitterType = new BABYLON.ConeParticleEmitter();
  62270. break;
  62271. case "CylinderParticleEmitter":
  62272. emitterType = new BABYLON.CylinderParticleEmitter();
  62273. break;
  62274. case "HemisphericParticleEmitter":
  62275. emitterType = new BABYLON.HemisphericParticleEmitter();
  62276. break;
  62277. case "BoxEmitter":
  62278. case "BoxParticleEmitter":
  62279. default:
  62280. emitterType = new BABYLON.BoxParticleEmitter();
  62281. break;
  62282. }
  62283. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62284. }
  62285. else {
  62286. emitterType = new BABYLON.BoxParticleEmitter();
  62287. emitterType.parse(parsedParticleSystem);
  62288. }
  62289. particleSystem.particleEmitterType = emitterType;
  62290. // Animation sheet
  62291. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  62292. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  62293. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  62294. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  62295. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  62296. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  62297. };
  62298. /**
  62299. * Parses a JSON object to create a particle system.
  62300. * @param parsedParticleSystem The JSON object to parse
  62301. * @param scene The scene to create the particle system in
  62302. * @param rootUrl The root url to use to load external dependencies like texture
  62303. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62304. * @returns the Parsed particle system
  62305. */
  62306. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  62307. if (doNotStart === void 0) { doNotStart = false; }
  62308. var name = parsedParticleSystem.name;
  62309. var custom = null;
  62310. var program = null;
  62311. if (parsedParticleSystem.customShader) {
  62312. program = parsedParticleSystem.customShader;
  62313. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62314. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62315. }
  62316. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  62317. particleSystem.customShader = program;
  62318. if (parsedParticleSystem.id) {
  62319. particleSystem.id = parsedParticleSystem.id;
  62320. }
  62321. // SubEmitters
  62322. if (parsedParticleSystem.subEmitters) {
  62323. particleSystem.subEmitters = [];
  62324. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  62325. var cell = _a[_i];
  62326. var cellArray = [];
  62327. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  62328. var sub = cell_1[_b];
  62329. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  62330. }
  62331. particleSystem.subEmitters.push(cellArray);
  62332. }
  62333. }
  62334. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  62335. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  62336. // Auto start
  62337. if (parsedParticleSystem.preventAutoStart) {
  62338. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  62339. }
  62340. if (!doNotStart && !particleSystem.preventAutoStart) {
  62341. particleSystem.start();
  62342. }
  62343. return particleSystem;
  62344. };
  62345. /**
  62346. * Billboard mode will only apply to Y axis
  62347. */
  62348. ParticleSystem.BILLBOARDMODE_Y = 2;
  62349. /**
  62350. * Billboard mode will apply to all axes
  62351. */
  62352. ParticleSystem.BILLBOARDMODE_ALL = 7;
  62353. /**
  62354. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  62355. */
  62356. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  62357. return ParticleSystem;
  62358. }(BABYLON.BaseParticleSystem));
  62359. BABYLON.ParticleSystem = ParticleSystem;
  62360. })(BABYLON || (BABYLON = {}));
  62361. //# sourceMappingURL=babylon.particleSystem.js.map
  62362. var BABYLON;
  62363. (function (BABYLON) {
  62364. /**
  62365. * Particle emitter emitting particles from the inside of a box.
  62366. * It emits the particles randomly between 2 given directions.
  62367. */
  62368. var BoxParticleEmitter = /** @class */ (function () {
  62369. /**
  62370. * Creates a new instance BoxParticleEmitter
  62371. */
  62372. function BoxParticleEmitter() {
  62373. /**
  62374. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62375. */
  62376. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  62377. /**
  62378. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62379. */
  62380. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  62381. /**
  62382. * 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.
  62383. */
  62384. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  62385. /**
  62386. * 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.
  62387. */
  62388. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  62389. }
  62390. /**
  62391. * Called by the particle System when the direction is computed for the created particle.
  62392. * @param worldMatrix is the world matrix of the particle system
  62393. * @param directionToUpdate is the direction vector to update with the result
  62394. * @param particle is the particle we are computed the direction for
  62395. */
  62396. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62397. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62398. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62399. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62400. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62401. };
  62402. /**
  62403. * Called by the particle System when the position is computed for the created particle.
  62404. * @param worldMatrix is the world matrix of the particle system
  62405. * @param positionToUpdate is the position vector to update with the result
  62406. * @param particle is the particle we are computed the position for
  62407. */
  62408. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62409. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  62410. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  62411. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  62412. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62413. };
  62414. /**
  62415. * Clones the current emitter and returns a copy of it
  62416. * @returns the new emitter
  62417. */
  62418. BoxParticleEmitter.prototype.clone = function () {
  62419. var newOne = new BoxParticleEmitter();
  62420. BABYLON.Tools.DeepCopy(this, newOne);
  62421. return newOne;
  62422. };
  62423. /**
  62424. * Called by the GPUParticleSystem to setup the update shader
  62425. * @param effect defines the update shader
  62426. */
  62427. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  62428. effect.setVector3("direction1", this.direction1);
  62429. effect.setVector3("direction2", this.direction2);
  62430. effect.setVector3("minEmitBox", this.minEmitBox);
  62431. effect.setVector3("maxEmitBox", this.maxEmitBox);
  62432. };
  62433. /**
  62434. * Returns a string to use to update the GPU particles update shader
  62435. * @returns a string containng the defines string
  62436. */
  62437. BoxParticleEmitter.prototype.getEffectDefines = function () {
  62438. return "#define BOXEMITTER";
  62439. };
  62440. /**
  62441. * Returns the string "BoxParticleEmitter"
  62442. * @returns a string containing the class name
  62443. */
  62444. BoxParticleEmitter.prototype.getClassName = function () {
  62445. return "BoxParticleEmitter";
  62446. };
  62447. /**
  62448. * Serializes the particle system to a JSON object.
  62449. * @returns the JSON object
  62450. */
  62451. BoxParticleEmitter.prototype.serialize = function () {
  62452. var serializationObject = {};
  62453. serializationObject.type = this.getClassName();
  62454. serializationObject.direction1 = this.direction1.asArray();
  62455. serializationObject.direction2 = this.direction2.asArray();
  62456. serializationObject.minEmitBox = this.minEmitBox.asArray();
  62457. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  62458. return serializationObject;
  62459. };
  62460. /**
  62461. * Parse properties from a JSON object
  62462. * @param serializationObject defines the JSON object
  62463. */
  62464. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  62465. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  62466. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  62467. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  62468. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  62469. };
  62470. return BoxParticleEmitter;
  62471. }());
  62472. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  62473. })(BABYLON || (BABYLON = {}));
  62474. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  62475. var BABYLON;
  62476. (function (BABYLON) {
  62477. /**
  62478. * Particle emitter emitting particles from the inside of a cylinder.
  62479. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  62480. */
  62481. var CylinderParticleEmitter = /** @class */ (function () {
  62482. /**
  62483. * Creates a new instance CylinderParticleEmitter
  62484. * @param radius the radius of the emission cylinder (1 by default)
  62485. * @param height the height of the emission cylinder (1 by default)
  62486. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62487. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62488. */
  62489. function CylinderParticleEmitter(
  62490. /**
  62491. * The radius of the emission cylinder.
  62492. */
  62493. radius,
  62494. /**
  62495. * The height of the emission cylinder.
  62496. */
  62497. height,
  62498. /**
  62499. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62500. */
  62501. radiusRange,
  62502. /**
  62503. * How much to randomize the particle direction [0-1].
  62504. */
  62505. directionRandomizer) {
  62506. if (radius === void 0) { radius = 1; }
  62507. if (height === void 0) { height = 1; }
  62508. if (radiusRange === void 0) { radiusRange = 1; }
  62509. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62510. this.radius = radius;
  62511. this.height = height;
  62512. this.radiusRange = radiusRange;
  62513. this.directionRandomizer = directionRandomizer;
  62514. }
  62515. /**
  62516. * Called by the particle System when the direction is computed for the created particle.
  62517. * @param worldMatrix is the world matrix of the particle system
  62518. * @param directionToUpdate is the direction vector to update with the result
  62519. * @param particle is the particle we are computed the direction for
  62520. */
  62521. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62522. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62523. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  62524. var angle = Math.atan2(direction.x, direction.z);
  62525. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  62526. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  62527. direction.x = Math.sin(angle);
  62528. direction.z = Math.cos(angle);
  62529. direction.normalize();
  62530. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62531. };
  62532. /**
  62533. * Called by the particle System when the position is computed for the created particle.
  62534. * @param worldMatrix is the world matrix of the particle system
  62535. * @param positionToUpdate is the position vector to update with the result
  62536. * @param particle is the particle we are computed the position for
  62537. */
  62538. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62539. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  62540. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62541. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  62542. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  62543. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  62544. var xPos = positionRadius * Math.cos(angle);
  62545. var zPos = positionRadius * Math.sin(angle);
  62546. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  62547. };
  62548. /**
  62549. * Clones the current emitter and returns a copy of it
  62550. * @returns the new emitter
  62551. */
  62552. CylinderParticleEmitter.prototype.clone = function () {
  62553. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  62554. BABYLON.Tools.DeepCopy(this, newOne);
  62555. return newOne;
  62556. };
  62557. /**
  62558. * Called by the GPUParticleSystem to setup the update shader
  62559. * @param effect defines the update shader
  62560. */
  62561. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  62562. effect.setFloat("radius", this.radius);
  62563. effect.setFloat("height", this.height);
  62564. effect.setFloat("radiusRange", this.radiusRange);
  62565. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62566. };
  62567. /**
  62568. * Returns a string to use to update the GPU particles update shader
  62569. * @returns a string containng the defines string
  62570. */
  62571. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  62572. return "#define CYLINDEREMITTER";
  62573. };
  62574. /**
  62575. * Returns the string "CylinderParticleEmitter"
  62576. * @returns a string containing the class name
  62577. */
  62578. CylinderParticleEmitter.prototype.getClassName = function () {
  62579. return "CylinderParticleEmitter";
  62580. };
  62581. /**
  62582. * Serializes the particle system to a JSON object.
  62583. * @returns the JSON object
  62584. */
  62585. CylinderParticleEmitter.prototype.serialize = function () {
  62586. var serializationObject = {};
  62587. serializationObject.type = this.getClassName();
  62588. serializationObject.radius = this.radius;
  62589. serializationObject.height = this.height;
  62590. serializationObject.radiusRange = this.radiusRange;
  62591. serializationObject.directionRandomizer = this.directionRandomizer;
  62592. return serializationObject;
  62593. };
  62594. /**
  62595. * Parse properties from a JSON object
  62596. * @param serializationObject defines the JSON object
  62597. */
  62598. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  62599. this.radius = serializationObject.radius;
  62600. this.height = serializationObject.height;
  62601. this.radiusRange = serializationObject.radiusRange;
  62602. this.directionRandomizer = serializationObject.directionRandomizer;
  62603. };
  62604. return CylinderParticleEmitter;
  62605. }());
  62606. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  62607. /**
  62608. * Particle emitter emitting particles from the inside of a cylinder.
  62609. * It emits the particles randomly between two vectors.
  62610. */
  62611. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  62612. __extends(CylinderDirectedParticleEmitter, _super);
  62613. /**
  62614. * Creates a new instance CylinderDirectedParticleEmitter
  62615. * @param radius the radius of the emission cylinder (1 by default)
  62616. * @param height the height of the emission cylinder (1 by default)
  62617. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62618. * @param direction1 the min limit of the emission direction (up vector by default)
  62619. * @param direction2 the max limit of the emission direction (up vector by default)
  62620. */
  62621. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  62622. /**
  62623. * The min limit of the emission direction.
  62624. */
  62625. direction1,
  62626. /**
  62627. * The max limit of the emission direction.
  62628. */
  62629. direction2) {
  62630. if (radius === void 0) { radius = 1; }
  62631. if (height === void 0) { height = 1; }
  62632. if (radiusRange === void 0) { radiusRange = 1; }
  62633. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  62634. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  62635. var _this = _super.call(this, radius, height, radiusRange) || this;
  62636. _this.direction1 = direction1;
  62637. _this.direction2 = direction2;
  62638. return _this;
  62639. }
  62640. /**
  62641. * Called by the particle System when the direction is computed for the created particle.
  62642. * @param worldMatrix is the world matrix of the particle system
  62643. * @param directionToUpdate is the direction vector to update with the result
  62644. * @param particle is the particle we are computed the direction for
  62645. */
  62646. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62647. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62648. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62649. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62650. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62651. };
  62652. /**
  62653. * Clones the current emitter and returns a copy of it
  62654. * @returns the new emitter
  62655. */
  62656. CylinderDirectedParticleEmitter.prototype.clone = function () {
  62657. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  62658. BABYLON.Tools.DeepCopy(this, newOne);
  62659. return newOne;
  62660. };
  62661. /**
  62662. * Called by the GPUParticleSystem to setup the update shader
  62663. * @param effect defines the update shader
  62664. */
  62665. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  62666. effect.setFloat("radius", this.radius);
  62667. effect.setFloat("height", this.height);
  62668. effect.setFloat("radiusRange", this.radiusRange);
  62669. effect.setVector3("direction1", this.direction1);
  62670. effect.setVector3("direction2", this.direction2);
  62671. };
  62672. /**
  62673. * Returns a string to use to update the GPU particles update shader
  62674. * @returns a string containng the defines string
  62675. */
  62676. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  62677. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  62678. };
  62679. /**
  62680. * Returns the string "CylinderDirectedParticleEmitter"
  62681. * @returns a string containing the class name
  62682. */
  62683. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  62684. return "CylinderDirectedParticleEmitter";
  62685. };
  62686. /**
  62687. * Serializes the particle system to a JSON object.
  62688. * @returns the JSON object
  62689. */
  62690. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  62691. var serializationObject = _super.prototype.serialize.call(this);
  62692. serializationObject.direction1 = this.direction1.asArray();
  62693. serializationObject.direction2 = this.direction2.asArray();
  62694. return serializationObject;
  62695. };
  62696. /**
  62697. * Parse properties from a JSON object
  62698. * @param serializationObject defines the JSON object
  62699. */
  62700. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  62701. _super.prototype.parse.call(this, serializationObject);
  62702. this.direction1.copyFrom(serializationObject.direction1);
  62703. this.direction2.copyFrom(serializationObject.direction2);
  62704. };
  62705. return CylinderDirectedParticleEmitter;
  62706. }(CylinderParticleEmitter));
  62707. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  62708. })(BABYLON || (BABYLON = {}));
  62709. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  62710. var BABYLON;
  62711. (function (BABYLON) {
  62712. /**
  62713. * Particle emitter emitting particles from the inside of a cone.
  62714. * It emits the particles alongside the cone volume from the base to the particle.
  62715. * The emission direction might be randomized.
  62716. */
  62717. var ConeParticleEmitter = /** @class */ (function () {
  62718. /**
  62719. * Creates a new instance ConeParticleEmitter
  62720. * @param radius the radius of the emission cone (1 by default)
  62721. * @param angles the cone base angle (PI by default)
  62722. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  62723. */
  62724. function ConeParticleEmitter(radius, angle,
  62725. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  62726. directionRandomizer) {
  62727. if (radius === void 0) { radius = 1; }
  62728. if (angle === void 0) { angle = Math.PI; }
  62729. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62730. this.directionRandomizer = directionRandomizer;
  62731. /**
  62732. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  62733. */
  62734. this.radiusRange = 1;
  62735. /**
  62736. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  62737. */
  62738. this.heightRange = 1;
  62739. /**
  62740. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  62741. */
  62742. this.emitFromSpawnPointOnly = false;
  62743. this.angle = angle;
  62744. this.radius = radius;
  62745. }
  62746. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  62747. /**
  62748. * Gets or sets the radius of the emission cone
  62749. */
  62750. get: function () {
  62751. return this._radius;
  62752. },
  62753. set: function (value) {
  62754. this._radius = value;
  62755. this._buildHeight();
  62756. },
  62757. enumerable: true,
  62758. configurable: true
  62759. });
  62760. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  62761. /**
  62762. * Gets or sets the angle of the emission cone
  62763. */
  62764. get: function () {
  62765. return this._angle;
  62766. },
  62767. set: function (value) {
  62768. this._angle = value;
  62769. this._buildHeight();
  62770. },
  62771. enumerable: true,
  62772. configurable: true
  62773. });
  62774. ConeParticleEmitter.prototype._buildHeight = function () {
  62775. if (this._angle !== 0) {
  62776. this._height = this._radius / Math.tan(this._angle / 2);
  62777. }
  62778. else {
  62779. this._height = 1;
  62780. }
  62781. };
  62782. /**
  62783. * Called by the particle System when the direction is computed for the created particle.
  62784. * @param worldMatrix is the world matrix of the particle system
  62785. * @param directionToUpdate is the direction vector to update with the result
  62786. * @param particle is the particle we are computed the direction for
  62787. */
  62788. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62789. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  62790. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  62791. }
  62792. else {
  62793. // measure the direction Vector from the emitter to the particle.
  62794. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62795. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62796. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62797. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62798. direction.x += randX;
  62799. direction.y += randY;
  62800. direction.z += randZ;
  62801. direction.normalize();
  62802. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62803. }
  62804. };
  62805. /**
  62806. * Called by the particle System when the position is computed for the created particle.
  62807. * @param worldMatrix is the world matrix of the particle system
  62808. * @param positionToUpdate is the position vector to update with the result
  62809. * @param particle is the particle we are computed the position for
  62810. */
  62811. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62812. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  62813. var h;
  62814. if (!this.emitFromSpawnPointOnly) {
  62815. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  62816. // Better distribution in a cone at normal angles.
  62817. h = 1 - h * h;
  62818. }
  62819. else {
  62820. h = 0.0001;
  62821. }
  62822. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  62823. radius = radius * h;
  62824. var randX = radius * Math.sin(s);
  62825. var randZ = radius * Math.cos(s);
  62826. var randY = h * this._height;
  62827. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62828. };
  62829. /**
  62830. * Clones the current emitter and returns a copy of it
  62831. * @returns the new emitter
  62832. */
  62833. ConeParticleEmitter.prototype.clone = function () {
  62834. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  62835. BABYLON.Tools.DeepCopy(this, newOne);
  62836. return newOne;
  62837. };
  62838. /**
  62839. * Called by the GPUParticleSystem to setup the update shader
  62840. * @param effect defines the update shader
  62841. */
  62842. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  62843. effect.setFloat2("radius", this._radius, this.radiusRange);
  62844. effect.setFloat("coneAngle", this._angle);
  62845. effect.setFloat2("height", this._height, this.heightRange);
  62846. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62847. };
  62848. /**
  62849. * Returns a string to use to update the GPU particles update shader
  62850. * @returns a string containng the defines string
  62851. */
  62852. ConeParticleEmitter.prototype.getEffectDefines = function () {
  62853. var defines = "#define CONEEMITTER";
  62854. if (this.emitFromSpawnPointOnly) {
  62855. defines += "\n#define CONEEMITTERSPAWNPOINT";
  62856. }
  62857. return defines;
  62858. };
  62859. /**
  62860. * Returns the string "ConeParticleEmitter"
  62861. * @returns a string containing the class name
  62862. */
  62863. ConeParticleEmitter.prototype.getClassName = function () {
  62864. return "ConeParticleEmitter";
  62865. };
  62866. /**
  62867. * Serializes the particle system to a JSON object.
  62868. * @returns the JSON object
  62869. */
  62870. ConeParticleEmitter.prototype.serialize = function () {
  62871. var serializationObject = {};
  62872. serializationObject.type = this.getClassName();
  62873. serializationObject.radius = this._radius;
  62874. serializationObject.angle = this._angle;
  62875. serializationObject.directionRandomizer = this.directionRandomizer;
  62876. return serializationObject;
  62877. };
  62878. /**
  62879. * Parse properties from a JSON object
  62880. * @param serializationObject defines the JSON object
  62881. */
  62882. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  62883. this.radius = serializationObject.radius;
  62884. this.angle = serializationObject.angle;
  62885. this.directionRandomizer = serializationObject.directionRandomizer;
  62886. };
  62887. return ConeParticleEmitter;
  62888. }());
  62889. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  62890. })(BABYLON || (BABYLON = {}));
  62891. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  62892. var BABYLON;
  62893. (function (BABYLON) {
  62894. /**
  62895. * Particle emitter emitting particles from the inside of a sphere.
  62896. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  62897. */
  62898. var SphereParticleEmitter = /** @class */ (function () {
  62899. /**
  62900. * Creates a new instance SphereParticleEmitter
  62901. * @param radius the radius of the emission sphere (1 by default)
  62902. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62903. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62904. */
  62905. function SphereParticleEmitter(
  62906. /**
  62907. * The radius of the emission sphere.
  62908. */
  62909. radius,
  62910. /**
  62911. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62912. */
  62913. radiusRange,
  62914. /**
  62915. * How much to randomize the particle direction [0-1].
  62916. */
  62917. directionRandomizer) {
  62918. if (radius === void 0) { radius = 1; }
  62919. if (radiusRange === void 0) { radiusRange = 1; }
  62920. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62921. this.radius = radius;
  62922. this.radiusRange = radiusRange;
  62923. this.directionRandomizer = directionRandomizer;
  62924. }
  62925. /**
  62926. * Called by the particle System when the direction is computed for the created particle.
  62927. * @param worldMatrix is the world matrix of the particle system
  62928. * @param directionToUpdate is the direction vector to update with the result
  62929. * @param particle is the particle we are computed the direction for
  62930. */
  62931. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62932. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62933. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62934. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62935. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62936. direction.x += randX;
  62937. direction.y += randY;
  62938. direction.z += randZ;
  62939. direction.normalize();
  62940. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62941. };
  62942. /**
  62943. * Called by the particle System when the position is computed for the created particle.
  62944. * @param worldMatrix is the world matrix of the particle system
  62945. * @param positionToUpdate is the position vector to update with the result
  62946. * @param particle is the particle we are computed the position for
  62947. */
  62948. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62949. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  62950. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  62951. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62952. var theta = Math.acos(2 * v - 1);
  62953. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  62954. var randY = randRadius * Math.cos(theta);
  62955. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  62956. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62957. };
  62958. /**
  62959. * Clones the current emitter and returns a copy of it
  62960. * @returns the new emitter
  62961. */
  62962. SphereParticleEmitter.prototype.clone = function () {
  62963. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  62964. BABYLON.Tools.DeepCopy(this, newOne);
  62965. return newOne;
  62966. };
  62967. /**
  62968. * Called by the GPUParticleSystem to setup the update shader
  62969. * @param effect defines the update shader
  62970. */
  62971. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  62972. effect.setFloat("radius", this.radius);
  62973. effect.setFloat("radiusRange", this.radiusRange);
  62974. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62975. };
  62976. /**
  62977. * Returns a string to use to update the GPU particles update shader
  62978. * @returns a string containng the defines string
  62979. */
  62980. SphereParticleEmitter.prototype.getEffectDefines = function () {
  62981. return "#define SPHEREEMITTER";
  62982. };
  62983. /**
  62984. * Returns the string "SphereParticleEmitter"
  62985. * @returns a string containing the class name
  62986. */
  62987. SphereParticleEmitter.prototype.getClassName = function () {
  62988. return "SphereParticleEmitter";
  62989. };
  62990. /**
  62991. * Serializes the particle system to a JSON object.
  62992. * @returns the JSON object
  62993. */
  62994. SphereParticleEmitter.prototype.serialize = function () {
  62995. var serializationObject = {};
  62996. serializationObject.type = this.getClassName();
  62997. serializationObject.radius = this.radius;
  62998. serializationObject.radiusRange = this.radiusRange;
  62999. serializationObject.directionRandomizer = this.directionRandomizer;
  63000. return serializationObject;
  63001. };
  63002. /**
  63003. * Parse properties from a JSON object
  63004. * @param serializationObject defines the JSON object
  63005. */
  63006. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63007. this.radius = serializationObject.radius;
  63008. this.radiusRange = serializationObject.radiusRange;
  63009. this.directionRandomizer = serializationObject.directionRandomizer;
  63010. };
  63011. return SphereParticleEmitter;
  63012. }());
  63013. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63014. /**
  63015. * Particle emitter emitting particles from the inside of a sphere.
  63016. * It emits the particles randomly between two vectors.
  63017. */
  63018. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63019. __extends(SphereDirectedParticleEmitter, _super);
  63020. /**
  63021. * Creates a new instance SphereDirectedParticleEmitter
  63022. * @param radius the radius of the emission sphere (1 by default)
  63023. * @param direction1 the min limit of the emission direction (up vector by default)
  63024. * @param direction2 the max limit of the emission direction (up vector by default)
  63025. */
  63026. function SphereDirectedParticleEmitter(radius,
  63027. /**
  63028. * The min limit of the emission direction.
  63029. */
  63030. direction1,
  63031. /**
  63032. * The max limit of the emission direction.
  63033. */
  63034. direction2) {
  63035. if (radius === void 0) { radius = 1; }
  63036. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63037. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63038. var _this = _super.call(this, radius) || this;
  63039. _this.direction1 = direction1;
  63040. _this.direction2 = direction2;
  63041. return _this;
  63042. }
  63043. /**
  63044. * Called by the particle System when the direction is computed for the created particle.
  63045. * @param worldMatrix is the world matrix of the particle system
  63046. * @param directionToUpdate is the direction vector to update with the result
  63047. * @param particle is the particle we are computed the direction for
  63048. */
  63049. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63050. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63051. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63052. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63053. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63054. };
  63055. /**
  63056. * Clones the current emitter and returns a copy of it
  63057. * @returns the new emitter
  63058. */
  63059. SphereDirectedParticleEmitter.prototype.clone = function () {
  63060. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63061. BABYLON.Tools.DeepCopy(this, newOne);
  63062. return newOne;
  63063. };
  63064. /**
  63065. * Called by the GPUParticleSystem to setup the update shader
  63066. * @param effect defines the update shader
  63067. */
  63068. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63069. effect.setFloat("radius", this.radius);
  63070. effect.setFloat("radiusRange", this.radiusRange);
  63071. effect.setVector3("direction1", this.direction1);
  63072. effect.setVector3("direction2", this.direction2);
  63073. };
  63074. /**
  63075. * Returns a string to use to update the GPU particles update shader
  63076. * @returns a string containng the defines string
  63077. */
  63078. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63079. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63080. };
  63081. /**
  63082. * Returns the string "SphereDirectedParticleEmitter"
  63083. * @returns a string containing the class name
  63084. */
  63085. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63086. return "SphereDirectedParticleEmitter";
  63087. };
  63088. /**
  63089. * Serializes the particle system to a JSON object.
  63090. * @returns the JSON object
  63091. */
  63092. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63093. var serializationObject = _super.prototype.serialize.call(this);
  63094. serializationObject.direction1 = this.direction1.asArray();
  63095. serializationObject.direction2 = this.direction2.asArray();
  63096. return serializationObject;
  63097. };
  63098. /**
  63099. * Parse properties from a JSON object
  63100. * @param serializationObject defines the JSON object
  63101. */
  63102. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63103. _super.prototype.parse.call(this, serializationObject);
  63104. this.direction1.copyFrom(serializationObject.direction1);
  63105. this.direction2.copyFrom(serializationObject.direction2);
  63106. };
  63107. return SphereDirectedParticleEmitter;
  63108. }(SphereParticleEmitter));
  63109. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63110. })(BABYLON || (BABYLON = {}));
  63111. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63112. var BABYLON;
  63113. (function (BABYLON) {
  63114. /**
  63115. * Particle emitter emitting particles from the inside of a hemisphere.
  63116. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63117. */
  63118. var HemisphericParticleEmitter = /** @class */ (function () {
  63119. /**
  63120. * Creates a new instance HemisphericParticleEmitter
  63121. * @param radius the radius of the emission hemisphere (1 by default)
  63122. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63123. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63124. */
  63125. function HemisphericParticleEmitter(
  63126. /**
  63127. * The radius of the emission hemisphere.
  63128. */
  63129. radius,
  63130. /**
  63131. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63132. */
  63133. radiusRange,
  63134. /**
  63135. * How much to randomize the particle direction [0-1].
  63136. */
  63137. directionRandomizer) {
  63138. if (radius === void 0) { radius = 1; }
  63139. if (radiusRange === void 0) { radiusRange = 1; }
  63140. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63141. this.radius = radius;
  63142. this.radiusRange = radiusRange;
  63143. this.directionRandomizer = directionRandomizer;
  63144. }
  63145. /**
  63146. * Called by the particle System when the direction is computed for the created particle.
  63147. * @param worldMatrix is the world matrix of the particle system
  63148. * @param directionToUpdate is the direction vector to update with the result
  63149. * @param particle is the particle we are computed the direction for
  63150. */
  63151. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63152. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63153. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63154. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63155. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63156. direction.x += randX;
  63157. direction.y += randY;
  63158. direction.z += randZ;
  63159. direction.normalize();
  63160. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63161. };
  63162. /**
  63163. * Called by the particle System when the position is computed for the created particle.
  63164. * @param worldMatrix is the world matrix of the particle system
  63165. * @param positionToUpdate is the position vector to update with the result
  63166. * @param particle is the particle we are computed the position for
  63167. */
  63168. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63169. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63170. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63171. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63172. var theta = Math.acos(2 * v - 1);
  63173. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63174. var randY = randRadius * Math.cos(theta);
  63175. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63176. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63177. };
  63178. /**
  63179. * Clones the current emitter and returns a copy of it
  63180. * @returns the new emitter
  63181. */
  63182. HemisphericParticleEmitter.prototype.clone = function () {
  63183. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63184. BABYLON.Tools.DeepCopy(this, newOne);
  63185. return newOne;
  63186. };
  63187. /**
  63188. * Called by the GPUParticleSystem to setup the update shader
  63189. * @param effect defines the update shader
  63190. */
  63191. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63192. effect.setFloat("radius", this.radius);
  63193. effect.setFloat("radiusRange", this.radiusRange);
  63194. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63195. };
  63196. /**
  63197. * Returns a string to use to update the GPU particles update shader
  63198. * @returns a string containng the defines string
  63199. */
  63200. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63201. return "#define HEMISPHERICEMITTER";
  63202. };
  63203. /**
  63204. * Returns the string "HemisphericParticleEmitter"
  63205. * @returns a string containing the class name
  63206. */
  63207. HemisphericParticleEmitter.prototype.getClassName = function () {
  63208. return "HemisphericParticleEmitter";
  63209. };
  63210. /**
  63211. * Serializes the particle system to a JSON object.
  63212. * @returns the JSON object
  63213. */
  63214. HemisphericParticleEmitter.prototype.serialize = function () {
  63215. var serializationObject = {};
  63216. serializationObject.type = this.getClassName();
  63217. serializationObject.radius = this.radius;
  63218. serializationObject.radiusRange = this.radiusRange;
  63219. serializationObject.directionRandomizer = this.directionRandomizer;
  63220. return serializationObject;
  63221. };
  63222. /**
  63223. * Parse properties from a JSON object
  63224. * @param serializationObject defines the JSON object
  63225. */
  63226. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63227. this.radius = serializationObject.radius;
  63228. this.radiusRange = serializationObject.radiusRange;
  63229. this.directionRandomizer = serializationObject.directionRandomizer;
  63230. };
  63231. return HemisphericParticleEmitter;
  63232. }());
  63233. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63234. })(BABYLON || (BABYLON = {}));
  63235. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63236. var BABYLON;
  63237. (function (BABYLON) {
  63238. /**
  63239. * Particle emitter emitting particles from a point.
  63240. * It emits the particles randomly between 2 given directions.
  63241. */
  63242. var PointParticleEmitter = /** @class */ (function () {
  63243. /**
  63244. * Creates a new instance PointParticleEmitter
  63245. */
  63246. function PointParticleEmitter() {
  63247. /**
  63248. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63249. */
  63250. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63251. /**
  63252. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63253. */
  63254. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63255. }
  63256. /**
  63257. * Called by the particle System when the direction is computed for the created particle.
  63258. * @param worldMatrix is the world matrix of the particle system
  63259. * @param directionToUpdate is the direction vector to update with the result
  63260. * @param particle is the particle we are computed the direction for
  63261. */
  63262. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63263. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63264. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63265. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63266. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63267. };
  63268. /**
  63269. * Called by the particle System when the position is computed for the created particle.
  63270. * @param worldMatrix is the world matrix of the particle system
  63271. * @param positionToUpdate is the position vector to update with the result
  63272. * @param particle is the particle we are computed the position for
  63273. */
  63274. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63275. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63276. };
  63277. /**
  63278. * Clones the current emitter and returns a copy of it
  63279. * @returns the new emitter
  63280. */
  63281. PointParticleEmitter.prototype.clone = function () {
  63282. var newOne = new PointParticleEmitter();
  63283. BABYLON.Tools.DeepCopy(this, newOne);
  63284. return newOne;
  63285. };
  63286. /**
  63287. * Called by the GPUParticleSystem to setup the update shader
  63288. * @param effect defines the update shader
  63289. */
  63290. PointParticleEmitter.prototype.applyToShader = function (effect) {
  63291. effect.setVector3("direction1", this.direction1);
  63292. effect.setVector3("direction2", this.direction2);
  63293. };
  63294. /**
  63295. * Returns a string to use to update the GPU particles update shader
  63296. * @returns a string containng the defines string
  63297. */
  63298. PointParticleEmitter.prototype.getEffectDefines = function () {
  63299. return "#define POINTEMITTER";
  63300. };
  63301. /**
  63302. * Returns the string "PointParticleEmitter"
  63303. * @returns a string containing the class name
  63304. */
  63305. PointParticleEmitter.prototype.getClassName = function () {
  63306. return "PointParticleEmitter";
  63307. };
  63308. /**
  63309. * Serializes the particle system to a JSON object.
  63310. * @returns the JSON object
  63311. */
  63312. PointParticleEmitter.prototype.serialize = function () {
  63313. var serializationObject = {};
  63314. serializationObject.type = this.getClassName();
  63315. serializationObject.direction1 = this.direction1.asArray();
  63316. serializationObject.direction2 = this.direction2.asArray();
  63317. return serializationObject;
  63318. };
  63319. /**
  63320. * Parse properties from a JSON object
  63321. * @param serializationObject defines the JSON object
  63322. */
  63323. PointParticleEmitter.prototype.parse = function (serializationObject) {
  63324. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63325. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63326. };
  63327. return PointParticleEmitter;
  63328. }());
  63329. BABYLON.PointParticleEmitter = PointParticleEmitter;
  63330. })(BABYLON || (BABYLON = {}));
  63331. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  63332. var BABYLON;
  63333. (function (BABYLON) {
  63334. // Adds the parsers to the scene parsers.
  63335. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  63336. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  63337. if (!individualParser) {
  63338. return;
  63339. }
  63340. // Particles Systems
  63341. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  63342. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  63343. var parsedParticleSystem = parsedData.particleSystems[index];
  63344. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  63345. }
  63346. }
  63347. });
  63348. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  63349. if (parsedParticleSystem.activeParticleCount) {
  63350. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63351. return ps;
  63352. }
  63353. else {
  63354. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63355. return ps;
  63356. }
  63357. });
  63358. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  63359. if (uniformsNames === void 0) { uniformsNames = []; }
  63360. if (samplers === void 0) { samplers = []; }
  63361. if (defines === void 0) { defines = ""; }
  63362. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  63363. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  63364. if (defines.indexOf(" BILLBOARD") === -1) {
  63365. defines += "\n#define BILLBOARD\n";
  63366. }
  63367. if (samplers.indexOf("diffuseSampler") === -1) {
  63368. samplers.push("diffuseSampler");
  63369. }
  63370. return this.createEffect({
  63371. vertex: "particles",
  63372. fragmentElement: fragmentName
  63373. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  63374. };
  63375. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  63376. var results = new Array();
  63377. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63378. var particleSystem = this.getScene().particleSystems[index];
  63379. if (particleSystem.emitter === this) {
  63380. results.push(particleSystem);
  63381. }
  63382. }
  63383. return results;
  63384. };
  63385. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  63386. var results = new Array();
  63387. var descendants = this.getDescendants();
  63388. descendants.push(this);
  63389. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63390. var particleSystem = this.getScene().particleSystems[index];
  63391. var emitter = particleSystem.emitter;
  63392. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  63393. results.push(particleSystem);
  63394. }
  63395. }
  63396. return results;
  63397. };
  63398. })(BABYLON || (BABYLON = {}));
  63399. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  63400. var BABYLON;
  63401. (function (BABYLON) {
  63402. /**
  63403. * Type of sub emitter
  63404. */
  63405. var SubEmitterType;
  63406. (function (SubEmitterType) {
  63407. /**
  63408. * Attached to the particle over it's lifetime
  63409. */
  63410. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  63411. /**
  63412. * Created when the particle dies
  63413. */
  63414. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  63415. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  63416. /**
  63417. * Sub emitter class used to emit particles from an existing particle
  63418. */
  63419. var SubEmitter = /** @class */ (function () {
  63420. /**
  63421. * Creates a sub emitter
  63422. * @param particleSystem the particle system to be used by the sub emitter
  63423. */
  63424. function SubEmitter(
  63425. /**
  63426. * the particle system to be used by the sub emitter
  63427. */
  63428. particleSystem) {
  63429. this.particleSystem = particleSystem;
  63430. /**
  63431. * Type of the submitter (Default: END)
  63432. */
  63433. this.type = SubEmitterType.END;
  63434. /**
  63435. * 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)
  63436. * Note: This only is supported when using an emitter of type Mesh
  63437. */
  63438. this.inheritDirection = false;
  63439. /**
  63440. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  63441. */
  63442. this.inheritedVelocityAmount = 0;
  63443. // Create mesh as emitter to support rotation
  63444. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  63445. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  63446. }
  63447. // Automatically dispose of subemitter when system is disposed
  63448. particleSystem.onDisposeObservable.add(function () {
  63449. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  63450. particleSystem.emitter.dispose();
  63451. }
  63452. });
  63453. }
  63454. /**
  63455. * Clones the sub emitter
  63456. * @returns the cloned sub emitter
  63457. */
  63458. SubEmitter.prototype.clone = function () {
  63459. // Clone particle system
  63460. var emitter = this.particleSystem.emitter;
  63461. if (!emitter) {
  63462. emitter = new BABYLON.Vector3();
  63463. }
  63464. else if (emitter instanceof BABYLON.Vector3) {
  63465. emitter = emitter.clone();
  63466. }
  63467. else if (emitter instanceof BABYLON.AbstractMesh) {
  63468. emitter = new BABYLON.Mesh("", emitter.getScene());
  63469. emitter.isVisible = false;
  63470. }
  63471. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  63472. // Clone properties
  63473. clone.type = this.type;
  63474. clone.inheritDirection = this.inheritDirection;
  63475. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63476. clone.particleSystem._disposeEmitterOnDispose = true;
  63477. clone.particleSystem.disposeOnStop = true;
  63478. return clone;
  63479. };
  63480. /**
  63481. * Serialize current object to a JSON object
  63482. * @returns the serialized object
  63483. */
  63484. SubEmitter.prototype.serialize = function () {
  63485. var serializationObject = {};
  63486. serializationObject.type = this.type;
  63487. serializationObject.inheritDirection = this.inheritDirection;
  63488. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63489. serializationObject.particleSystem = this.particleSystem.serialize();
  63490. return serializationObject;
  63491. };
  63492. /**
  63493. * Creates a new SubEmitter from a serialized JSON version
  63494. * @param serializationObject defines the JSON object to read from
  63495. * @param scene defines the hosting scene
  63496. * @param rootUrl defines the rootUrl for data loading
  63497. * @returns a new SubEmitter
  63498. */
  63499. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  63500. var system = serializationObject.particleSystem;
  63501. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  63502. subEmitter.type = serializationObject.type;
  63503. subEmitter.inheritDirection = serializationObject.inheritDirection;
  63504. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  63505. subEmitter.particleSystem._isSubEmitter = true;
  63506. return subEmitter;
  63507. };
  63508. /** Release associated resources */
  63509. SubEmitter.prototype.dispose = function () {
  63510. this.particleSystem.dispose();
  63511. };
  63512. return SubEmitter;
  63513. }());
  63514. BABYLON.SubEmitter = SubEmitter;
  63515. })(BABYLON || (BABYLON = {}));
  63516. //# sourceMappingURL=babylon.subEmitter.js.map
  63517. var BABYLON;
  63518. (function (BABYLON) {
  63519. /**
  63520. * 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.
  63521. *
  63522. * This returned material effects how the mesh will look based on the code in the shaders.
  63523. *
  63524. * @see http://doc.babylonjs.com/how_to/shader_material
  63525. */
  63526. var ShaderMaterial = /** @class */ (function (_super) {
  63527. __extends(ShaderMaterial, _super);
  63528. /**
  63529. * Instantiate a new shader material.
  63530. * 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.
  63531. * This returned material effects how the mesh will look based on the code in the shaders.
  63532. * @see http://doc.babylonjs.com/how_to/shader_material
  63533. * @param name Define the name of the material in the scene
  63534. * @param scene Define the scene the material belongs to
  63535. * @param shaderPath Defines the route to the shader code in one of three ways:
  63536. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  63537. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  63538. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  63539. * @param options Define the options used to create the shader
  63540. */
  63541. function ShaderMaterial(name, scene, shaderPath, options) {
  63542. if (options === void 0) { options = {}; }
  63543. var _this = _super.call(this, name, scene) || this;
  63544. _this._textures = {};
  63545. _this._textureArrays = {};
  63546. _this._floats = {};
  63547. _this._ints = {};
  63548. _this._floatsArrays = {};
  63549. _this._colors3 = {};
  63550. _this._colors3Arrays = {};
  63551. _this._colors4 = {};
  63552. _this._vectors2 = {};
  63553. _this._vectors3 = {};
  63554. _this._vectors4 = {};
  63555. _this._matrices = {};
  63556. _this._matrices3x3 = {};
  63557. _this._matrices2x2 = {};
  63558. _this._vectors2Arrays = {};
  63559. _this._vectors3Arrays = {};
  63560. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  63561. _this._shaderPath = shaderPath;
  63562. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  63563. return _this;
  63564. }
  63565. /**
  63566. * Gets the current class name of the material e.g. "ShaderMaterial"
  63567. * Mainly use in serialization.
  63568. * @returns the class name
  63569. */
  63570. ShaderMaterial.prototype.getClassName = function () {
  63571. return "ShaderMaterial";
  63572. };
  63573. /**
  63574. * Specifies if the material will require alpha blending
  63575. * @returns a boolean specifying if alpha blending is needed
  63576. */
  63577. ShaderMaterial.prototype.needAlphaBlending = function () {
  63578. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  63579. };
  63580. /**
  63581. * Specifies if this material should be rendered in alpha test mode
  63582. * @returns a boolean specifying if an alpha test is needed.
  63583. */
  63584. ShaderMaterial.prototype.needAlphaTesting = function () {
  63585. return this._options.needAlphaTesting;
  63586. };
  63587. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  63588. if (this._options.uniforms.indexOf(uniformName) === -1) {
  63589. this._options.uniforms.push(uniformName);
  63590. }
  63591. };
  63592. /**
  63593. * Set a texture in the shader.
  63594. * @param name Define the name of the uniform samplers as defined in the shader
  63595. * @param texture Define the texture to bind to this sampler
  63596. * @return the material itself allowing "fluent" like uniform updates
  63597. */
  63598. ShaderMaterial.prototype.setTexture = function (name, texture) {
  63599. if (this._options.samplers.indexOf(name) === -1) {
  63600. this._options.samplers.push(name);
  63601. }
  63602. this._textures[name] = texture;
  63603. return this;
  63604. };
  63605. /**
  63606. * Set a texture array in the shader.
  63607. * @param name Define the name of the uniform sampler array as defined in the shader
  63608. * @param textures Define the list of textures to bind to this sampler
  63609. * @return the material itself allowing "fluent" like uniform updates
  63610. */
  63611. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  63612. if (this._options.samplers.indexOf(name) === -1) {
  63613. this._options.samplers.push(name);
  63614. }
  63615. this._checkUniform(name);
  63616. this._textureArrays[name] = textures;
  63617. return this;
  63618. };
  63619. /**
  63620. * Set a float in the shader.
  63621. * @param name Define the name of the uniform as defined in the shader
  63622. * @param value Define the value to give to the uniform
  63623. * @return the material itself allowing "fluent" like uniform updates
  63624. */
  63625. ShaderMaterial.prototype.setFloat = function (name, value) {
  63626. this._checkUniform(name);
  63627. this._floats[name] = value;
  63628. return this;
  63629. };
  63630. /**
  63631. * Set a int in the shader.
  63632. * @param name Define the name of the uniform as defined in the shader
  63633. * @param value Define the value to give to the uniform
  63634. * @return the material itself allowing "fluent" like uniform updates
  63635. */
  63636. ShaderMaterial.prototype.setInt = function (name, value) {
  63637. this._checkUniform(name);
  63638. this._ints[name] = value;
  63639. return this;
  63640. };
  63641. /**
  63642. * Set an array of floats in the shader.
  63643. * @param name Define the name of the uniform as defined in the shader
  63644. * @param value Define the value to give to the uniform
  63645. * @return the material itself allowing "fluent" like uniform updates
  63646. */
  63647. ShaderMaterial.prototype.setFloats = function (name, value) {
  63648. this._checkUniform(name);
  63649. this._floatsArrays[name] = value;
  63650. return this;
  63651. };
  63652. /**
  63653. * Set a vec3 in the shader from a Color3.
  63654. * @param name Define the name of the uniform as defined in the shader
  63655. * @param value Define the value to give to the uniform
  63656. * @return the material itself allowing "fluent" like uniform updates
  63657. */
  63658. ShaderMaterial.prototype.setColor3 = function (name, value) {
  63659. this._checkUniform(name);
  63660. this._colors3[name] = value;
  63661. return this;
  63662. };
  63663. /**
  63664. * Set a vec3 array in the shader from a Color3 array.
  63665. * @param name Define the name of the uniform as defined in the shader
  63666. * @param value Define the value to give to the uniform
  63667. * @return the material itself allowing "fluent" like uniform updates
  63668. */
  63669. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  63670. this._checkUniform(name);
  63671. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  63672. color.toArray(arr, arr.length);
  63673. return arr;
  63674. }, []);
  63675. return this;
  63676. };
  63677. /**
  63678. * Set a vec4 in the shader from a Color4.
  63679. * @param name Define the name of the uniform as defined in the shader
  63680. * @param value Define the value to give to the uniform
  63681. * @return the material itself allowing "fluent" like uniform updates
  63682. */
  63683. ShaderMaterial.prototype.setColor4 = function (name, value) {
  63684. this._checkUniform(name);
  63685. this._colors4[name] = value;
  63686. return this;
  63687. };
  63688. /**
  63689. * Set a vec2 in the shader from a Vector2.
  63690. * @param name Define the name of the uniform as defined in the shader
  63691. * @param value Define the value to give to the uniform
  63692. * @return the material itself allowing "fluent" like uniform updates
  63693. */
  63694. ShaderMaterial.prototype.setVector2 = function (name, value) {
  63695. this._checkUniform(name);
  63696. this._vectors2[name] = value;
  63697. return this;
  63698. };
  63699. /**
  63700. * Set a vec3 in the shader from a Vector3.
  63701. * @param name Define the name of the uniform as defined in the shader
  63702. * @param value Define the value to give to the uniform
  63703. * @return the material itself allowing "fluent" like uniform updates
  63704. */
  63705. ShaderMaterial.prototype.setVector3 = function (name, value) {
  63706. this._checkUniform(name);
  63707. this._vectors3[name] = value;
  63708. return this;
  63709. };
  63710. /**
  63711. * Set a vec4 in the shader from a Vector4.
  63712. * @param name Define the name of the uniform as defined in the shader
  63713. * @param value Define the value to give to the uniform
  63714. * @return the material itself allowing "fluent" like uniform updates
  63715. */
  63716. ShaderMaterial.prototype.setVector4 = function (name, value) {
  63717. this._checkUniform(name);
  63718. this._vectors4[name] = value;
  63719. return this;
  63720. };
  63721. /**
  63722. * Set a mat4 in the shader from a Matrix.
  63723. * @param name Define the name of the uniform as defined in the shader
  63724. * @param value Define the value to give to the uniform
  63725. * @return the material itself allowing "fluent" like uniform updates
  63726. */
  63727. ShaderMaterial.prototype.setMatrix = function (name, value) {
  63728. this._checkUniform(name);
  63729. this._matrices[name] = value;
  63730. return this;
  63731. };
  63732. /**
  63733. * Set a mat3 in the shader from a Float32Array.
  63734. * @param name Define the name of the uniform as defined in the shader
  63735. * @param value Define the value to give to the uniform
  63736. * @return the material itself allowing "fluent" like uniform updates
  63737. */
  63738. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  63739. this._checkUniform(name);
  63740. this._matrices3x3[name] = value;
  63741. return this;
  63742. };
  63743. /**
  63744. * Set a mat2 in the shader from a Float32Array.
  63745. * @param name Define the name of the uniform as defined in the shader
  63746. * @param value Define the value to give to the uniform
  63747. * @return the material itself allowing "fluent" like uniform updates
  63748. */
  63749. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  63750. this._checkUniform(name);
  63751. this._matrices2x2[name] = value;
  63752. return this;
  63753. };
  63754. /**
  63755. * Set a vec2 array in the shader from a number array.
  63756. * @param name Define the name of the uniform as defined in the shader
  63757. * @param value Define the value to give to the uniform
  63758. * @return the material itself allowing "fluent" like uniform updates
  63759. */
  63760. ShaderMaterial.prototype.setArray2 = function (name, value) {
  63761. this._checkUniform(name);
  63762. this._vectors2Arrays[name] = value;
  63763. return this;
  63764. };
  63765. /**
  63766. * Set a vec3 array in the shader from a number array.
  63767. * @param name Define the name of the uniform as defined in the shader
  63768. * @param value Define the value to give to the uniform
  63769. * @return the material itself allowing "fluent" like uniform updates
  63770. */
  63771. ShaderMaterial.prototype.setArray3 = function (name, value) {
  63772. this._checkUniform(name);
  63773. this._vectors3Arrays[name] = value;
  63774. return this;
  63775. };
  63776. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  63777. if (!mesh) {
  63778. return true;
  63779. }
  63780. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  63781. return false;
  63782. }
  63783. return false;
  63784. };
  63785. /**
  63786. * Checks if the material is ready to render the requested mesh
  63787. * @param mesh Define the mesh to render
  63788. * @param useInstances Define whether or not the material is used with instances
  63789. * @returns true if ready, otherwise false
  63790. */
  63791. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  63792. var scene = this.getScene();
  63793. var engine = scene.getEngine();
  63794. if (!this.checkReadyOnEveryCall) {
  63795. if (this._renderId === scene.getRenderId()) {
  63796. if (this._checkCache(scene, mesh, useInstances)) {
  63797. return true;
  63798. }
  63799. }
  63800. }
  63801. // Instances
  63802. var defines = [];
  63803. var attribs = [];
  63804. var fallbacks = new BABYLON.EffectFallbacks();
  63805. for (var index = 0; index < this._options.defines.length; index++) {
  63806. defines.push(this._options.defines[index]);
  63807. }
  63808. for (var index = 0; index < this._options.attributes.length; index++) {
  63809. attribs.push(this._options.attributes[index]);
  63810. }
  63811. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  63812. attribs.push(BABYLON.VertexBuffer.ColorKind);
  63813. defines.push("#define VERTEXCOLOR");
  63814. }
  63815. if (useInstances) {
  63816. defines.push("#define INSTANCES");
  63817. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  63818. }
  63819. // Bones
  63820. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  63821. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  63822. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  63823. if (mesh.numBoneInfluencers > 4) {
  63824. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  63825. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  63826. }
  63827. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  63828. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  63829. fallbacks.addCPUSkinningFallback(0, mesh);
  63830. if (this._options.uniforms.indexOf("mBones") === -1) {
  63831. this._options.uniforms.push("mBones");
  63832. }
  63833. }
  63834. else {
  63835. defines.push("#define NUM_BONE_INFLUENCERS 0");
  63836. }
  63837. // Textures
  63838. for (var name in this._textures) {
  63839. if (!this._textures[name].isReady()) {
  63840. return false;
  63841. }
  63842. }
  63843. // Alpha test
  63844. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  63845. defines.push("#define ALPHATEST");
  63846. }
  63847. var previousEffect = this._effect;
  63848. var join = defines.join("\n");
  63849. this._effect = engine.createEffect(this._shaderPath, {
  63850. attributes: attribs,
  63851. uniformsNames: this._options.uniforms,
  63852. uniformBuffersNames: this._options.uniformBuffers,
  63853. samplers: this._options.samplers,
  63854. defines: join,
  63855. fallbacks: fallbacks,
  63856. onCompiled: this.onCompiled,
  63857. onError: this.onError
  63858. }, engine);
  63859. if (!this._effect.isReady()) {
  63860. return false;
  63861. }
  63862. if (previousEffect !== this._effect) {
  63863. scene.resetCachedMaterial();
  63864. }
  63865. this._renderId = scene.getRenderId();
  63866. return true;
  63867. };
  63868. /**
  63869. * Binds the world matrix to the material
  63870. * @param world defines the world transformation matrix
  63871. */
  63872. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  63873. var scene = this.getScene();
  63874. if (!this._effect) {
  63875. return;
  63876. }
  63877. if (this._options.uniforms.indexOf("world") !== -1) {
  63878. this._effect.setMatrix("world", world);
  63879. }
  63880. if (this._options.uniforms.indexOf("worldView") !== -1) {
  63881. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  63882. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  63883. }
  63884. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  63885. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  63886. }
  63887. };
  63888. /**
  63889. * Binds the material to the mesh
  63890. * @param world defines the world transformation matrix
  63891. * @param mesh defines the mesh to bind the material to
  63892. */
  63893. ShaderMaterial.prototype.bind = function (world, mesh) {
  63894. // Std values
  63895. this.bindOnlyWorldMatrix(world);
  63896. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  63897. if (this._options.uniforms.indexOf("view") !== -1) {
  63898. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  63899. }
  63900. if (this._options.uniforms.indexOf("projection") !== -1) {
  63901. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  63902. }
  63903. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  63904. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  63905. }
  63906. // Bones
  63907. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  63908. var name;
  63909. // Texture
  63910. for (name in this._textures) {
  63911. this._effect.setTexture(name, this._textures[name]);
  63912. }
  63913. // Texture arrays
  63914. for (name in this._textureArrays) {
  63915. this._effect.setTextureArray(name, this._textureArrays[name]);
  63916. }
  63917. // Int
  63918. for (name in this._ints) {
  63919. this._effect.setInt(name, this._ints[name]);
  63920. }
  63921. // Float
  63922. for (name in this._floats) {
  63923. this._effect.setFloat(name, this._floats[name]);
  63924. }
  63925. // Floats
  63926. for (name in this._floatsArrays) {
  63927. this._effect.setArray(name, this._floatsArrays[name]);
  63928. }
  63929. // Color3
  63930. for (name in this._colors3) {
  63931. this._effect.setColor3(name, this._colors3[name]);
  63932. }
  63933. for (name in this._colors3Arrays) {
  63934. this._effect.setArray3(name, this._colors3Arrays[name]);
  63935. }
  63936. // Color4
  63937. for (name in this._colors4) {
  63938. var color = this._colors4[name];
  63939. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  63940. }
  63941. // Vector2
  63942. for (name in this._vectors2) {
  63943. this._effect.setVector2(name, this._vectors2[name]);
  63944. }
  63945. // Vector3
  63946. for (name in this._vectors3) {
  63947. this._effect.setVector3(name, this._vectors3[name]);
  63948. }
  63949. // Vector4
  63950. for (name in this._vectors4) {
  63951. this._effect.setVector4(name, this._vectors4[name]);
  63952. }
  63953. // Matrix
  63954. for (name in this._matrices) {
  63955. this._effect.setMatrix(name, this._matrices[name]);
  63956. }
  63957. // Matrix 3x3
  63958. for (name in this._matrices3x3) {
  63959. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  63960. }
  63961. // Matrix 2x2
  63962. for (name in this._matrices2x2) {
  63963. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  63964. }
  63965. // Vector2Array
  63966. for (name in this._vectors2Arrays) {
  63967. this._effect.setArray2(name, this._vectors2Arrays[name]);
  63968. }
  63969. // Vector3Array
  63970. for (name in this._vectors3Arrays) {
  63971. this._effect.setArray3(name, this._vectors3Arrays[name]);
  63972. }
  63973. }
  63974. this._afterBind(mesh);
  63975. };
  63976. /**
  63977. * Gets the active textures from the material
  63978. * @returns an array of textures
  63979. */
  63980. ShaderMaterial.prototype.getActiveTextures = function () {
  63981. var activeTextures = _super.prototype.getActiveTextures.call(this);
  63982. for (var name in this._textures) {
  63983. activeTextures.push(this._textures[name]);
  63984. }
  63985. for (var name in this._textureArrays) {
  63986. var array = this._textureArrays[name];
  63987. for (var index = 0; index < array.length; index++) {
  63988. activeTextures.push(array[index]);
  63989. }
  63990. }
  63991. return activeTextures;
  63992. };
  63993. /**
  63994. * Specifies if the material uses a texture
  63995. * @param texture defines the texture to check against the material
  63996. * @returns a boolean specifying if the material uses the texture
  63997. */
  63998. ShaderMaterial.prototype.hasTexture = function (texture) {
  63999. if (_super.prototype.hasTexture.call(this, texture)) {
  64000. return true;
  64001. }
  64002. for (var name in this._textures) {
  64003. if (this._textures[name] === texture) {
  64004. return true;
  64005. }
  64006. }
  64007. for (var name in this._textureArrays) {
  64008. var array = this._textureArrays[name];
  64009. for (var index = 0; index < array.length; index++) {
  64010. if (array[index] === texture) {
  64011. return true;
  64012. }
  64013. }
  64014. }
  64015. return false;
  64016. };
  64017. /**
  64018. * Makes a duplicate of the material, and gives it a new name
  64019. * @param name defines the new name for the duplicated material
  64020. * @returns the cloned material
  64021. */
  64022. ShaderMaterial.prototype.clone = function (name) {
  64023. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64024. return newShaderMaterial;
  64025. };
  64026. /**
  64027. * Disposes the material
  64028. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64029. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64030. */
  64031. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  64032. if (forceDisposeTextures) {
  64033. var name;
  64034. for (name in this._textures) {
  64035. this._textures[name].dispose();
  64036. }
  64037. for (name in this._textureArrays) {
  64038. var array = this._textureArrays[name];
  64039. for (var index = 0; index < array.length; index++) {
  64040. array[index].dispose();
  64041. }
  64042. }
  64043. }
  64044. this._textures = {};
  64045. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  64046. };
  64047. /**
  64048. * Serializes this material in a JSON representation
  64049. * @returns the serialized material object
  64050. */
  64051. ShaderMaterial.prototype.serialize = function () {
  64052. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64053. serializationObject.customType = "BABYLON.ShaderMaterial";
  64054. serializationObject.options = this._options;
  64055. serializationObject.shaderPath = this._shaderPath;
  64056. var name;
  64057. // Texture
  64058. serializationObject.textures = {};
  64059. for (name in this._textures) {
  64060. serializationObject.textures[name] = this._textures[name].serialize();
  64061. }
  64062. // Texture arrays
  64063. serializationObject.textureArrays = {};
  64064. for (name in this._textureArrays) {
  64065. serializationObject.textureArrays[name] = [];
  64066. var array = this._textureArrays[name];
  64067. for (var index = 0; index < array.length; index++) {
  64068. serializationObject.textureArrays[name].push(array[index].serialize());
  64069. }
  64070. }
  64071. // Float
  64072. serializationObject.floats = {};
  64073. for (name in this._floats) {
  64074. serializationObject.floats[name] = this._floats[name];
  64075. }
  64076. // Float s
  64077. serializationObject.FloatArrays = {};
  64078. for (name in this._floatsArrays) {
  64079. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64080. }
  64081. // Color3
  64082. serializationObject.colors3 = {};
  64083. for (name in this._colors3) {
  64084. serializationObject.colors3[name] = this._colors3[name].asArray();
  64085. }
  64086. // Color3 array
  64087. serializationObject.colors3Arrays = {};
  64088. for (name in this._colors3Arrays) {
  64089. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64090. }
  64091. // Color4
  64092. serializationObject.colors4 = {};
  64093. for (name in this._colors4) {
  64094. serializationObject.colors4[name] = this._colors4[name].asArray();
  64095. }
  64096. // Vector2
  64097. serializationObject.vectors2 = {};
  64098. for (name in this._vectors2) {
  64099. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64100. }
  64101. // Vector3
  64102. serializationObject.vectors3 = {};
  64103. for (name in this._vectors3) {
  64104. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64105. }
  64106. // Vector4
  64107. serializationObject.vectors4 = {};
  64108. for (name in this._vectors4) {
  64109. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64110. }
  64111. // Matrix
  64112. serializationObject.matrices = {};
  64113. for (name in this._matrices) {
  64114. serializationObject.matrices[name] = this._matrices[name].asArray();
  64115. }
  64116. // Matrix 3x3
  64117. serializationObject.matrices3x3 = {};
  64118. for (name in this._matrices3x3) {
  64119. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64120. }
  64121. // Matrix 2x2
  64122. serializationObject.matrices2x2 = {};
  64123. for (name in this._matrices2x2) {
  64124. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64125. }
  64126. // Vector2Array
  64127. serializationObject.vectors2Arrays = {};
  64128. for (name in this._vectors2Arrays) {
  64129. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64130. }
  64131. // Vector3Array
  64132. serializationObject.vectors3Arrays = {};
  64133. for (name in this._vectors3Arrays) {
  64134. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64135. }
  64136. return serializationObject;
  64137. };
  64138. /**
  64139. * Creates a shader material from parsed shader material data
  64140. * @param source defines the JSON represnetation of the material
  64141. * @param scene defines the hosting scene
  64142. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64143. * @returns a new material
  64144. */
  64145. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64146. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64147. var name;
  64148. // Texture
  64149. for (name in source.textures) {
  64150. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64151. }
  64152. // Texture arrays
  64153. for (name in source.textureArrays) {
  64154. var array = source.textureArrays[name];
  64155. var textureArray = new Array();
  64156. for (var index = 0; index < array.length; index++) {
  64157. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64158. }
  64159. material.setTextureArray(name, textureArray);
  64160. }
  64161. // Float
  64162. for (name in source.floats) {
  64163. material.setFloat(name, source.floats[name]);
  64164. }
  64165. // Float s
  64166. for (name in source.floatsArrays) {
  64167. material.setFloats(name, source.floatsArrays[name]);
  64168. }
  64169. // Color3
  64170. for (name in source.colors3) {
  64171. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64172. }
  64173. // Color3 arrays
  64174. for (name in source.colors3Arrays) {
  64175. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64176. if (i % 3 === 0) {
  64177. arr.push([num]);
  64178. }
  64179. else {
  64180. arr[arr.length - 1].push(num);
  64181. }
  64182. return arr;
  64183. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64184. material.setColor3Array(name, colors);
  64185. }
  64186. // Color4
  64187. for (name in source.colors4) {
  64188. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64189. }
  64190. // Vector2
  64191. for (name in source.vectors2) {
  64192. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64193. }
  64194. // Vector3
  64195. for (name in source.vectors3) {
  64196. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64197. }
  64198. // Vector4
  64199. for (name in source.vectors4) {
  64200. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64201. }
  64202. // Matrix
  64203. for (name in source.matrices) {
  64204. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64205. }
  64206. // Matrix 3x3
  64207. for (name in source.matrices3x3) {
  64208. material.setMatrix3x3(name, source.matrices3x3[name]);
  64209. }
  64210. // Matrix 2x2
  64211. for (name in source.matrices2x2) {
  64212. material.setMatrix2x2(name, source.matrices2x2[name]);
  64213. }
  64214. // Vector2Array
  64215. for (name in source.vectors2Arrays) {
  64216. material.setArray2(name, source.vectors2Arrays[name]);
  64217. }
  64218. // Vector3Array
  64219. for (name in source.vectors3Arrays) {
  64220. material.setArray3(name, source.vectors3Arrays[name]);
  64221. }
  64222. return material;
  64223. };
  64224. return ShaderMaterial;
  64225. }(BABYLON.Material));
  64226. BABYLON.ShaderMaterial = ShaderMaterial;
  64227. })(BABYLON || (BABYLON = {}));
  64228. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64229. var BABYLON;
  64230. (function (BABYLON) {
  64231. /**
  64232. * Mesh representing the gorund
  64233. */
  64234. var GroundMesh = /** @class */ (function (_super) {
  64235. __extends(GroundMesh, _super);
  64236. function GroundMesh(name, scene) {
  64237. var _this = _super.call(this, name, scene) || this;
  64238. /** If octree should be generated */
  64239. _this.generateOctree = false;
  64240. return _this;
  64241. }
  64242. /**
  64243. * "GroundMesh"
  64244. * @returns "GroundMesh"
  64245. */
  64246. GroundMesh.prototype.getClassName = function () {
  64247. return "GroundMesh";
  64248. };
  64249. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64250. /**
  64251. * The minimum of x and y subdivisions
  64252. */
  64253. get: function () {
  64254. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64255. },
  64256. enumerable: true,
  64257. configurable: true
  64258. });
  64259. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64260. /**
  64261. * X subdivisions
  64262. */
  64263. get: function () {
  64264. return this._subdivisionsX;
  64265. },
  64266. enumerable: true,
  64267. configurable: true
  64268. });
  64269. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64270. /**
  64271. * Y subdivisions
  64272. */
  64273. get: function () {
  64274. return this._subdivisionsY;
  64275. },
  64276. enumerable: true,
  64277. configurable: true
  64278. });
  64279. /**
  64280. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  64281. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  64282. * @param chunksCount the number of subdivisions for x and y
  64283. * @param octreeBlocksSize (Default: 32)
  64284. */
  64285. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  64286. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  64287. this._subdivisionsX = chunksCount;
  64288. this._subdivisionsY = chunksCount;
  64289. this.subdivide(chunksCount);
  64290. // Call the octree system optimization if it is defined.
  64291. var thisAsAny = this;
  64292. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  64293. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  64294. }
  64295. };
  64296. /**
  64297. * Returns a height (y) value in the Worl system :
  64298. * the ground altitude at the coordinates (x, z) expressed in the World system.
  64299. * @param x x coordinate
  64300. * @param z z coordinate
  64301. * @returns the ground y position if (x, z) are outside the ground surface.
  64302. */
  64303. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  64304. var world = this.getWorldMatrix();
  64305. var invMat = BABYLON.Tmp.Matrix[5];
  64306. world.invertToRef(invMat);
  64307. var tmpVect = BABYLON.Tmp.Vector3[8];
  64308. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  64309. x = tmpVect.x;
  64310. z = tmpVect.z;
  64311. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64312. return this.position.y;
  64313. }
  64314. if (!this._heightQuads || this._heightQuads.length == 0) {
  64315. this._initHeightQuads();
  64316. this._computeHeightQuads();
  64317. }
  64318. var facet = this._getFacetAt(x, z);
  64319. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  64320. // return y in the World system
  64321. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  64322. return tmpVect.y;
  64323. };
  64324. /**
  64325. * Returns a normalized vector (Vector3) orthogonal to the ground
  64326. * at the ground coordinates (x, z) expressed in the World system.
  64327. * @param x x coordinate
  64328. * @param z z coordinate
  64329. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  64330. */
  64331. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  64332. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  64333. this.getNormalAtCoordinatesToRef(x, z, normal);
  64334. return normal;
  64335. };
  64336. /**
  64337. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  64338. * at the ground coordinates (x, z) expressed in the World system.
  64339. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  64340. * @param x x coordinate
  64341. * @param z z coordinate
  64342. * @param ref vector to store the result
  64343. * @returns the GroundMesh.
  64344. */
  64345. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  64346. var world = this.getWorldMatrix();
  64347. var tmpMat = BABYLON.Tmp.Matrix[5];
  64348. world.invertToRef(tmpMat);
  64349. var tmpVect = BABYLON.Tmp.Vector3[8];
  64350. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  64351. x = tmpVect.x;
  64352. z = tmpVect.z;
  64353. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64354. return this;
  64355. }
  64356. if (!this._heightQuads || this._heightQuads.length == 0) {
  64357. this._initHeightQuads();
  64358. this._computeHeightQuads();
  64359. }
  64360. var facet = this._getFacetAt(x, z);
  64361. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  64362. return this;
  64363. };
  64364. /**
  64365. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  64366. * if the ground has been updated.
  64367. * This can be used in the render loop.
  64368. * @returns the GroundMesh.
  64369. */
  64370. GroundMesh.prototype.updateCoordinateHeights = function () {
  64371. if (!this._heightQuads || this._heightQuads.length == 0) {
  64372. this._initHeightQuads();
  64373. }
  64374. this._computeHeightQuads();
  64375. return this;
  64376. };
  64377. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  64378. GroundMesh.prototype._getFacetAt = function (x, z) {
  64379. // retrieve col and row from x, z coordinates in the ground local system
  64380. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  64381. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  64382. var quad = this._heightQuads[row * this._subdivisionsX + col];
  64383. var facet;
  64384. if (z < quad.slope.x * x + quad.slope.y) {
  64385. facet = quad.facet1;
  64386. }
  64387. else {
  64388. facet = quad.facet2;
  64389. }
  64390. return facet;
  64391. };
  64392. // Creates and populates the heightMap array with "facet" elements :
  64393. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  64394. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64395. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64396. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64397. // Returns the GroundMesh.
  64398. GroundMesh.prototype._initHeightQuads = function () {
  64399. var subdivisionsX = this._subdivisionsX;
  64400. var subdivisionsY = this._subdivisionsY;
  64401. this._heightQuads = new Array();
  64402. for (var row = 0; row < subdivisionsY; row++) {
  64403. for (var col = 0; col < subdivisionsX; col++) {
  64404. 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) };
  64405. this._heightQuads[row * subdivisionsX + col] = quad;
  64406. }
  64407. }
  64408. return this;
  64409. };
  64410. // Compute each quad element values and update the the heightMap array :
  64411. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64412. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64413. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64414. // Returns the GroundMesh.
  64415. GroundMesh.prototype._computeHeightQuads = function () {
  64416. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  64417. if (!positions) {
  64418. return this;
  64419. }
  64420. var v1 = BABYLON.Tmp.Vector3[3];
  64421. var v2 = BABYLON.Tmp.Vector3[2];
  64422. var v3 = BABYLON.Tmp.Vector3[1];
  64423. var v4 = BABYLON.Tmp.Vector3[0];
  64424. var v1v2 = BABYLON.Tmp.Vector3[4];
  64425. var v1v3 = BABYLON.Tmp.Vector3[5];
  64426. var v1v4 = BABYLON.Tmp.Vector3[6];
  64427. var norm1 = BABYLON.Tmp.Vector3[7];
  64428. var norm2 = BABYLON.Tmp.Vector3[8];
  64429. var i = 0;
  64430. var j = 0;
  64431. var k = 0;
  64432. var cd = 0; // 2D slope coefficient : z = cd * x + h
  64433. var h = 0;
  64434. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  64435. var d2 = 0;
  64436. var subdivisionsX = this._subdivisionsX;
  64437. var subdivisionsY = this._subdivisionsY;
  64438. for (var row = 0; row < subdivisionsY; row++) {
  64439. for (var col = 0; col < subdivisionsX; col++) {
  64440. i = col * 3;
  64441. j = row * (subdivisionsX + 1) * 3;
  64442. k = (row + 1) * (subdivisionsX + 1) * 3;
  64443. v1.x = positions[j + i];
  64444. v1.y = positions[j + i + 1];
  64445. v1.z = positions[j + i + 2];
  64446. v2.x = positions[j + i + 3];
  64447. v2.y = positions[j + i + 4];
  64448. v2.z = positions[j + i + 5];
  64449. v3.x = positions[k + i];
  64450. v3.y = positions[k + i + 1];
  64451. v3.z = positions[k + i + 2];
  64452. v4.x = positions[k + i + 3];
  64453. v4.y = positions[k + i + 4];
  64454. v4.z = positions[k + i + 5];
  64455. // 2D slope V1V4
  64456. cd = (v4.z - v1.z) / (v4.x - v1.x);
  64457. h = v1.z - cd * v1.x; // v1 belongs to the slope
  64458. // facet equations :
  64459. // we compute each facet normal vector
  64460. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  64461. // we compute the value d by applying the equation to v1 which belongs to the plane
  64462. // then we store the facet equation in a Vector4
  64463. v2.subtractToRef(v1, v1v2);
  64464. v3.subtractToRef(v1, v1v3);
  64465. v4.subtractToRef(v1, v1v4);
  64466. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  64467. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  64468. norm1.normalize();
  64469. norm2.normalize();
  64470. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  64471. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  64472. var quad = this._heightQuads[row * subdivisionsX + col];
  64473. quad.slope.copyFromFloats(cd, h);
  64474. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  64475. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  64476. }
  64477. }
  64478. return this;
  64479. };
  64480. /**
  64481. * Serializes this ground mesh
  64482. * @param serializationObject object to write serialization to
  64483. */
  64484. GroundMesh.prototype.serialize = function (serializationObject) {
  64485. _super.prototype.serialize.call(this, serializationObject);
  64486. serializationObject.subdivisionsX = this._subdivisionsX;
  64487. serializationObject.subdivisionsY = this._subdivisionsY;
  64488. serializationObject.minX = this._minX;
  64489. serializationObject.maxX = this._maxX;
  64490. serializationObject.minZ = this._minZ;
  64491. serializationObject.maxZ = this._maxZ;
  64492. serializationObject.width = this._width;
  64493. serializationObject.height = this._height;
  64494. };
  64495. /**
  64496. * Parses a serialized ground mesh
  64497. * @param parsedMesh the serialized mesh
  64498. * @param scene the scene to create the ground mesh in
  64499. * @returns the created ground mesh
  64500. */
  64501. GroundMesh.Parse = function (parsedMesh, scene) {
  64502. var result = new GroundMesh(parsedMesh.name, scene);
  64503. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  64504. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  64505. result._minX = parsedMesh.minX;
  64506. result._maxX = parsedMesh.maxX;
  64507. result._minZ = parsedMesh.minZ;
  64508. result._maxZ = parsedMesh.maxZ;
  64509. result._width = parsedMesh.width;
  64510. result._height = parsedMesh.height;
  64511. return result;
  64512. };
  64513. return GroundMesh;
  64514. }(BABYLON.Mesh));
  64515. BABYLON.GroundMesh = GroundMesh;
  64516. })(BABYLON || (BABYLON = {}));
  64517. //# sourceMappingURL=babylon.groundMesh.js.map
  64518. var BABYLON;
  64519. (function (BABYLON) {
  64520. /**
  64521. * Creates an instance based on a source mesh.
  64522. */
  64523. var InstancedMesh = /** @class */ (function (_super) {
  64524. __extends(InstancedMesh, _super);
  64525. function InstancedMesh(name, source) {
  64526. var _this = _super.call(this, name, source.getScene()) || this;
  64527. source.instances.push(_this);
  64528. _this._sourceMesh = source;
  64529. _this.position.copyFrom(source.position);
  64530. _this.rotation.copyFrom(source.rotation);
  64531. _this.scaling.copyFrom(source.scaling);
  64532. if (source.rotationQuaternion) {
  64533. _this.rotationQuaternion = source.rotationQuaternion.clone();
  64534. }
  64535. _this.infiniteDistance = source.infiniteDistance;
  64536. _this.setPivotMatrix(source.getPivotMatrix());
  64537. _this.refreshBoundingInfo();
  64538. _this._syncSubMeshes();
  64539. return _this;
  64540. }
  64541. /**
  64542. * Returns the string "InstancedMesh".
  64543. */
  64544. InstancedMesh.prototype.getClassName = function () {
  64545. return "InstancedMesh";
  64546. };
  64547. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  64548. // Methods
  64549. /**
  64550. * If the source mesh receives shadows
  64551. */
  64552. get: function () {
  64553. return this._sourceMesh.receiveShadows;
  64554. },
  64555. enumerable: true,
  64556. configurable: true
  64557. });
  64558. Object.defineProperty(InstancedMesh.prototype, "material", {
  64559. /**
  64560. * The material of the source mesh
  64561. */
  64562. get: function () {
  64563. return this._sourceMesh.material;
  64564. },
  64565. enumerable: true,
  64566. configurable: true
  64567. });
  64568. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  64569. /**
  64570. * Visibility of the source mesh
  64571. */
  64572. get: function () {
  64573. return this._sourceMesh.visibility;
  64574. },
  64575. enumerable: true,
  64576. configurable: true
  64577. });
  64578. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  64579. /**
  64580. * Skeleton of the source mesh
  64581. */
  64582. get: function () {
  64583. return this._sourceMesh.skeleton;
  64584. },
  64585. enumerable: true,
  64586. configurable: true
  64587. });
  64588. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  64589. /**
  64590. * Rendering ground id of the source mesh
  64591. */
  64592. get: function () {
  64593. return this._sourceMesh.renderingGroupId;
  64594. },
  64595. set: function (value) {
  64596. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  64597. return;
  64598. }
  64599. //no-op with warning
  64600. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  64601. },
  64602. enumerable: true,
  64603. configurable: true
  64604. });
  64605. /**
  64606. * Returns the total number of vertices (integer).
  64607. */
  64608. InstancedMesh.prototype.getTotalVertices = function () {
  64609. return this._sourceMesh.getTotalVertices();
  64610. };
  64611. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  64612. /**
  64613. * The source mesh of the instance
  64614. */
  64615. get: function () {
  64616. return this._sourceMesh;
  64617. },
  64618. enumerable: true,
  64619. configurable: true
  64620. });
  64621. /**
  64622. * Is this node ready to be used/rendered
  64623. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  64624. * @return {boolean} is it ready
  64625. */
  64626. InstancedMesh.prototype.isReady = function (completeCheck) {
  64627. if (completeCheck === void 0) { completeCheck = false; }
  64628. return this._sourceMesh.isReady(completeCheck, true);
  64629. };
  64630. /**
  64631. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  64632. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  64633. * @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.
  64634. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  64635. */
  64636. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  64637. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  64638. };
  64639. /**
  64640. * Sets the vertex data of the mesh geometry for the requested `kind`.
  64641. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  64642. * The `data` are either a numeric array either a Float32Array.
  64643. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  64644. * 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).
  64645. * Note that a new underlying VertexBuffer object is created each call.
  64646. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  64647. *
  64648. * Possible `kind` values :
  64649. * - BABYLON.VertexBuffer.PositionKind
  64650. * - BABYLON.VertexBuffer.UVKind
  64651. * - BABYLON.VertexBuffer.UV2Kind
  64652. * - BABYLON.VertexBuffer.UV3Kind
  64653. * - BABYLON.VertexBuffer.UV4Kind
  64654. * - BABYLON.VertexBuffer.UV5Kind
  64655. * - BABYLON.VertexBuffer.UV6Kind
  64656. * - BABYLON.VertexBuffer.ColorKind
  64657. * - BABYLON.VertexBuffer.MatricesIndicesKind
  64658. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  64659. * - BABYLON.VertexBuffer.MatricesWeightsKind
  64660. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  64661. *
  64662. * Returns the Mesh.
  64663. */
  64664. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  64665. if (this.sourceMesh) {
  64666. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  64667. }
  64668. return this.sourceMesh;
  64669. };
  64670. /**
  64671. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  64672. * If the mesh has no geometry, it is simply returned as it is.
  64673. * The `data` are either a numeric array either a Float32Array.
  64674. * No new underlying VertexBuffer object is created.
  64675. * 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.
  64676. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  64677. *
  64678. * Possible `kind` values :
  64679. * - BABYLON.VertexBuffer.PositionKind
  64680. * - BABYLON.VertexBuffer.UVKind
  64681. * - BABYLON.VertexBuffer.UV2Kind
  64682. * - BABYLON.VertexBuffer.UV3Kind
  64683. * - BABYLON.VertexBuffer.UV4Kind
  64684. * - BABYLON.VertexBuffer.UV5Kind
  64685. * - BABYLON.VertexBuffer.UV6Kind
  64686. * - BABYLON.VertexBuffer.ColorKind
  64687. * - BABYLON.VertexBuffer.MatricesIndicesKind
  64688. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  64689. * - BABYLON.VertexBuffer.MatricesWeightsKind
  64690. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  64691. *
  64692. * Returns the Mesh.
  64693. */
  64694. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  64695. if (this.sourceMesh) {
  64696. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  64697. }
  64698. return this.sourceMesh;
  64699. };
  64700. /**
  64701. * Sets the mesh indices.
  64702. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  64703. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  64704. * This method creates a new index buffer each call.
  64705. * Returns the Mesh.
  64706. */
  64707. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  64708. if (totalVertices === void 0) { totalVertices = null; }
  64709. if (this.sourceMesh) {
  64710. this.sourceMesh.setIndices(indices, totalVertices);
  64711. }
  64712. return this.sourceMesh;
  64713. };
  64714. /**
  64715. * Boolean : True if the mesh owns the requested kind of data.
  64716. */
  64717. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  64718. return this._sourceMesh.isVerticesDataPresent(kind);
  64719. };
  64720. /**
  64721. * Returns an array of indices (IndicesArray).
  64722. */
  64723. InstancedMesh.prototype.getIndices = function () {
  64724. return this._sourceMesh.getIndices();
  64725. };
  64726. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  64727. get: function () {
  64728. return this._sourceMesh._positions;
  64729. },
  64730. enumerable: true,
  64731. configurable: true
  64732. });
  64733. /**
  64734. * Sets a new updated BoundingInfo to the mesh.
  64735. * @returns the mesh.
  64736. */
  64737. InstancedMesh.prototype.refreshBoundingInfo = function () {
  64738. var meshBB = this._sourceMesh.getBoundingInfo();
  64739. this._boundingInfo = new BABYLON.BoundingInfo(meshBB.minimum.clone(), meshBB.maximum.clone());
  64740. this._updateBoundingInfo();
  64741. return this;
  64742. };
  64743. /** @hidden */
  64744. InstancedMesh.prototype._preActivate = function () {
  64745. if (this._currentLOD) {
  64746. this._currentLOD._preActivate();
  64747. }
  64748. return this;
  64749. };
  64750. /** @hidden */
  64751. InstancedMesh.prototype._activate = function (renderId) {
  64752. if (this._currentLOD) {
  64753. this._currentLOD._registerInstanceForRenderId(this, renderId);
  64754. }
  64755. return this;
  64756. };
  64757. /**
  64758. * Returns the current associated LOD AbstractMesh.
  64759. */
  64760. InstancedMesh.prototype.getLOD = function (camera) {
  64761. if (!camera) {
  64762. return this;
  64763. }
  64764. var boundingInfo = this.getBoundingInfo();
  64765. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  64766. if (this._currentLOD === this.sourceMesh) {
  64767. return this;
  64768. }
  64769. return this._currentLOD;
  64770. };
  64771. /** @hidden */
  64772. InstancedMesh.prototype._syncSubMeshes = function () {
  64773. this.releaseSubMeshes();
  64774. if (this._sourceMesh.subMeshes) {
  64775. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  64776. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  64777. }
  64778. }
  64779. return this;
  64780. };
  64781. /** @hidden */
  64782. InstancedMesh.prototype._generatePointsArray = function () {
  64783. return this._sourceMesh._generatePointsArray();
  64784. };
  64785. /**
  64786. * Creates a new InstancedMesh from the current mesh.
  64787. * - name (string) : the cloned mesh name
  64788. * - newParent (optional Node) : the optional Node to parent the clone to.
  64789. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  64790. *
  64791. * Returns the clone.
  64792. */
  64793. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  64794. var result = this._sourceMesh.createInstance(name);
  64795. // Deep copy
  64796. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  64797. // Bounding info
  64798. this.refreshBoundingInfo();
  64799. // Parent
  64800. if (newParent) {
  64801. result.parent = newParent;
  64802. }
  64803. if (!doNotCloneChildren) {
  64804. // Children
  64805. for (var index = 0; index < this.getScene().meshes.length; index++) {
  64806. var mesh = this.getScene().meshes[index];
  64807. if (mesh.parent === this) {
  64808. mesh.clone(mesh.name, result);
  64809. }
  64810. }
  64811. }
  64812. result.computeWorldMatrix(true);
  64813. return result;
  64814. };
  64815. /**
  64816. * Disposes the InstancedMesh.
  64817. * Returns nothing.
  64818. */
  64819. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  64820. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  64821. // Remove from mesh
  64822. var index = this._sourceMesh.instances.indexOf(this);
  64823. this._sourceMesh.instances.splice(index, 1);
  64824. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  64825. };
  64826. return InstancedMesh;
  64827. }(BABYLON.AbstractMesh));
  64828. BABYLON.InstancedMesh = InstancedMesh;
  64829. })(BABYLON || (BABYLON = {}));
  64830. //# sourceMappingURL=babylon.instancedMesh.js.map
  64831. var BABYLON;
  64832. (function (BABYLON) {
  64833. /**
  64834. * Line mesh
  64835. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  64836. */
  64837. var LinesMesh = /** @class */ (function (_super) {
  64838. __extends(LinesMesh, _super);
  64839. /**
  64840. * Creates a new LinesMesh
  64841. * @param name defines the name
  64842. * @param scene defines the hosting scene
  64843. * @param parent defines the parent mesh if any
  64844. * @param source defines the optional source LinesMesh used to clone data from
  64845. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  64846. * When false, achieved by calling a clone(), also passing False.
  64847. * This will make creation of children, recursive.
  64848. * @param useVertexColor defines if this LinesMesh supports vertex color
  64849. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  64850. */
  64851. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  64852. /**
  64853. * If vertex color should be applied to the mesh
  64854. */
  64855. useVertexColor,
  64856. /**
  64857. * If vertex alpha should be applied to the mesh
  64858. */
  64859. useVertexAlpha) {
  64860. if (scene === void 0) { scene = null; }
  64861. if (parent === void 0) { parent = null; }
  64862. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  64863. _this.useVertexColor = useVertexColor;
  64864. _this.useVertexAlpha = useVertexAlpha;
  64865. /**
  64866. * Color of the line (Default: White)
  64867. */
  64868. _this.color = new BABYLON.Color3(1, 1, 1);
  64869. /**
  64870. * Alpha of the line (Default: 1)
  64871. */
  64872. _this.alpha = 1;
  64873. if (source) {
  64874. _this.color = source.color.clone();
  64875. _this.alpha = source.alpha;
  64876. _this.useVertexColor = source.useVertexColor;
  64877. _this.useVertexAlpha = source.useVertexAlpha;
  64878. }
  64879. _this._intersectionThreshold = 0.1;
  64880. var defines = [];
  64881. var options = {
  64882. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  64883. uniforms: ["world", "viewProjection"],
  64884. needAlphaBlending: true,
  64885. defines: defines
  64886. };
  64887. if (useVertexAlpha === false) {
  64888. options.needAlphaBlending = false;
  64889. }
  64890. if (!useVertexColor) {
  64891. options.uniforms.push("color");
  64892. }
  64893. else {
  64894. options.defines.push("#define VERTEXCOLOR");
  64895. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  64896. }
  64897. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  64898. return _this;
  64899. }
  64900. Object.defineProperty(LinesMesh.prototype, "intersectionThreshold", {
  64901. /**
  64902. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  64903. * This margin is expressed in world space coordinates, so its value may vary.
  64904. * Default value is 0.1
  64905. * @returns the intersection Threshold value.
  64906. */
  64907. get: function () {
  64908. return this._intersectionThreshold;
  64909. },
  64910. /**
  64911. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  64912. * This margin is expressed in world space coordinates, so its value may vary.
  64913. */
  64914. set: function (value) {
  64915. if (this._intersectionThreshold === value) {
  64916. return;
  64917. }
  64918. this._intersectionThreshold = value;
  64919. if (this.geometry) {
  64920. this.geometry.boundingBias = new BABYLON.Vector2(0, value);
  64921. }
  64922. },
  64923. enumerable: true,
  64924. configurable: true
  64925. });
  64926. /**
  64927. * Returns the string "LineMesh"
  64928. */
  64929. LinesMesh.prototype.getClassName = function () {
  64930. return "LinesMesh";
  64931. };
  64932. Object.defineProperty(LinesMesh.prototype, "material", {
  64933. /**
  64934. * @hidden
  64935. */
  64936. get: function () {
  64937. return this._colorShader;
  64938. },
  64939. /**
  64940. * @hidden
  64941. */
  64942. set: function (value) {
  64943. // Do nothing
  64944. },
  64945. enumerable: true,
  64946. configurable: true
  64947. });
  64948. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  64949. /**
  64950. * @hidden
  64951. */
  64952. get: function () {
  64953. return false;
  64954. },
  64955. enumerable: true,
  64956. configurable: true
  64957. });
  64958. /** @hidden */
  64959. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  64960. if (!this._geometry) {
  64961. return this;
  64962. }
  64963. // VBOs
  64964. this._geometry._bind(this._colorShader.getEffect());
  64965. // Color
  64966. if (!this.useVertexColor) {
  64967. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  64968. }
  64969. return this;
  64970. };
  64971. /** @hidden */
  64972. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  64973. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  64974. return this;
  64975. }
  64976. var engine = this.getScene().getEngine();
  64977. // Draw order
  64978. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  64979. return this;
  64980. };
  64981. /**
  64982. * Disposes of the line mesh
  64983. * @param doNotRecurse If children should be disposed
  64984. */
  64985. LinesMesh.prototype.dispose = function (doNotRecurse) {
  64986. this._colorShader.dispose();
  64987. _super.prototype.dispose.call(this, doNotRecurse);
  64988. };
  64989. /**
  64990. * Returns a new LineMesh object cloned from the current one.
  64991. */
  64992. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  64993. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  64994. };
  64995. return LinesMesh;
  64996. }(BABYLON.Mesh));
  64997. BABYLON.LinesMesh = LinesMesh;
  64998. })(BABYLON || (BABYLON = {}));
  64999. //# sourceMappingURL=babylon.linesMesh.js.map
  65000. var BABYLON;
  65001. (function (BABYLON) {
  65002. /**
  65003. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65004. * The underlying implementation relies on an associative array to ensure the best performances.
  65005. * The value can be anything including 'null' but except 'undefined'
  65006. */
  65007. var StringDictionary = /** @class */ (function () {
  65008. function StringDictionary() {
  65009. this._count = 0;
  65010. this._data = {};
  65011. }
  65012. /**
  65013. * This will clear this dictionary and copy the content from the 'source' one.
  65014. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65015. * @param source the dictionary to take the content from and copy to this dictionary
  65016. */
  65017. StringDictionary.prototype.copyFrom = function (source) {
  65018. var _this = this;
  65019. this.clear();
  65020. source.forEach(function (t, v) { return _this.add(t, v); });
  65021. };
  65022. /**
  65023. * Get a value based from its key
  65024. * @param key the given key to get the matching value from
  65025. * @return the value if found, otherwise undefined is returned
  65026. */
  65027. StringDictionary.prototype.get = function (key) {
  65028. var val = this._data[key];
  65029. if (val !== undefined) {
  65030. return val;
  65031. }
  65032. return undefined;
  65033. };
  65034. /**
  65035. * Get a value from its key or add it if it doesn't exist.
  65036. * This method will ensure you that a given key/data will be present in the dictionary.
  65037. * @param key the given key to get the matching value from
  65038. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65039. * The factory will only be invoked if there's no data for the given key.
  65040. * @return the value corresponding to the key.
  65041. */
  65042. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65043. var val = this.get(key);
  65044. if (val !== undefined) {
  65045. return val;
  65046. }
  65047. val = factory(key);
  65048. if (val) {
  65049. this.add(key, val);
  65050. }
  65051. return val;
  65052. };
  65053. /**
  65054. * Get a value from its key if present in the dictionary otherwise add it
  65055. * @param key the key to get the value from
  65056. * @param val if there's no such key/value pair in the dictionary add it with this value
  65057. * @return the value corresponding to the key
  65058. */
  65059. StringDictionary.prototype.getOrAdd = function (key, val) {
  65060. var curVal = this.get(key);
  65061. if (curVal !== undefined) {
  65062. return curVal;
  65063. }
  65064. this.add(key, val);
  65065. return val;
  65066. };
  65067. /**
  65068. * Check if there's a given key in the dictionary
  65069. * @param key the key to check for
  65070. * @return true if the key is present, false otherwise
  65071. */
  65072. StringDictionary.prototype.contains = function (key) {
  65073. return this._data[key] !== undefined;
  65074. };
  65075. /**
  65076. * Add a new key and its corresponding value
  65077. * @param key the key to add
  65078. * @param value the value corresponding to the key
  65079. * @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
  65080. */
  65081. StringDictionary.prototype.add = function (key, value) {
  65082. if (this._data[key] !== undefined) {
  65083. return false;
  65084. }
  65085. this._data[key] = value;
  65086. ++this._count;
  65087. return true;
  65088. };
  65089. /**
  65090. * Update a specific value associated to a key
  65091. * @param key defines the key to use
  65092. * @param value defines the value to store
  65093. * @returns true if the value was updated (or false if the key was not found)
  65094. */
  65095. StringDictionary.prototype.set = function (key, value) {
  65096. if (this._data[key] === undefined) {
  65097. return false;
  65098. }
  65099. this._data[key] = value;
  65100. return true;
  65101. };
  65102. /**
  65103. * Get the element of the given key and remove it from the dictionary
  65104. * @param key defines the key to search
  65105. * @returns the value associated with the key or null if not found
  65106. */
  65107. StringDictionary.prototype.getAndRemove = function (key) {
  65108. var val = this.get(key);
  65109. if (val !== undefined) {
  65110. delete this._data[key];
  65111. --this._count;
  65112. return val;
  65113. }
  65114. return null;
  65115. };
  65116. /**
  65117. * Remove a key/value from the dictionary.
  65118. * @param key the key to remove
  65119. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65120. */
  65121. StringDictionary.prototype.remove = function (key) {
  65122. if (this.contains(key)) {
  65123. delete this._data[key];
  65124. --this._count;
  65125. return true;
  65126. }
  65127. return false;
  65128. };
  65129. /**
  65130. * Clear the whole content of the dictionary
  65131. */
  65132. StringDictionary.prototype.clear = function () {
  65133. this._data = {};
  65134. this._count = 0;
  65135. };
  65136. Object.defineProperty(StringDictionary.prototype, "count", {
  65137. /**
  65138. * Gets the current count
  65139. */
  65140. get: function () {
  65141. return this._count;
  65142. },
  65143. enumerable: true,
  65144. configurable: true
  65145. });
  65146. /**
  65147. * Execute a callback on each key/val of the dictionary.
  65148. * Note that you can remove any element in this dictionary in the callback implementation
  65149. * @param callback the callback to execute on a given key/value pair
  65150. */
  65151. StringDictionary.prototype.forEach = function (callback) {
  65152. for (var cur in this._data) {
  65153. var val = this._data[cur];
  65154. callback(cur, val);
  65155. }
  65156. };
  65157. /**
  65158. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65159. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65160. * Note that you can remove any element in this dictionary in the callback implementation
  65161. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65162. * @returns the first item
  65163. */
  65164. StringDictionary.prototype.first = function (callback) {
  65165. for (var cur in this._data) {
  65166. var val = this._data[cur];
  65167. var res = callback(cur, val);
  65168. if (res) {
  65169. return res;
  65170. }
  65171. }
  65172. return null;
  65173. };
  65174. return StringDictionary;
  65175. }());
  65176. BABYLON.StringDictionary = StringDictionary;
  65177. })(BABYLON || (BABYLON = {}));
  65178. //# sourceMappingURL=babylon.stringDictionary.js.map
  65179. var BABYLON;
  65180. (function (BABYLON) {
  65181. var Debug;
  65182. (function (Debug) {
  65183. /**
  65184. * Class used to render a debug view of a given skeleton
  65185. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65186. */
  65187. var SkeletonViewer = /** @class */ (function () {
  65188. /**
  65189. * Creates a new SkeletonViewer
  65190. * @param skeleton defines the skeleton to render
  65191. * @param mesh defines the mesh attached to the skeleton
  65192. * @param scene defines the hosting scene
  65193. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65194. * @param renderingGroupId defines the rendering group id to use with the viewer
  65195. */
  65196. function SkeletonViewer(
  65197. /** defines the skeleton to render */
  65198. skeleton,
  65199. /** defines the mesh attached to the skeleton */
  65200. mesh, scene,
  65201. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65202. autoUpdateBonesMatrices,
  65203. /** defines the rendering group id to use with the viewer */
  65204. renderingGroupId) {
  65205. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65206. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65207. this.skeleton = skeleton;
  65208. this.mesh = mesh;
  65209. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65210. this.renderingGroupId = renderingGroupId;
  65211. /** Gets or sets the color used to render the skeleton */
  65212. this.color = BABYLON.Color3.White();
  65213. this._debugLines = new Array();
  65214. this._isEnabled = false;
  65215. this._scene = scene;
  65216. this.update();
  65217. this._renderFunction = this.update.bind(this);
  65218. }
  65219. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65220. get: function () {
  65221. return this._isEnabled;
  65222. },
  65223. /** Gets or sets a boolean indicating if the viewer is enabled */
  65224. set: function (value) {
  65225. if (this._isEnabled === value) {
  65226. return;
  65227. }
  65228. this._isEnabled = value;
  65229. if (value) {
  65230. this._scene.registerBeforeRender(this._renderFunction);
  65231. }
  65232. else {
  65233. this._scene.unregisterBeforeRender(this._renderFunction);
  65234. }
  65235. },
  65236. enumerable: true,
  65237. configurable: true
  65238. });
  65239. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65240. if (x === void 0) { x = 0; }
  65241. if (y === void 0) { y = 0; }
  65242. if (z === void 0) { z = 0; }
  65243. var tmat = BABYLON.Tmp.Matrix[0];
  65244. var parentBone = bone.getParent();
  65245. tmat.copyFrom(bone.getLocalMatrix());
  65246. if (x !== 0 || y !== 0 || z !== 0) {
  65247. var tmat2 = BABYLON.Tmp.Matrix[1];
  65248. BABYLON.Matrix.IdentityToRef(tmat2);
  65249. tmat2.m[12] = x;
  65250. tmat2.m[13] = y;
  65251. tmat2.m[14] = z;
  65252. tmat2.multiplyToRef(tmat, tmat);
  65253. }
  65254. if (parentBone) {
  65255. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  65256. }
  65257. tmat.multiplyToRef(meshMat, tmat);
  65258. position.x = tmat.m[12];
  65259. position.y = tmat.m[13];
  65260. position.z = tmat.m[14];
  65261. };
  65262. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  65263. var len = bones.length;
  65264. var meshPos = this.mesh.position;
  65265. for (var i = 0; i < len; i++) {
  65266. var bone = bones[i];
  65267. var points = this._debugLines[i];
  65268. if (!points) {
  65269. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65270. this._debugLines[i] = points;
  65271. }
  65272. this._getBonePosition(points[0], bone, meshMat);
  65273. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  65274. points[0].subtractInPlace(meshPos);
  65275. points[1].subtractInPlace(meshPos);
  65276. }
  65277. };
  65278. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  65279. var len = bones.length;
  65280. var boneNum = 0;
  65281. var meshPos = this.mesh.position;
  65282. for (var i = len - 1; i >= 0; i--) {
  65283. var childBone = bones[i];
  65284. var parentBone = childBone.getParent();
  65285. if (!parentBone) {
  65286. continue;
  65287. }
  65288. var points = this._debugLines[boneNum];
  65289. if (!points) {
  65290. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65291. this._debugLines[boneNum] = points;
  65292. }
  65293. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  65294. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  65295. points[0].subtractInPlace(meshPos);
  65296. points[1].subtractInPlace(meshPos);
  65297. boneNum++;
  65298. }
  65299. };
  65300. /** Update the viewer to sync with current skeleton state */
  65301. SkeletonViewer.prototype.update = function () {
  65302. if (this.autoUpdateBonesMatrices) {
  65303. this.skeleton.computeAbsoluteTransforms();
  65304. }
  65305. if (this.skeleton.bones[0].length === undefined) {
  65306. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65307. }
  65308. else {
  65309. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65310. }
  65311. if (!this._debugMesh) {
  65312. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, this._scene);
  65313. this._debugMesh.renderingGroupId = this.renderingGroupId;
  65314. }
  65315. else {
  65316. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, this._scene);
  65317. }
  65318. this._debugMesh.position.copyFrom(this.mesh.position);
  65319. this._debugMesh.color = this.color;
  65320. };
  65321. /** Release associated resources */
  65322. SkeletonViewer.prototype.dispose = function () {
  65323. if (this._debugMesh) {
  65324. this.isEnabled = false;
  65325. this._debugMesh.dispose();
  65326. this._debugMesh = null;
  65327. }
  65328. };
  65329. return SkeletonViewer;
  65330. }());
  65331. Debug.SkeletonViewer = SkeletonViewer;
  65332. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65333. })(BABYLON || (BABYLON = {}));
  65334. //# sourceMappingURL=babylon.skeletonViewer.js.map
  65335. /**
  65336. * Module Debug contains the (visual) components to debug a scene correctly
  65337. */
  65338. var BABYLON;
  65339. (function (BABYLON) {
  65340. var Debug;
  65341. (function (Debug) {
  65342. /**
  65343. * The Axes viewer will show 3 axes in a specific point in space
  65344. */
  65345. var AxesViewer = /** @class */ (function () {
  65346. /**
  65347. * Creates a new AxesViewer
  65348. * @param scene defines the hosting scene
  65349. * @param scaleLines defines a number used to scale line length (1 by default)
  65350. */
  65351. function AxesViewer(scene, scaleLines) {
  65352. if (scaleLines === void 0) { scaleLines = 1; }
  65353. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65354. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65355. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65356. /**
  65357. * Gets or sets a number used to scale line length
  65358. */
  65359. this.scaleLines = 1;
  65360. this.scaleLines = scaleLines;
  65361. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  65362. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  65363. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  65364. this._xmesh.renderingGroupId = 2;
  65365. this._ymesh.renderingGroupId = 2;
  65366. this._zmesh.renderingGroupId = 2;
  65367. this._xmesh.material.checkReadyOnlyOnce = true;
  65368. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  65369. this._ymesh.material.checkReadyOnlyOnce = true;
  65370. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  65371. this._zmesh.material.checkReadyOnlyOnce = true;
  65372. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  65373. this.scene = scene;
  65374. }
  65375. /**
  65376. * Force the viewer to update
  65377. * @param position defines the position of the viewer
  65378. * @param xaxis defines the x axis of the viewer
  65379. * @param yaxis defines the y axis of the viewer
  65380. * @param zaxis defines the z axis of the viewer
  65381. */
  65382. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  65383. var scaleLines = this.scaleLines;
  65384. if (this._xmesh) {
  65385. this._xmesh.position.copyFrom(position);
  65386. }
  65387. if (this._ymesh) {
  65388. this._ymesh.position.copyFrom(position);
  65389. }
  65390. if (this._zmesh) {
  65391. this._zmesh.position.copyFrom(position);
  65392. }
  65393. var point2 = this._xline[1];
  65394. point2.x = xaxis.x * scaleLines;
  65395. point2.y = xaxis.y * scaleLines;
  65396. point2.z = xaxis.z * scaleLines;
  65397. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  65398. point2 = this._yline[1];
  65399. point2.x = yaxis.x * scaleLines;
  65400. point2.y = yaxis.y * scaleLines;
  65401. point2.z = yaxis.z * scaleLines;
  65402. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  65403. point2 = this._zline[1];
  65404. point2.x = zaxis.x * scaleLines;
  65405. point2.y = zaxis.y * scaleLines;
  65406. point2.z = zaxis.z * scaleLines;
  65407. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  65408. };
  65409. /** Releases resources */
  65410. AxesViewer.prototype.dispose = function () {
  65411. if (this._xmesh) {
  65412. this._xmesh.dispose();
  65413. }
  65414. if (this._ymesh) {
  65415. this._ymesh.dispose();
  65416. }
  65417. if (this._zmesh) {
  65418. this._zmesh.dispose();
  65419. }
  65420. this._xmesh = null;
  65421. this._ymesh = null;
  65422. this._zmesh = null;
  65423. this.scene = null;
  65424. };
  65425. return AxesViewer;
  65426. }());
  65427. Debug.AxesViewer = AxesViewer;
  65428. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65429. })(BABYLON || (BABYLON = {}));
  65430. //# sourceMappingURL=babylon.axesViewer.js.map
  65431. var BABYLON;
  65432. (function (BABYLON) {
  65433. var Debug;
  65434. (function (Debug) {
  65435. /**
  65436. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  65437. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  65438. */
  65439. var BoneAxesViewer = /** @class */ (function (_super) {
  65440. __extends(BoneAxesViewer, _super);
  65441. /**
  65442. * Creates a new BoneAxesViewer
  65443. * @param scene defines the hosting scene
  65444. * @param bone defines the target bone
  65445. * @param mesh defines the target mesh
  65446. * @param scaleLines defines a scaling factor for line length (1 by default)
  65447. */
  65448. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  65449. if (scaleLines === void 0) { scaleLines = 1; }
  65450. var _this = _super.call(this, scene, scaleLines) || this;
  65451. /** Gets current position */
  65452. _this.pos = BABYLON.Vector3.Zero();
  65453. /** Gets direction of X axis */
  65454. _this.xaxis = BABYLON.Vector3.Zero();
  65455. /** Gets direction of Y axis */
  65456. _this.yaxis = BABYLON.Vector3.Zero();
  65457. /** Gets direction of Z axis */
  65458. _this.zaxis = BABYLON.Vector3.Zero();
  65459. _this.mesh = mesh;
  65460. _this.bone = bone;
  65461. return _this;
  65462. }
  65463. /**
  65464. * Force the viewer to update
  65465. */
  65466. BoneAxesViewer.prototype.update = function () {
  65467. if (!this.mesh || !this.bone) {
  65468. return;
  65469. }
  65470. var bone = this.bone;
  65471. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  65472. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  65473. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  65474. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  65475. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  65476. };
  65477. /** Releases resources */
  65478. BoneAxesViewer.prototype.dispose = function () {
  65479. if (this.mesh) {
  65480. this.mesh = null;
  65481. this.bone = null;
  65482. _super.prototype.dispose.call(this);
  65483. }
  65484. };
  65485. return BoneAxesViewer;
  65486. }(Debug.AxesViewer));
  65487. Debug.BoneAxesViewer = BoneAxesViewer;
  65488. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65489. })(BABYLON || (BABYLON = {}));
  65490. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  65491. var BABYLON;
  65492. (function (BABYLON) {
  65493. /**
  65494. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65495. * in order to better appreciate the issue one might have.
  65496. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65497. */
  65498. var RayHelper = /** @class */ (function () {
  65499. /**
  65500. * Instantiate a new ray helper.
  65501. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65502. * in order to better appreciate the issue one might have.
  65503. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65504. * @param ray Defines the ray we are currently tryin to visualize
  65505. */
  65506. function RayHelper(ray) {
  65507. this.ray = ray;
  65508. }
  65509. /**
  65510. * Helper function to create a colored helper in a scene in one line.
  65511. * @param ray Defines the ray we are currently tryin to visualize
  65512. * @param scene Defines the scene the ray is used in
  65513. * @param color Defines the color we want to see the ray in
  65514. * @returns The newly created ray helper.
  65515. */
  65516. RayHelper.CreateAndShow = function (ray, scene, color) {
  65517. var helper = new RayHelper(ray);
  65518. helper.show(scene, color);
  65519. return helper;
  65520. };
  65521. /**
  65522. * Shows the ray we are willing to debug.
  65523. * @param scene Defines the scene the ray needs to be rendered in
  65524. * @param color Defines the color the ray needs to be rendered in
  65525. */
  65526. RayHelper.prototype.show = function (scene, color) {
  65527. if (!this._renderFunction && this.ray) {
  65528. var ray = this.ray;
  65529. this._renderFunction = this._render.bind(this);
  65530. this._scene = scene;
  65531. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  65532. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  65533. if (this._renderFunction) {
  65534. this._scene.registerBeforeRender(this._renderFunction);
  65535. }
  65536. }
  65537. if (color && this._renderLine) {
  65538. this._renderLine.color.copyFrom(color);
  65539. }
  65540. };
  65541. /**
  65542. * Hides the ray we are debugging.
  65543. */
  65544. RayHelper.prototype.hide = function () {
  65545. if (this._renderFunction && this._scene) {
  65546. this._scene.unregisterBeforeRender(this._renderFunction);
  65547. this._scene = null;
  65548. this._renderFunction = null;
  65549. if (this._renderLine) {
  65550. this._renderLine.dispose();
  65551. this._renderLine = null;
  65552. }
  65553. this._renderPoints = [];
  65554. }
  65555. };
  65556. RayHelper.prototype._render = function () {
  65557. var ray = this.ray;
  65558. if (!ray) {
  65559. return;
  65560. }
  65561. var point = this._renderPoints[1];
  65562. var len = Math.min(ray.length, 1000000);
  65563. point.copyFrom(ray.direction);
  65564. point.scaleInPlace(len);
  65565. point.addInPlace(ray.origin);
  65566. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  65567. };
  65568. /**
  65569. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  65570. * @param mesh Defines the mesh we want the helper attached to
  65571. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  65572. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  65573. * @param length Defines the length of the ray
  65574. */
  65575. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  65576. this._attachedToMesh = mesh;
  65577. var ray = this.ray;
  65578. if (!ray) {
  65579. return;
  65580. }
  65581. if (!ray.direction) {
  65582. ray.direction = BABYLON.Vector3.Zero();
  65583. }
  65584. if (!ray.origin) {
  65585. ray.origin = BABYLON.Vector3.Zero();
  65586. }
  65587. if (length) {
  65588. ray.length = length;
  65589. }
  65590. if (!meshSpaceOrigin) {
  65591. meshSpaceOrigin = BABYLON.Vector3.Zero();
  65592. }
  65593. if (!meshSpaceDirection) {
  65594. // -1 so that this will work with Mesh.lookAt
  65595. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  65596. }
  65597. if (!this._meshSpaceDirection) {
  65598. this._meshSpaceDirection = meshSpaceDirection.clone();
  65599. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  65600. }
  65601. else {
  65602. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  65603. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  65604. }
  65605. if (!this._updateToMeshFunction) {
  65606. this._updateToMeshFunction = this._updateToMesh.bind(this);
  65607. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  65608. }
  65609. this._updateToMesh();
  65610. };
  65611. /**
  65612. * Detach the ray helper from the mesh it has previously been attached to.
  65613. */
  65614. RayHelper.prototype.detachFromMesh = function () {
  65615. if (this._attachedToMesh) {
  65616. if (this._updateToMeshFunction) {
  65617. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  65618. }
  65619. this._attachedToMesh = null;
  65620. this._updateToMeshFunction = null;
  65621. }
  65622. };
  65623. RayHelper.prototype._updateToMesh = function () {
  65624. var ray = this.ray;
  65625. if (!this._attachedToMesh || !ray) {
  65626. return;
  65627. }
  65628. if (this._attachedToMesh._isDisposed) {
  65629. this.detachFromMesh();
  65630. return;
  65631. }
  65632. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  65633. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  65634. };
  65635. /**
  65636. * Dispose the helper and release its associated resources.
  65637. */
  65638. RayHelper.prototype.dispose = function () {
  65639. this.hide();
  65640. this.detachFromMesh();
  65641. this.ray = null;
  65642. };
  65643. return RayHelper;
  65644. }());
  65645. BABYLON.RayHelper = RayHelper;
  65646. })(BABYLON || (BABYLON = {}));
  65647. //# sourceMappingURL=babylon.rayHelper.js.map
  65648. var BABYLON;
  65649. (function (BABYLON) {
  65650. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  65651. get: function () {
  65652. if (!this._debugLayer) {
  65653. this._debugLayer = new DebugLayer(this);
  65654. }
  65655. return this._debugLayer;
  65656. },
  65657. enumerable: true,
  65658. configurable: true
  65659. });
  65660. /**
  65661. * The debug layer (aka Inspector) is the go to tool in order to better understand
  65662. * what is happening in your scene
  65663. * @see http://doc.babylonjs.com/features/playground_debuglayer
  65664. */
  65665. var DebugLayer = /** @class */ (function () {
  65666. /**
  65667. * Instantiates a new debug layer.
  65668. * The debug layer (aka Inspector) is the go to tool in order to better understand
  65669. * what is happening in your scene
  65670. * @see http://doc.babylonjs.com/features/playground_debuglayer
  65671. * @param scene Defines the scene to inspect
  65672. */
  65673. function DebugLayer(scene) {
  65674. var _this = this;
  65675. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  65676. /**
  65677. * Observable triggered when a property is changed through the inspector.
  65678. */
  65679. this.onPropertyChangedObservable = new BABYLON.Observable();
  65680. this._scene = scene;
  65681. this._scene.onDisposeObservable.add(function () {
  65682. // Debug layer
  65683. if (_this._scene._debugLayer) {
  65684. _this._scene._debugLayer.hide();
  65685. }
  65686. });
  65687. }
  65688. /** Creates the inspector window. */
  65689. DebugLayer.prototype._createInspector = function (config) {
  65690. if (config === void 0) { config = {}; }
  65691. var popup = config.popup || false;
  65692. var initialTab = config.initialTab || 0;
  65693. var parentElement = config.parentElement || null;
  65694. if (!this._inspector) {
  65695. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  65696. this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
  65697. } // else nothing to do as instance is already created
  65698. };
  65699. /**
  65700. * Get if the inspector is visible or not.
  65701. * @returns true if visible otherwise, false
  65702. */
  65703. DebugLayer.prototype.isVisible = function () {
  65704. if (!this._inspector) {
  65705. return false;
  65706. }
  65707. return true;
  65708. };
  65709. /**
  65710. * Hide the inspector and close its window.
  65711. */
  65712. DebugLayer.prototype.hide = function () {
  65713. if (this._inspector) {
  65714. try {
  65715. this._inspector.dispose();
  65716. }
  65717. catch (e) {
  65718. // If the inspector has been removed directly from the inspector tool
  65719. }
  65720. this.onPropertyChangedObservable.clear();
  65721. this._inspector = null;
  65722. }
  65723. };
  65724. /**
  65725. *
  65726. * Launch the debugLayer.
  65727. *
  65728. * initialTab:
  65729. * | Value | Tab Name |
  65730. * | --- | --- |
  65731. * | 0 | Scene |
  65732. * | 1 | Console |
  65733. * | 2 | Stats |
  65734. * | 3 | Textures |
  65735. * | 4 | Mesh |
  65736. * | 5 | Light |
  65737. * | 6 | Material |
  65738. * | 7 | GLTF |
  65739. * | 8 | GUI |
  65740. * | 9 | Physics |
  65741. * | 10 | Camera |
  65742. * | 11 | Audio |
  65743. *
  65744. * @param config Define the configuration of the inspector
  65745. */
  65746. DebugLayer.prototype.show = function (config) {
  65747. if (config === void 0) { config = {}; }
  65748. if (typeof this.BJSINSPECTOR == 'undefined') {
  65749. // Load inspector and add it to the DOM
  65750. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  65751. }
  65752. else {
  65753. // Otherwise creates the inspector
  65754. this._createInspector(config);
  65755. }
  65756. };
  65757. /**
  65758. * Gets the active tab
  65759. * @return the index of the active tab or -1 if the inspector is hidden
  65760. */
  65761. DebugLayer.prototype.getActiveTab = function () {
  65762. return this._inspector ? this._inspector.getActiveTabIndex() : -1;
  65763. };
  65764. /**
  65765. * Define the url to get the inspector script from.
  65766. * By default it uses the babylonjs CDN.
  65767. * @ignoreNaming
  65768. */
  65769. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  65770. return DebugLayer;
  65771. }());
  65772. BABYLON.DebugLayer = DebugLayer;
  65773. })(BABYLON || (BABYLON = {}));
  65774. //# sourceMappingURL=babylon.debugLayer.js.map
  65775. var BABYLON;
  65776. (function (BABYLON) {
  65777. var Debug;
  65778. (function (Debug) {
  65779. /**
  65780. * Used to show the physics impostor around the specific mesh
  65781. */
  65782. var PhysicsViewer = /** @class */ (function () {
  65783. /**
  65784. * Creates a new PhysicsViewer
  65785. * @param scene defines the hosting scene
  65786. */
  65787. function PhysicsViewer(scene) {
  65788. /** @hidden */
  65789. this._impostors = [];
  65790. /** @hidden */
  65791. this._meshes = [];
  65792. /** @hidden */
  65793. this._numMeshes = 0;
  65794. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  65795. var physicEngine = this._scene.getPhysicsEngine();
  65796. if (physicEngine) {
  65797. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  65798. }
  65799. }
  65800. /** @hidden */
  65801. PhysicsViewer.prototype._updateDebugMeshes = function () {
  65802. var plugin = this._physicsEnginePlugin;
  65803. for (var i = 0; i < this._numMeshes; i++) {
  65804. var impostor = this._impostors[i];
  65805. if (!impostor) {
  65806. continue;
  65807. }
  65808. if (impostor.isDisposed) {
  65809. this.hideImpostor(this._impostors[i--]);
  65810. }
  65811. else {
  65812. var mesh = this._meshes[i];
  65813. if (mesh && plugin) {
  65814. plugin.syncMeshWithImpostor(mesh, impostor);
  65815. }
  65816. }
  65817. }
  65818. };
  65819. /**
  65820. * Renders a specified physic impostor
  65821. * @param impostor defines the impostor to render
  65822. */
  65823. PhysicsViewer.prototype.showImpostor = function (impostor) {
  65824. if (!this._scene) {
  65825. return;
  65826. }
  65827. for (var i = 0; i < this._numMeshes; i++) {
  65828. if (this._impostors[i] == impostor) {
  65829. return;
  65830. }
  65831. }
  65832. var debugMesh = this._getDebugMesh(impostor, this._scene);
  65833. if (debugMesh) {
  65834. this._impostors[this._numMeshes] = impostor;
  65835. this._meshes[this._numMeshes] = debugMesh;
  65836. if (this._numMeshes === 0) {
  65837. this._renderFunction = this._updateDebugMeshes.bind(this);
  65838. this._scene.registerBeforeRender(this._renderFunction);
  65839. }
  65840. this._numMeshes++;
  65841. }
  65842. };
  65843. /**
  65844. * Hides a specified physic impostor
  65845. * @param impostor defines the impostor to hide
  65846. */
  65847. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  65848. if (!impostor || !this._scene) {
  65849. return;
  65850. }
  65851. var removed = false;
  65852. for (var i = 0; i < this._numMeshes; i++) {
  65853. if (this._impostors[i] == impostor) {
  65854. var mesh = this._meshes[i];
  65855. if (!mesh) {
  65856. continue;
  65857. }
  65858. this._scene.removeMesh(mesh);
  65859. mesh.dispose();
  65860. this._numMeshes--;
  65861. if (this._numMeshes > 0) {
  65862. this._meshes[i] = this._meshes[this._numMeshes];
  65863. this._impostors[i] = this._impostors[this._numMeshes];
  65864. this._meshes[this._numMeshes] = null;
  65865. this._impostors[this._numMeshes] = null;
  65866. }
  65867. else {
  65868. this._meshes[0] = null;
  65869. this._impostors[0] = null;
  65870. }
  65871. removed = true;
  65872. break;
  65873. }
  65874. }
  65875. if (removed && this._numMeshes === 0) {
  65876. this._scene.unregisterBeforeRender(this._renderFunction);
  65877. }
  65878. };
  65879. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  65880. if (!this._debugMaterial) {
  65881. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  65882. this._debugMaterial.wireframe = true;
  65883. }
  65884. return this._debugMaterial;
  65885. };
  65886. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  65887. if (!this._debugBoxMesh) {
  65888. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  65889. this._debugBoxMesh.renderingGroupId = 1;
  65890. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  65891. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  65892. scene.removeMesh(this._debugBoxMesh);
  65893. }
  65894. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  65895. };
  65896. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  65897. if (!this._debugSphereMesh) {
  65898. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  65899. this._debugSphereMesh.renderingGroupId = 1;
  65900. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  65901. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  65902. scene.removeMesh(this._debugSphereMesh);
  65903. }
  65904. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  65905. };
  65906. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  65907. var mesh = null;
  65908. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  65909. mesh = this._getDebugBoxMesh(scene);
  65910. impostor.getBoxSizeToRef(mesh.scaling);
  65911. }
  65912. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  65913. mesh = this._getDebugSphereMesh(scene);
  65914. var radius = impostor.getRadius();
  65915. mesh.scaling.x = radius * 2;
  65916. mesh.scaling.y = radius * 2;
  65917. mesh.scaling.z = radius * 2;
  65918. }
  65919. return mesh;
  65920. };
  65921. /** Releases all resources */
  65922. PhysicsViewer.prototype.dispose = function () {
  65923. for (var i = 0; i < this._numMeshes; i++) {
  65924. this.hideImpostor(this._impostors[i]);
  65925. }
  65926. if (this._debugBoxMesh) {
  65927. this._debugBoxMesh.dispose();
  65928. }
  65929. if (this._debugSphereMesh) {
  65930. this._debugSphereMesh.dispose();
  65931. }
  65932. if (this._debugMaterial) {
  65933. this._debugMaterial.dispose();
  65934. }
  65935. this._impostors.length = 0;
  65936. this._scene = null;
  65937. this._physicsEnginePlugin = null;
  65938. };
  65939. return PhysicsViewer;
  65940. }());
  65941. Debug.PhysicsViewer = PhysicsViewer;
  65942. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65943. })(BABYLON || (BABYLON = {}));
  65944. //# sourceMappingURL=babylon.physicsViewer.js.map
  65945. var BABYLON;
  65946. (function (BABYLON) {
  65947. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  65948. get: function () {
  65949. return this._forceShowBoundingBoxes || false;
  65950. },
  65951. set: function (value) {
  65952. this._forceShowBoundingBoxes = value;
  65953. // Lazyly creates a BB renderer if needed.
  65954. if (value) {
  65955. this.getBoundingBoxRenderer();
  65956. }
  65957. },
  65958. enumerable: true,
  65959. configurable: true
  65960. });
  65961. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  65962. if (!this._boundingBoxRenderer) {
  65963. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  65964. }
  65965. return this._boundingBoxRenderer;
  65966. };
  65967. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  65968. get: function () {
  65969. return this._showBoundingBox || false;
  65970. },
  65971. set: function (value) {
  65972. this._showBoundingBox = value;
  65973. // Lazyly creates a BB renderer if needed.
  65974. if (value) {
  65975. this.getScene().getBoundingBoxRenderer();
  65976. }
  65977. },
  65978. enumerable: true,
  65979. configurable: true
  65980. });
  65981. /**
  65982. * Component responsible of rendering the bounding box of the meshes in a scene.
  65983. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  65984. */
  65985. var BoundingBoxRenderer = /** @class */ (function () {
  65986. /**
  65987. * Instantiates a new bounding box renderer in a scene.
  65988. * @param scene the scene the renderer renders in
  65989. */
  65990. function BoundingBoxRenderer(scene) {
  65991. /**
  65992. * The component name helpfull to identify the component in the list of scene components.
  65993. */
  65994. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  65995. /**
  65996. * Color of the bounding box lines placed in front of an object
  65997. */
  65998. this.frontColor = new BABYLON.Color3(1, 1, 1);
  65999. /**
  66000. * Color of the bounding box lines placed behind an object
  66001. */
  66002. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66003. /**
  66004. * Defines if the renderer should show the back lines or not
  66005. */
  66006. this.showBackLines = true;
  66007. /**
  66008. * @hidden
  66009. */
  66010. this.renderList = new BABYLON.SmartArray(32);
  66011. this._vertexBuffers = {};
  66012. this.scene = scene;
  66013. scene._addComponent(this);
  66014. }
  66015. /**
  66016. * Registers the component in a given scene
  66017. */
  66018. BoundingBoxRenderer.prototype.register = function () {
  66019. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66020. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66021. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66022. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66023. };
  66024. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66025. if (mesh.showSubMeshesBoundingBox) {
  66026. var boundingInfo = subMesh.getBoundingInfo();
  66027. if (boundingInfo !== null && boundingInfo !== undefined) {
  66028. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66029. this.renderList.push(boundingInfo.boundingBox);
  66030. }
  66031. }
  66032. };
  66033. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66034. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66035. var boundingInfo = sourceMesh.getBoundingInfo();
  66036. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66037. this.renderList.push(boundingInfo.boundingBox);
  66038. }
  66039. };
  66040. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66041. if (this._colorShader) {
  66042. return;
  66043. }
  66044. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66045. attributes: [BABYLON.VertexBuffer.PositionKind],
  66046. uniforms: ["world", "viewProjection", "color"]
  66047. });
  66048. var engine = this.scene.getEngine();
  66049. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66050. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66051. this._createIndexBuffer();
  66052. };
  66053. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66054. var engine = this.scene.getEngine();
  66055. 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]);
  66056. };
  66057. /**
  66058. * Rebuilds the elements related to this component in case of
  66059. * context lost for instance.
  66060. */
  66061. BoundingBoxRenderer.prototype.rebuild = function () {
  66062. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66063. if (vb) {
  66064. vb._rebuild();
  66065. }
  66066. this._createIndexBuffer();
  66067. };
  66068. /**
  66069. * @hidden
  66070. */
  66071. BoundingBoxRenderer.prototype.reset = function () {
  66072. this.renderList.reset();
  66073. };
  66074. /**
  66075. * Render the bounding boxes of a specific rendering group
  66076. * @param renderingGroupId defines the rendering group to render
  66077. */
  66078. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66079. if (this.renderList.length === 0) {
  66080. return;
  66081. }
  66082. this._prepareRessources();
  66083. if (!this._colorShader.isReady()) {
  66084. return;
  66085. }
  66086. var engine = this.scene.getEngine();
  66087. engine.setDepthWrite(false);
  66088. this._colorShader._preBind();
  66089. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66090. var boundingBox = this.renderList.data[boundingBoxIndex];
  66091. if (boundingBox._tag !== renderingGroupId) {
  66092. continue;
  66093. }
  66094. var min = boundingBox.minimum;
  66095. var max = boundingBox.maximum;
  66096. var diff = max.subtract(min);
  66097. var median = min.add(diff.scale(0.5));
  66098. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66099. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66100. .multiply(boundingBox.getWorldMatrix());
  66101. // VBOs
  66102. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66103. if (this.showBackLines) {
  66104. // Back
  66105. engine.setDepthFunctionToGreaterOrEqual();
  66106. this.scene.resetCachedMaterial();
  66107. this._colorShader.setColor4("color", this.backColor.toColor4());
  66108. this._colorShader.bind(worldMatrix);
  66109. // Draw order
  66110. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66111. }
  66112. // Front
  66113. engine.setDepthFunctionToLess();
  66114. this.scene.resetCachedMaterial();
  66115. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66116. this._colorShader.bind(worldMatrix);
  66117. // Draw order
  66118. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66119. }
  66120. this._colorShader.unbind();
  66121. engine.setDepthFunctionToLessOrEqual();
  66122. engine.setDepthWrite(true);
  66123. };
  66124. /**
  66125. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66126. * @param mesh Define the mesh to render the occlusion bounding box for
  66127. */
  66128. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66129. this._prepareRessources();
  66130. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66131. return;
  66132. }
  66133. var engine = this.scene.getEngine();
  66134. engine.setDepthWrite(false);
  66135. engine.setColorWrite(false);
  66136. this._colorShader._preBind();
  66137. var boundingBox = mesh._boundingInfo.boundingBox;
  66138. var min = boundingBox.minimum;
  66139. var max = boundingBox.maximum;
  66140. var diff = max.subtract(min);
  66141. var median = min.add(diff.scale(0.5));
  66142. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66143. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66144. .multiply(boundingBox.getWorldMatrix());
  66145. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66146. engine.setDepthFunctionToLess();
  66147. this.scene.resetCachedMaterial();
  66148. this._colorShader.bind(worldMatrix);
  66149. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66150. this._colorShader.unbind();
  66151. engine.setDepthFunctionToLessOrEqual();
  66152. engine.setDepthWrite(true);
  66153. engine.setColorWrite(true);
  66154. };
  66155. /**
  66156. * Dispose and release the resources attached to this renderer.
  66157. */
  66158. BoundingBoxRenderer.prototype.dispose = function () {
  66159. if (!this._colorShader) {
  66160. return;
  66161. }
  66162. this.renderList.dispose();
  66163. this._colorShader.dispose();
  66164. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66165. if (buffer) {
  66166. buffer.dispose();
  66167. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66168. }
  66169. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66170. };
  66171. return BoundingBoxRenderer;
  66172. }());
  66173. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66174. })(BABYLON || (BABYLON = {}));
  66175. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66176. var BABYLON;
  66177. (function (BABYLON) {
  66178. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66179. return this._gl.createTransformFeedback();
  66180. };
  66181. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66182. this._gl.deleteTransformFeedback(value);
  66183. };
  66184. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66185. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66186. };
  66187. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66188. if (usePoints === void 0) { usePoints = true; }
  66189. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66190. };
  66191. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66192. this._gl.endTransformFeedback();
  66193. };
  66194. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66195. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66196. };
  66197. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66198. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66199. };
  66200. })(BABYLON || (BABYLON = {}));
  66201. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66202. var BABYLON;
  66203. (function (BABYLON) {
  66204. /**
  66205. * This represents a GPU particle system in Babylon
  66206. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66207. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66208. */
  66209. var GPUParticleSystem = /** @class */ (function (_super) {
  66210. __extends(GPUParticleSystem, _super);
  66211. /**
  66212. * Instantiates a GPU particle system.
  66213. * 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.
  66214. * @param name The name of the particle system
  66215. * @param options The options used to create the system
  66216. * @param scene The scene the particle system belongs to
  66217. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66218. */
  66219. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66220. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66221. var _this = _super.call(this, name) || this;
  66222. /**
  66223. * The layer mask we are rendering the particles through.
  66224. */
  66225. _this.layerMask = 0x0FFFFFFF;
  66226. _this._accumulatedCount = 0;
  66227. _this._targetIndex = 0;
  66228. _this._currentRenderId = -1;
  66229. _this._started = false;
  66230. _this._stopped = false;
  66231. _this._timeDelta = 0;
  66232. _this._attributesStrideSize = 21;
  66233. _this._actualFrame = 0;
  66234. _this._rawTextureWidth = 256;
  66235. /**
  66236. * An event triggered when the system is disposed.
  66237. */
  66238. _this.onDisposeObservable = new BABYLON.Observable();
  66239. /**
  66240. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66241. * to override the particles.
  66242. */
  66243. _this.forceDepthWrite = false;
  66244. _this._preWarmDone = false;
  66245. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66246. // Setup the default processing configuration to the scene.
  66247. _this._attachImageProcessingConfiguration(null);
  66248. _this._engine = _this._scene.getEngine();
  66249. if (!options.randomTextureSize) {
  66250. delete options.randomTextureSize;
  66251. }
  66252. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66253. var optionsAsNumber = options;
  66254. if (isFinite(optionsAsNumber)) {
  66255. fullOptions.capacity = optionsAsNumber;
  66256. }
  66257. _this._capacity = fullOptions.capacity;
  66258. _this._activeCount = fullOptions.capacity;
  66259. _this._currentActiveCount = 0;
  66260. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66261. _this._scene.particleSystems.push(_this);
  66262. _this._updateEffectOptions = {
  66263. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66264. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66265. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66266. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66267. uniformBuffersNames: [],
  66268. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66269. defines: "",
  66270. fallbacks: null,
  66271. onCompiled: null,
  66272. onError: null,
  66273. indexParameters: null,
  66274. maxSimultaneousLights: 0,
  66275. transformFeedbackVaryings: []
  66276. };
  66277. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  66278. // Random data
  66279. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  66280. var d = [];
  66281. for (var i = 0; i < maxTextureSize; ++i) {
  66282. d.push(Math.random());
  66283. d.push(Math.random());
  66284. d.push(Math.random());
  66285. d.push(Math.random());
  66286. }
  66287. _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);
  66288. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66289. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66290. d = [];
  66291. for (var i = 0; i < maxTextureSize; ++i) {
  66292. d.push(Math.random());
  66293. d.push(Math.random());
  66294. d.push(Math.random());
  66295. d.push(Math.random());
  66296. }
  66297. _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);
  66298. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66299. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66300. _this._randomTextureSize = maxTextureSize;
  66301. return _this;
  66302. }
  66303. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  66304. /**
  66305. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  66306. */
  66307. get: function () {
  66308. if (!BABYLON.Engine.LastCreatedEngine) {
  66309. return false;
  66310. }
  66311. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  66312. },
  66313. enumerable: true,
  66314. configurable: true
  66315. });
  66316. /**
  66317. * Gets the maximum number of particles active at the same time.
  66318. * @returns The max number of active particles.
  66319. */
  66320. GPUParticleSystem.prototype.getCapacity = function () {
  66321. return this._capacity;
  66322. };
  66323. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  66324. /**
  66325. * Gets or set the number of active particles
  66326. */
  66327. get: function () {
  66328. return this._activeCount;
  66329. },
  66330. set: function (value) {
  66331. this._activeCount = Math.min(value, this._capacity);
  66332. },
  66333. enumerable: true,
  66334. configurable: true
  66335. });
  66336. /**
  66337. * Is this system ready to be used/rendered
  66338. * @return true if the system is ready
  66339. */
  66340. GPUParticleSystem.prototype.isReady = function () {
  66341. if (!this._updateEffect) {
  66342. this._recreateUpdateEffect();
  66343. this._recreateRenderEffect();
  66344. return false;
  66345. }
  66346. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  66347. return false;
  66348. }
  66349. return true;
  66350. };
  66351. /**
  66352. * Gets if the system has been started. (Note: this will still be true after stop is called)
  66353. * @returns True if it has been started, otherwise false.
  66354. */
  66355. GPUParticleSystem.prototype.isStarted = function () {
  66356. return this._started;
  66357. };
  66358. /**
  66359. * Starts the particle system and begins to emit
  66360. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  66361. */
  66362. GPUParticleSystem.prototype.start = function (delay) {
  66363. var _this = this;
  66364. if (delay === void 0) { delay = this.startDelay; }
  66365. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  66366. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  66367. }
  66368. if (delay) {
  66369. setTimeout(function () {
  66370. _this.start(0);
  66371. }, delay);
  66372. return;
  66373. }
  66374. this._started = true;
  66375. this._stopped = false;
  66376. this._preWarmDone = false;
  66377. // Animations
  66378. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  66379. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  66380. }
  66381. };
  66382. /**
  66383. * Stops the particle system.
  66384. */
  66385. GPUParticleSystem.prototype.stop = function () {
  66386. this._stopped = true;
  66387. };
  66388. /**
  66389. * Remove all active particles
  66390. */
  66391. GPUParticleSystem.prototype.reset = function () {
  66392. this._releaseBuffers();
  66393. this._releaseVAOs();
  66394. this._currentActiveCount = 0;
  66395. this._targetIndex = 0;
  66396. };
  66397. /**
  66398. * Returns the string "GPUParticleSystem"
  66399. * @returns a string containing the class name
  66400. */
  66401. GPUParticleSystem.prototype.getClassName = function () {
  66402. return "GPUParticleSystem";
  66403. };
  66404. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  66405. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  66406. this._releaseBuffers();
  66407. return this;
  66408. };
  66409. /**
  66410. * Adds a new color gradient
  66411. * @param gradient defines the gradient to use (between 0 and 1)
  66412. * @param color1 defines the color to affect to the specified gradient
  66413. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  66414. * @returns the current particle system
  66415. */
  66416. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  66417. if (!this._colorGradients) {
  66418. this._colorGradients = [];
  66419. }
  66420. var colorGradient = new BABYLON.ColorGradient();
  66421. colorGradient.gradient = gradient;
  66422. colorGradient.color1 = color1;
  66423. this._colorGradients.push(colorGradient);
  66424. this._colorGradients.sort(function (a, b) {
  66425. if (a.gradient < b.gradient) {
  66426. return -1;
  66427. }
  66428. else if (a.gradient > b.gradient) {
  66429. return 1;
  66430. }
  66431. return 0;
  66432. });
  66433. if (this._colorGradientsTexture) {
  66434. this._colorGradientsTexture.dispose();
  66435. this._colorGradientsTexture = null;
  66436. }
  66437. this._releaseBuffers();
  66438. return this;
  66439. };
  66440. /**
  66441. * Remove a specific color gradient
  66442. * @param gradient defines the gradient to remove
  66443. * @returns the current particle system
  66444. */
  66445. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  66446. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  66447. this._colorGradientsTexture = null;
  66448. return this;
  66449. };
  66450. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  66451. var valueGradient = new BABYLON.FactorGradient();
  66452. valueGradient.gradient = gradient;
  66453. valueGradient.factor1 = factor;
  66454. factorGradients.push(valueGradient);
  66455. factorGradients.sort(function (a, b) {
  66456. if (a.gradient < b.gradient) {
  66457. return -1;
  66458. }
  66459. else if (a.gradient > b.gradient) {
  66460. return 1;
  66461. }
  66462. return 0;
  66463. });
  66464. this._releaseBuffers();
  66465. };
  66466. /**
  66467. * Adds a new size gradient
  66468. * @param gradient defines the gradient to use (between 0 and 1)
  66469. * @param factor defines the size factor to affect to the specified gradient
  66470. * @returns the current particle system
  66471. */
  66472. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  66473. if (!this._sizeGradients) {
  66474. this._sizeGradients = [];
  66475. }
  66476. this._addFactorGradient(this._sizeGradients, gradient, factor);
  66477. if (this._sizeGradientsTexture) {
  66478. this._sizeGradientsTexture.dispose();
  66479. this._sizeGradientsTexture = null;
  66480. }
  66481. this._releaseBuffers();
  66482. return this;
  66483. };
  66484. /**
  66485. * Remove a specific size gradient
  66486. * @param gradient defines the gradient to remove
  66487. * @returns the current particle system
  66488. */
  66489. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  66490. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  66491. this._sizeGradientsTexture = null;
  66492. return this;
  66493. };
  66494. /**
  66495. * Adds a new angular speed gradient
  66496. * @param gradient defines the gradient to use (between 0 and 1)
  66497. * @param factor defines the angular speed to affect to the specified gradient
  66498. * @returns the current particle system
  66499. */
  66500. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  66501. if (!this._angularSpeedGradients) {
  66502. this._angularSpeedGradients = [];
  66503. }
  66504. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  66505. if (this._angularSpeedGradientsTexture) {
  66506. this._angularSpeedGradientsTexture.dispose();
  66507. this._angularSpeedGradientsTexture = null;
  66508. }
  66509. this._releaseBuffers();
  66510. return this;
  66511. };
  66512. /**
  66513. * Remove a specific angular speed gradient
  66514. * @param gradient defines the gradient to remove
  66515. * @returns the current particle system
  66516. */
  66517. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  66518. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  66519. this._angularSpeedGradientsTexture = null;
  66520. return this;
  66521. };
  66522. /**
  66523. * Adds a new velocity gradient
  66524. * @param gradient defines the gradient to use (between 0 and 1)
  66525. * @param factor defines the velocity to affect to the specified gradient
  66526. * @returns the current particle system
  66527. */
  66528. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  66529. if (!this._velocityGradients) {
  66530. this._velocityGradients = [];
  66531. }
  66532. this._addFactorGradient(this._velocityGradients, gradient, factor);
  66533. if (this._velocityGradientsTexture) {
  66534. this._velocityGradientsTexture.dispose();
  66535. this._velocityGradientsTexture = null;
  66536. }
  66537. this._releaseBuffers();
  66538. return this;
  66539. };
  66540. /**
  66541. * Remove a specific velocity gradient
  66542. * @param gradient defines the gradient to remove
  66543. * @returns the current particle system
  66544. */
  66545. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  66546. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  66547. this._velocityGradientsTexture = null;
  66548. return this;
  66549. };
  66550. /**
  66551. * Adds a new limit velocity gradient
  66552. * @param gradient defines the gradient to use (between 0 and 1)
  66553. * @param factor defines the limit velocity value to affect to the specified gradient
  66554. * @returns the current particle system
  66555. */
  66556. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  66557. if (!this._limitVelocityGradients) {
  66558. this._limitVelocityGradients = [];
  66559. }
  66560. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  66561. if (this._limitVelocityGradientsTexture) {
  66562. this._limitVelocityGradientsTexture.dispose();
  66563. this._limitVelocityGradientsTexture = null;
  66564. }
  66565. this._releaseBuffers();
  66566. return this;
  66567. };
  66568. /**
  66569. * Remove a specific limit velocity gradient
  66570. * @param gradient defines the gradient to remove
  66571. * @returns the current particle system
  66572. */
  66573. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  66574. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  66575. this._limitVelocityGradientsTexture = null;
  66576. return this;
  66577. };
  66578. /**
  66579. * Adds a new drag gradient
  66580. * @param gradient defines the gradient to use (between 0 and 1)
  66581. * @param factor defines the drag value to affect to the specified gradient
  66582. * @returns the current particle system
  66583. */
  66584. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  66585. if (!this._dragGradients) {
  66586. this._dragGradients = [];
  66587. }
  66588. this._addFactorGradient(this._dragGradients, gradient, factor);
  66589. if (this._dragGradientsTexture) {
  66590. this._dragGradientsTexture.dispose();
  66591. this._dragGradientsTexture = null;
  66592. }
  66593. this._releaseBuffers();
  66594. return this;
  66595. };
  66596. /**
  66597. * Remove a specific drag gradient
  66598. * @param gradient defines the gradient to remove
  66599. * @returns the current particle system
  66600. */
  66601. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  66602. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  66603. this._dragGradientsTexture = null;
  66604. return this;
  66605. };
  66606. /**
  66607. * Not supported by GPUParticleSystem
  66608. * @param gradient defines the gradient to use (between 0 and 1)
  66609. * @param factor defines the emit rate value to affect to the specified gradient
  66610. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66611. * @returns the current particle system
  66612. */
  66613. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  66614. // Do nothing as emit rate is not supported by GPUParticleSystem
  66615. return this;
  66616. };
  66617. /**
  66618. * Not supported by GPUParticleSystem
  66619. * @param gradient defines the gradient to remove
  66620. * @returns the current particle system
  66621. */
  66622. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  66623. // Do nothing as emit rate is not supported by GPUParticleSystem
  66624. return this;
  66625. };
  66626. /**
  66627. * Not supported by GPUParticleSystem
  66628. * @param gradient defines the gradient to use (between 0 and 1)
  66629. * @param factor defines the start size value to affect to the specified gradient
  66630. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66631. * @returns the current particle system
  66632. */
  66633. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  66634. // Do nothing as start size is not supported by GPUParticleSystem
  66635. return this;
  66636. };
  66637. /**
  66638. * Not supported by GPUParticleSystem
  66639. * @param gradient defines the gradient to remove
  66640. * @returns the current particle system
  66641. */
  66642. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  66643. // Do nothing as start size is not supported by GPUParticleSystem
  66644. return this;
  66645. };
  66646. /**
  66647. * Not supported by GPUParticleSystem
  66648. * @param gradient defines the gradient to use (between 0 and 1)
  66649. * @param min defines the color remap minimal range
  66650. * @param max defines the color remap maximal range
  66651. * @returns the current particle system
  66652. */
  66653. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  66654. // Do nothing as start size is not supported by GPUParticleSystem
  66655. return this;
  66656. };
  66657. /**
  66658. * Not supported by GPUParticleSystem
  66659. * @param gradient defines the gradient to remove
  66660. * @returns the current particle system
  66661. */
  66662. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  66663. // Do nothing as start size is not supported by GPUParticleSystem
  66664. return this;
  66665. };
  66666. /**
  66667. * Not supported by GPUParticleSystem
  66668. * @param gradient defines the gradient to use (between 0 and 1)
  66669. * @param min defines the alpha remap minimal range
  66670. * @param max defines the alpha remap maximal range
  66671. * @returns the current particle system
  66672. */
  66673. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  66674. // Do nothing as start size is not supported by GPUParticleSystem
  66675. return this;
  66676. };
  66677. /**
  66678. * Not supported by GPUParticleSystem
  66679. * @param gradient defines the gradient to remove
  66680. * @returns the current particle system
  66681. */
  66682. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  66683. // Do nothing as start size is not supported by GPUParticleSystem
  66684. return this;
  66685. };
  66686. /**
  66687. * Not supported by GPUParticleSystem
  66688. * @param gradient defines the gradient to use (between 0 and 1)
  66689. * @param color defines the color to affect to the specified gradient
  66690. * @returns the current particle system
  66691. */
  66692. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  66693. //Not supported by GPUParticleSystem
  66694. return this;
  66695. };
  66696. /**
  66697. * Not supported by GPUParticleSystem
  66698. * @param gradient defines the gradient to remove
  66699. * @returns the current particle system
  66700. */
  66701. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  66702. //Not supported by GPUParticleSystem
  66703. return this;
  66704. };
  66705. /**
  66706. * Not supported by GPUParticleSystem
  66707. * @returns the list of ramp gradients
  66708. */
  66709. GPUParticleSystem.prototype.getRampGradients = function () {
  66710. return null;
  66711. };
  66712. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  66713. /**
  66714. * Not supported by GPUParticleSystem
  66715. * Gets or sets a boolean indicating that ramp gradients must be used
  66716. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  66717. */
  66718. get: function () {
  66719. //Not supported by GPUParticleSystem
  66720. return false;
  66721. },
  66722. set: function (value) {
  66723. //Not supported by GPUParticleSystem
  66724. },
  66725. enumerable: true,
  66726. configurable: true
  66727. });
  66728. /**
  66729. * Not supported by GPUParticleSystem
  66730. * @param gradient defines the gradient to use (between 0 and 1)
  66731. * @param factor defines the life time factor to affect to the specified gradient
  66732. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66733. * @returns the current particle system
  66734. */
  66735. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  66736. //Not supported by GPUParticleSystem
  66737. return this;
  66738. };
  66739. /**
  66740. * Not supported by GPUParticleSystem
  66741. * @param gradient defines the gradient to remove
  66742. * @returns the current particle system
  66743. */
  66744. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  66745. //Not supported by GPUParticleSystem
  66746. return this;
  66747. };
  66748. GPUParticleSystem.prototype._reset = function () {
  66749. this._releaseBuffers();
  66750. };
  66751. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  66752. var updateVertexBuffers = {};
  66753. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  66754. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  66755. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  66756. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  66757. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  66758. var offset = 12;
  66759. if (!this._colorGradientsTexture) {
  66760. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  66761. offset += 4;
  66762. }
  66763. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  66764. offset += 3;
  66765. if (!this._isBillboardBased) {
  66766. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  66767. offset += 3;
  66768. }
  66769. if (this._angularSpeedGradientsTexture) {
  66770. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  66771. offset += 1;
  66772. }
  66773. else {
  66774. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  66775. offset += 2;
  66776. }
  66777. if (this._isAnimationSheetEnabled) {
  66778. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  66779. offset += 1;
  66780. if (this.spriteRandomStartCell) {
  66781. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  66782. offset += 1;
  66783. }
  66784. }
  66785. if (this.noiseTexture) {
  66786. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  66787. offset += 3;
  66788. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  66789. offset += 3;
  66790. }
  66791. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  66792. this._engine.bindArrayBuffer(null);
  66793. return vao;
  66794. };
  66795. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  66796. var renderVertexBuffers = {};
  66797. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  66798. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  66799. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  66800. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  66801. var offset = 12;
  66802. if (!this._colorGradientsTexture) {
  66803. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  66804. offset += 4;
  66805. }
  66806. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  66807. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  66808. }
  66809. offset += 3; // Direction
  66810. if (!this._isBillboardBased) {
  66811. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  66812. offset += 3;
  66813. }
  66814. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  66815. if (this._angularSpeedGradientsTexture) {
  66816. offset++;
  66817. }
  66818. else {
  66819. offset += 2;
  66820. }
  66821. if (this._isAnimationSheetEnabled) {
  66822. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  66823. offset += 1;
  66824. if (this.spriteRandomStartCell) {
  66825. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  66826. offset += 1;
  66827. }
  66828. }
  66829. if (this.noiseTexture) {
  66830. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  66831. offset += 3;
  66832. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  66833. offset += 3;
  66834. }
  66835. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  66836. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  66837. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  66838. this._engine.bindArrayBuffer(null);
  66839. return vao;
  66840. };
  66841. GPUParticleSystem.prototype._initialize = function (force) {
  66842. if (force === void 0) { force = false; }
  66843. if (this._buffer0 && !force) {
  66844. return;
  66845. }
  66846. var engine = this._scene.getEngine();
  66847. var data = new Array();
  66848. if (!this.isBillboardBased) {
  66849. this._attributesStrideSize += 3;
  66850. }
  66851. if (this._colorGradientsTexture) {
  66852. this._attributesStrideSize -= 4;
  66853. }
  66854. if (this._angularSpeedGradientsTexture) {
  66855. this._attributesStrideSize -= 1;
  66856. }
  66857. if (this._isAnimationSheetEnabled) {
  66858. this._attributesStrideSize += 1;
  66859. if (this.spriteRandomStartCell) {
  66860. this._attributesStrideSize += 1;
  66861. }
  66862. }
  66863. if (this.noiseTexture) {
  66864. this._attributesStrideSize += 6;
  66865. }
  66866. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  66867. // position
  66868. data.push(0.0);
  66869. data.push(0.0);
  66870. data.push(0.0);
  66871. // Age and life
  66872. data.push(0.0); // create the particle as a dead one to create a new one at start
  66873. data.push(0.0);
  66874. // Seed
  66875. data.push(Math.random());
  66876. data.push(Math.random());
  66877. data.push(Math.random());
  66878. data.push(Math.random());
  66879. // Size
  66880. data.push(0.0);
  66881. data.push(0.0);
  66882. data.push(0.0);
  66883. if (!this._colorGradientsTexture) {
  66884. // color
  66885. data.push(0.0);
  66886. data.push(0.0);
  66887. data.push(0.0);
  66888. data.push(0.0);
  66889. }
  66890. // direction
  66891. data.push(0.0);
  66892. data.push(0.0);
  66893. data.push(0.0);
  66894. if (!this.isBillboardBased) {
  66895. // initialDirection
  66896. data.push(0.0);
  66897. data.push(0.0);
  66898. data.push(0.0);
  66899. }
  66900. // angle
  66901. data.push(0.0);
  66902. if (!this._angularSpeedGradientsTexture) {
  66903. data.push(0.0);
  66904. }
  66905. if (this._isAnimationSheetEnabled) {
  66906. data.push(0.0);
  66907. if (this.spriteRandomStartCell) {
  66908. data.push(0.0);
  66909. }
  66910. }
  66911. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  66912. data.push(Math.random());
  66913. data.push(Math.random());
  66914. data.push(Math.random());
  66915. data.push(Math.random());
  66916. data.push(Math.random());
  66917. data.push(Math.random());
  66918. }
  66919. }
  66920. // Sprite data
  66921. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  66922. -0.5, 0.5, 0, 1,
  66923. -0.5, -0.5, 0, 0,
  66924. 0.5, -0.5, 1, 0]);
  66925. // Buffers
  66926. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  66927. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  66928. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  66929. // Update VAO
  66930. this._updateVAO = [];
  66931. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  66932. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  66933. // Render VAO
  66934. this._renderVAO = [];
  66935. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  66936. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  66937. // Links
  66938. this._sourceBuffer = this._buffer0;
  66939. this._targetBuffer = this._buffer1;
  66940. };
  66941. /** @hidden */
  66942. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  66943. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  66944. if (this._isBillboardBased) {
  66945. defines += "\n#define BILLBOARD";
  66946. }
  66947. if (this._colorGradientsTexture) {
  66948. defines += "\n#define COLORGRADIENTS";
  66949. }
  66950. if (this._sizeGradientsTexture) {
  66951. defines += "\n#define SIZEGRADIENTS";
  66952. }
  66953. if (this._angularSpeedGradientsTexture) {
  66954. defines += "\n#define ANGULARSPEEDGRADIENTS";
  66955. }
  66956. if (this._velocityGradientsTexture) {
  66957. defines += "\n#define VELOCITYGRADIENTS";
  66958. }
  66959. if (this._limitVelocityGradientsTexture) {
  66960. defines += "\n#define LIMITVELOCITYGRADIENTS";
  66961. }
  66962. if (this._dragGradientsTexture) {
  66963. defines += "\n#define DRAGGRADIENTS";
  66964. }
  66965. if (this.isAnimationSheetEnabled) {
  66966. defines += "\n#define ANIMATESHEET";
  66967. if (this.spriteRandomStartCell) {
  66968. defines += "\n#define ANIMATESHEETRANDOMSTART";
  66969. }
  66970. }
  66971. if (this.noiseTexture) {
  66972. defines += "\n#define NOISE";
  66973. }
  66974. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  66975. return;
  66976. }
  66977. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  66978. if (!this._colorGradientsTexture) {
  66979. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  66980. }
  66981. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  66982. if (!this._isBillboardBased) {
  66983. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  66984. }
  66985. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  66986. if (this.isAnimationSheetEnabled) {
  66987. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  66988. if (this.spriteRandomStartCell) {
  66989. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  66990. }
  66991. }
  66992. if (this.noiseTexture) {
  66993. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  66994. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  66995. }
  66996. this._updateEffectOptions.defines = defines;
  66997. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  66998. };
  66999. /** @hidden */
  67000. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67001. var defines = "";
  67002. if (this._scene.clipPlane) {
  67003. defines = "\n#define CLIPPLANE";
  67004. }
  67005. if (this._scene.clipPlane2) {
  67006. defines = "\n#define CLIPPLANE2";
  67007. }
  67008. if (this._scene.clipPlane3) {
  67009. defines = "\n#define CLIPPLANE3";
  67010. }
  67011. if (this._scene.clipPlane4) {
  67012. defines = "\n#define CLIPPLANE4";
  67013. }
  67014. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67015. defines = "\n#define BLENDMULTIPLYMODE";
  67016. }
  67017. if (this._isBillboardBased) {
  67018. defines += "\n#define BILLBOARD";
  67019. switch (this.billboardMode) {
  67020. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67021. defines += "\n#define BILLBOARDY";
  67022. break;
  67023. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67024. defines += "\n#define BILLBOARDSTRETCHED";
  67025. break;
  67026. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67027. default:
  67028. break;
  67029. }
  67030. }
  67031. if (this._colorGradientsTexture) {
  67032. defines += "\n#define COLORGRADIENTS";
  67033. }
  67034. if (this.isAnimationSheetEnabled) {
  67035. defines += "\n#define ANIMATESHEET";
  67036. }
  67037. if (this._imageProcessingConfiguration) {
  67038. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67039. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67040. }
  67041. if (this._renderEffect && this._renderEffect.defines === defines) {
  67042. return;
  67043. }
  67044. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67045. var samplers = ["textureSampler", "colorGradientSampler"];
  67046. if (BABYLON.ImageProcessingConfiguration) {
  67047. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67048. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67049. }
  67050. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67051. };
  67052. /**
  67053. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67054. * @param preWarm defines if we are in the pre-warmimg phase
  67055. */
  67056. GPUParticleSystem.prototype.animate = function (preWarm) {
  67057. if (preWarm === void 0) { preWarm = false; }
  67058. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67059. this._actualFrame += this._timeDelta;
  67060. if (!this._stopped) {
  67061. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67062. this.stop();
  67063. }
  67064. }
  67065. };
  67066. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67067. var texture = this[textureName];
  67068. if (!factorGradients || !factorGradients.length || texture) {
  67069. return;
  67070. }
  67071. var data = new Float32Array(this._rawTextureWidth);
  67072. for (var x = 0; x < this._rawTextureWidth; x++) {
  67073. var ratio = x / this._rawTextureWidth;
  67074. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67075. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67076. });
  67077. }
  67078. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67079. };
  67080. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67081. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67082. };
  67083. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67084. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67085. };
  67086. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67087. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67088. };
  67089. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67090. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67091. };
  67092. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67093. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67094. };
  67095. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67096. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67097. return;
  67098. }
  67099. var data = new Uint8Array(this._rawTextureWidth * 4);
  67100. var tmpColor = BABYLON.Tmp.Color4[0];
  67101. for (var x = 0; x < this._rawTextureWidth; x++) {
  67102. var ratio = x / this._rawTextureWidth;
  67103. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67104. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67105. data[x * 4] = tmpColor.r * 255;
  67106. data[x * 4 + 1] = tmpColor.g * 255;
  67107. data[x * 4 + 2] = tmpColor.b * 255;
  67108. data[x * 4 + 3] = tmpColor.a * 255;
  67109. });
  67110. }
  67111. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67112. };
  67113. /**
  67114. * Renders the particle system in its current state
  67115. * @param preWarm defines if the system should only update the particles but not render them
  67116. * @returns the current number of particles
  67117. */
  67118. GPUParticleSystem.prototype.render = function (preWarm) {
  67119. if (preWarm === void 0) { preWarm = false; }
  67120. if (!this._started) {
  67121. return 0;
  67122. }
  67123. this._createColorGradientTexture();
  67124. this._createSizeGradientTexture();
  67125. this._createAngularSpeedGradientTexture();
  67126. this._createVelocityGradientTexture();
  67127. this._createLimitVelocityGradientTexture();
  67128. this._createDragGradientTexture();
  67129. this._recreateUpdateEffect();
  67130. this._recreateRenderEffect();
  67131. if (!this.isReady()) {
  67132. return 0;
  67133. }
  67134. if (!preWarm) {
  67135. if (!this._preWarmDone && this.preWarmCycles) {
  67136. for (var index = 0; index < this.preWarmCycles; index++) {
  67137. this.animate(true);
  67138. this.render(true);
  67139. }
  67140. this._preWarmDone = true;
  67141. }
  67142. if (this._currentRenderId === this._scene.getRenderId()) {
  67143. return 0;
  67144. }
  67145. this._currentRenderId = this._scene.getRenderId();
  67146. }
  67147. // Get everything ready to render
  67148. this._initialize();
  67149. this._accumulatedCount += this.emitRate * this._timeDelta;
  67150. if (this._accumulatedCount > 1) {
  67151. var intPart = this._accumulatedCount | 0;
  67152. this._accumulatedCount -= intPart;
  67153. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67154. }
  67155. if (!this._currentActiveCount) {
  67156. return 0;
  67157. }
  67158. // Enable update effect
  67159. this._engine.enableEffect(this._updateEffect);
  67160. this._engine.setState(false);
  67161. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67162. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67163. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67164. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67165. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67166. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67167. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67168. if (!this._colorGradientsTexture) {
  67169. this._updateEffect.setDirectColor4("color1", this.color1);
  67170. this._updateEffect.setDirectColor4("color2", this.color2);
  67171. }
  67172. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67173. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67174. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67175. this._updateEffect.setVector3("gravity", this.gravity);
  67176. if (this._sizeGradientsTexture) {
  67177. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67178. }
  67179. if (this._angularSpeedGradientsTexture) {
  67180. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67181. }
  67182. if (this._velocityGradientsTexture) {
  67183. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67184. }
  67185. if (this._limitVelocityGradientsTexture) {
  67186. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67187. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67188. }
  67189. if (this._dragGradientsTexture) {
  67190. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67191. }
  67192. if (this.particleEmitterType) {
  67193. this.particleEmitterType.applyToShader(this._updateEffect);
  67194. }
  67195. if (this._isAnimationSheetEnabled) {
  67196. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67197. }
  67198. if (this.noiseTexture) {
  67199. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67200. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67201. }
  67202. var emitterWM;
  67203. if (this.emitter.position) {
  67204. var emitterMesh = this.emitter;
  67205. emitterWM = emitterMesh.getWorldMatrix();
  67206. }
  67207. else {
  67208. var emitterPosition = this.emitter;
  67209. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67210. }
  67211. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67212. // Bind source VAO
  67213. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67214. // Update
  67215. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67216. this._engine.setRasterizerState(false);
  67217. this._engine.beginTransformFeedback(true);
  67218. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67219. this._engine.endTransformFeedback();
  67220. this._engine.setRasterizerState(true);
  67221. this._engine.bindTransformFeedbackBuffer(null);
  67222. if (!preWarm) {
  67223. // Enable render effect
  67224. this._engine.enableEffect(this._renderEffect);
  67225. var viewMatrix = this._scene.getViewMatrix();
  67226. this._renderEffect.setMatrix("view", viewMatrix);
  67227. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67228. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67229. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67230. if (this._colorGradientsTexture) {
  67231. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67232. }
  67233. else {
  67234. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67235. }
  67236. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67237. var baseSize = this.particleTexture.getBaseSize();
  67238. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67239. }
  67240. if (this._isBillboardBased) {
  67241. var camera = this._scene.activeCamera;
  67242. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67243. }
  67244. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67245. var invView = viewMatrix.clone();
  67246. invView.invert();
  67247. this._renderEffect.setMatrix("invView", invView);
  67248. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67249. }
  67250. // image processing
  67251. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67252. this._imageProcessingConfiguration.bind(this._renderEffect);
  67253. }
  67254. // Draw order
  67255. switch (this.blendMode) {
  67256. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67257. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67258. break;
  67259. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67260. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67261. break;
  67262. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67263. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67264. break;
  67265. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67266. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67267. break;
  67268. }
  67269. if (this.forceDepthWrite) {
  67270. this._engine.setDepthWrite(true);
  67271. }
  67272. // Bind source VAO
  67273. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  67274. // Render
  67275. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  67276. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  67277. }
  67278. // Switch VAOs
  67279. this._targetIndex++;
  67280. if (this._targetIndex === 2) {
  67281. this._targetIndex = 0;
  67282. }
  67283. // Switch buffers
  67284. var tmpBuffer = this._sourceBuffer;
  67285. this._sourceBuffer = this._targetBuffer;
  67286. this._targetBuffer = tmpBuffer;
  67287. return this._currentActiveCount;
  67288. };
  67289. /**
  67290. * Rebuilds the particle system
  67291. */
  67292. GPUParticleSystem.prototype.rebuild = function () {
  67293. this._initialize(true);
  67294. };
  67295. GPUParticleSystem.prototype._releaseBuffers = function () {
  67296. if (this._buffer0) {
  67297. this._buffer0.dispose();
  67298. this._buffer0 = null;
  67299. }
  67300. if (this._buffer1) {
  67301. this._buffer1.dispose();
  67302. this._buffer1 = null;
  67303. }
  67304. if (this._spriteBuffer) {
  67305. this._spriteBuffer.dispose();
  67306. this._spriteBuffer = null;
  67307. }
  67308. };
  67309. GPUParticleSystem.prototype._releaseVAOs = function () {
  67310. if (!this._updateVAO) {
  67311. return;
  67312. }
  67313. for (var index = 0; index < this._updateVAO.length; index++) {
  67314. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  67315. }
  67316. this._updateVAO = [];
  67317. for (var index = 0; index < this._renderVAO.length; index++) {
  67318. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  67319. }
  67320. this._renderVAO = [];
  67321. };
  67322. /**
  67323. * Disposes the particle system and free the associated resources
  67324. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  67325. */
  67326. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  67327. if (disposeTexture === void 0) { disposeTexture = true; }
  67328. var index = this._scene.particleSystems.indexOf(this);
  67329. if (index > -1) {
  67330. this._scene.particleSystems.splice(index, 1);
  67331. }
  67332. this._releaseBuffers();
  67333. this._releaseVAOs();
  67334. if (this._colorGradientsTexture) {
  67335. this._colorGradientsTexture.dispose();
  67336. this._colorGradientsTexture = null;
  67337. }
  67338. if (this._sizeGradientsTexture) {
  67339. this._sizeGradientsTexture.dispose();
  67340. this._sizeGradientsTexture = null;
  67341. }
  67342. if (this._angularSpeedGradientsTexture) {
  67343. this._angularSpeedGradientsTexture.dispose();
  67344. this._angularSpeedGradientsTexture = null;
  67345. }
  67346. if (this._velocityGradientsTexture) {
  67347. this._velocityGradientsTexture.dispose();
  67348. this._velocityGradientsTexture = null;
  67349. }
  67350. if (this._limitVelocityGradientsTexture) {
  67351. this._limitVelocityGradientsTexture.dispose();
  67352. this._limitVelocityGradientsTexture = null;
  67353. }
  67354. if (this._dragGradientsTexture) {
  67355. this._dragGradientsTexture.dispose();
  67356. this._dragGradientsTexture = null;
  67357. }
  67358. if (this._randomTexture) {
  67359. this._randomTexture.dispose();
  67360. this._randomTexture = null;
  67361. }
  67362. if (this._randomTexture2) {
  67363. this._randomTexture2.dispose();
  67364. this._randomTexture2 = null;
  67365. }
  67366. if (disposeTexture && this.particleTexture) {
  67367. this.particleTexture.dispose();
  67368. this.particleTexture = null;
  67369. }
  67370. if (disposeTexture && this.noiseTexture) {
  67371. this.noiseTexture.dispose();
  67372. this.noiseTexture = null;
  67373. }
  67374. // Callback
  67375. this.onDisposeObservable.notifyObservers(this);
  67376. this.onDisposeObservable.clear();
  67377. };
  67378. /**
  67379. * Clones the particle system.
  67380. * @param name The name of the cloned object
  67381. * @param newEmitter The new emitter to use
  67382. * @returns the cloned particle system
  67383. */
  67384. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  67385. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  67386. BABYLON.Tools.DeepCopy(this, result);
  67387. if (newEmitter === undefined) {
  67388. newEmitter = this.emitter;
  67389. }
  67390. result.emitter = newEmitter;
  67391. if (this.particleTexture) {
  67392. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  67393. }
  67394. return result;
  67395. };
  67396. /**
  67397. * Serializes the particle system to a JSON object.
  67398. * @returns the JSON object
  67399. */
  67400. GPUParticleSystem.prototype.serialize = function () {
  67401. var serializationObject = {};
  67402. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  67403. serializationObject.activeParticleCount = this.activeParticleCount;
  67404. return serializationObject;
  67405. };
  67406. /**
  67407. * Parses a JSON object to create a GPU particle system.
  67408. * @param parsedParticleSystem The JSON object to parse
  67409. * @param scene The scene to create the particle system in
  67410. * @param rootUrl The root url to use to load external dependencies like texture
  67411. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  67412. * @returns the parsed GPU particle system
  67413. */
  67414. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  67415. if (doNotStart === void 0) { doNotStart = false; }
  67416. var name = parsedParticleSystem.name;
  67417. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  67418. if (parsedParticleSystem.activeParticleCount) {
  67419. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  67420. }
  67421. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  67422. // Auto start
  67423. if (parsedParticleSystem.preventAutoStart) {
  67424. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  67425. }
  67426. if (!doNotStart && !particleSystem.preventAutoStart) {
  67427. particleSystem.start();
  67428. }
  67429. return particleSystem;
  67430. };
  67431. return GPUParticleSystem;
  67432. }(BABYLON.BaseParticleSystem));
  67433. BABYLON.GPUParticleSystem = GPUParticleSystem;
  67434. })(BABYLON || (BABYLON = {}));
  67435. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  67436. var BABYLON;
  67437. (function (BABYLON) {
  67438. /**
  67439. * Represents one particle of a solid particle system.
  67440. */
  67441. var SolidParticle = /** @class */ (function () {
  67442. /**
  67443. * Creates a Solid Particle object.
  67444. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  67445. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  67446. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  67447. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  67448. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  67449. * @param shapeId (integer) is the model shape identifier in the SPS.
  67450. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  67451. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  67452. */
  67453. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  67454. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  67455. /**
  67456. * particle global index
  67457. */
  67458. this.idx = 0;
  67459. /**
  67460. * The color of the particle
  67461. */
  67462. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  67463. /**
  67464. * The world space position of the particle.
  67465. */
  67466. this.position = BABYLON.Vector3.Zero();
  67467. /**
  67468. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  67469. */
  67470. this.rotation = BABYLON.Vector3.Zero();
  67471. /**
  67472. * The scaling of the particle.
  67473. */
  67474. this.scaling = BABYLON.Vector3.One();
  67475. /**
  67476. * The uvs of the particle.
  67477. */
  67478. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  67479. /**
  67480. * The current speed of the particle.
  67481. */
  67482. this.velocity = BABYLON.Vector3.Zero();
  67483. /**
  67484. * The pivot point in the particle local space.
  67485. */
  67486. this.pivot = BABYLON.Vector3.Zero();
  67487. /**
  67488. * Must the particle be translated from its pivot point in its local space ?
  67489. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  67490. * Default : false
  67491. */
  67492. this.translateFromPivot = false;
  67493. /**
  67494. * Is the particle active or not ?
  67495. */
  67496. this.alive = true;
  67497. /**
  67498. * Is the particle visible or not ?
  67499. */
  67500. this.isVisible = true;
  67501. /**
  67502. * Index of this particle in the global "positions" array (Internal use)
  67503. * @hidden
  67504. */
  67505. this._pos = 0;
  67506. /**
  67507. * @hidden Index of this particle in the global "indices" array (Internal use)
  67508. */
  67509. this._ind = 0;
  67510. /**
  67511. * ModelShape id of this particle
  67512. */
  67513. this.shapeId = 0;
  67514. /**
  67515. * Index of the particle in its shape id (Internal use)
  67516. */
  67517. this.idxInShape = 0;
  67518. /**
  67519. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  67520. */
  67521. this._stillInvisible = false;
  67522. /**
  67523. * @hidden Last computed particle rotation matrix
  67524. */
  67525. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  67526. /**
  67527. * Parent particle Id, if any.
  67528. * Default null.
  67529. */
  67530. this.parentId = null;
  67531. /**
  67532. * @hidden Internal global position in the SPS.
  67533. */
  67534. this._globalPosition = BABYLON.Vector3.Zero();
  67535. this.idx = particleIndex;
  67536. this._pos = positionIndex;
  67537. this._ind = indiceIndex;
  67538. this._model = model;
  67539. this.shapeId = shapeId;
  67540. this.idxInShape = idxInShape;
  67541. this._sps = sps;
  67542. if (modelBoundingInfo) {
  67543. this._modelBoundingInfo = modelBoundingInfo;
  67544. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  67545. }
  67546. }
  67547. Object.defineProperty(SolidParticle.prototype, "scale", {
  67548. /**
  67549. * Legacy support, changed scale to scaling
  67550. */
  67551. get: function () {
  67552. return this.scaling;
  67553. },
  67554. /**
  67555. * Legacy support, changed scale to scaling
  67556. */
  67557. set: function (scale) {
  67558. this.scaling = scale;
  67559. },
  67560. enumerable: true,
  67561. configurable: true
  67562. });
  67563. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  67564. /**
  67565. * Legacy support, changed quaternion to rotationQuaternion
  67566. */
  67567. get: function () {
  67568. return this.rotationQuaternion;
  67569. },
  67570. /**
  67571. * Legacy support, changed quaternion to rotationQuaternion
  67572. */
  67573. set: function (q) {
  67574. this.rotationQuaternion = q;
  67575. },
  67576. enumerable: true,
  67577. configurable: true
  67578. });
  67579. /**
  67580. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  67581. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  67582. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  67583. * @returns true if it intersects
  67584. */
  67585. SolidParticle.prototype.intersectsMesh = function (target) {
  67586. if (!this._boundingInfo || !target._boundingInfo) {
  67587. return false;
  67588. }
  67589. if (this._sps._bSphereOnly) {
  67590. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  67591. }
  67592. return this._boundingInfo.intersects(target._boundingInfo, false);
  67593. };
  67594. /**
  67595. * get the rotation matrix of the particle
  67596. * @hidden
  67597. */
  67598. SolidParticle.prototype.getRotationMatrix = function (m) {
  67599. var quaternion;
  67600. if (this.rotationQuaternion) {
  67601. quaternion = this.rotationQuaternion;
  67602. }
  67603. else {
  67604. quaternion = BABYLON.Tmp.Quaternion[0];
  67605. var rotation = this.rotation;
  67606. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  67607. }
  67608. quaternion.toRotationMatrix(m);
  67609. };
  67610. return SolidParticle;
  67611. }());
  67612. BABYLON.SolidParticle = SolidParticle;
  67613. /**
  67614. * Represents the shape of the model used by one particle of a solid particle system.
  67615. * SPS internal tool, don't use it manually.
  67616. */
  67617. var ModelShape = /** @class */ (function () {
  67618. /**
  67619. * 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.
  67620. * SPS internal tool, don't use it manually.
  67621. * @hidden
  67622. */
  67623. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  67624. /**
  67625. * length of the shape in the model indices array (internal use)
  67626. * @hidden
  67627. */
  67628. this._indicesLength = 0;
  67629. this.shapeID = id;
  67630. this._shape = shape;
  67631. this._indicesLength = indicesLength;
  67632. this._shapeUV = shapeUV;
  67633. this._positionFunction = posFunction;
  67634. this._vertexFunction = vtxFunction;
  67635. }
  67636. return ModelShape;
  67637. }());
  67638. BABYLON.ModelShape = ModelShape;
  67639. /**
  67640. * Represents a Depth Sorted Particle in the solid particle system.
  67641. */
  67642. var DepthSortedParticle = /** @class */ (function () {
  67643. function DepthSortedParticle() {
  67644. /**
  67645. * Index of the particle in the "indices" array
  67646. */
  67647. this.ind = 0;
  67648. /**
  67649. * Length of the particle shape in the "indices" array
  67650. */
  67651. this.indicesLength = 0;
  67652. /**
  67653. * Squared distance from the particle to the camera
  67654. */
  67655. this.sqDistance = 0.0;
  67656. }
  67657. return DepthSortedParticle;
  67658. }());
  67659. BABYLON.DepthSortedParticle = DepthSortedParticle;
  67660. })(BABYLON || (BABYLON = {}));
  67661. //# sourceMappingURL=babylon.solidParticle.js.map
  67662. var BABYLON;
  67663. (function (BABYLON) {
  67664. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  67665. /**
  67666. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  67667. *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.
  67668. * The SPS is also a particle system. It provides some methods to manage the particles.
  67669. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  67670. *
  67671. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  67672. */
  67673. var SolidParticleSystem = /** @class */ (function () {
  67674. /**
  67675. * Creates a SPS (Solid Particle System) object.
  67676. * @param name (String) is the SPS name, this will be the underlying mesh name.
  67677. * @param scene (Scene) is the scene in which the SPS is added.
  67678. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  67679. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  67680. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  67681. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  67682. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  67683. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  67684. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  67685. */
  67686. function SolidParticleSystem(name, scene, options) {
  67687. /**
  67688. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  67689. * Example : var p = SPS.particles[i];
  67690. */
  67691. this.particles = new Array();
  67692. /**
  67693. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  67694. */
  67695. this.nbParticles = 0;
  67696. /**
  67697. * If the particles must ever face the camera (default false). Useful for planar particles.
  67698. */
  67699. this.billboard = false;
  67700. /**
  67701. * Recompute normals when adding a shape
  67702. */
  67703. this.recomputeNormals = true;
  67704. /**
  67705. * This a counter ofr your own usage. It's not set by any SPS functions.
  67706. */
  67707. this.counter = 0;
  67708. /**
  67709. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  67710. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  67711. */
  67712. this.vars = {};
  67713. /**
  67714. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  67715. * @hidden
  67716. */
  67717. this._bSphereOnly = false;
  67718. /**
  67719. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  67720. * @hidden
  67721. */
  67722. this._bSphereRadiusFactor = 1.0;
  67723. this._positions = new Array();
  67724. this._indices = new Array();
  67725. this._normals = new Array();
  67726. this._colors = new Array();
  67727. this._uvs = new Array();
  67728. this._index = 0; // indices index
  67729. this._updatable = true;
  67730. this._pickable = false;
  67731. this._isVisibilityBoxLocked = false;
  67732. this._alwaysVisible = false;
  67733. this._depthSort = false;
  67734. this._shapeCounter = 0;
  67735. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  67736. this._color = new BABYLON.Color4(0, 0, 0, 0);
  67737. this._computeParticleColor = true;
  67738. this._computeParticleTexture = true;
  67739. this._computeParticleRotation = true;
  67740. this._computeParticleVertex = false;
  67741. this._computeBoundingBox = false;
  67742. this._depthSortParticles = true;
  67743. this._mustUnrotateFixedNormals = false;
  67744. this._particlesIntersect = false;
  67745. this._needs32Bits = false;
  67746. this.name = name;
  67747. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67748. this._camera = scene.activeCamera;
  67749. this._pickable = options ? options.isPickable : false;
  67750. this._depthSort = options ? options.enableDepthSort : false;
  67751. this._particlesIntersect = options ? options.particleIntersection : false;
  67752. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  67753. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  67754. if (options && options.updatable !== undefined) {
  67755. this._updatable = options.updatable;
  67756. }
  67757. else {
  67758. this._updatable = true;
  67759. }
  67760. if (this._pickable) {
  67761. this.pickedParticles = [];
  67762. }
  67763. if (this._depthSort) {
  67764. this.depthSortedParticles = [];
  67765. }
  67766. }
  67767. /**
  67768. * Builds the SPS underlying mesh. Returns a standard Mesh.
  67769. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  67770. * @returns the created mesh
  67771. */
  67772. SolidParticleSystem.prototype.buildMesh = function () {
  67773. if (this.nbParticles === 0) {
  67774. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  67775. this.addShape(triangle, 1);
  67776. triangle.dispose();
  67777. }
  67778. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  67779. this._positions32 = new Float32Array(this._positions);
  67780. this._uvs32 = new Float32Array(this._uvs);
  67781. this._colors32 = new Float32Array(this._colors);
  67782. if (this.recomputeNormals) {
  67783. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  67784. }
  67785. this._normals32 = new Float32Array(this._normals);
  67786. this._fixedNormal32 = new Float32Array(this._normals);
  67787. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  67788. this._unrotateFixedNormals();
  67789. }
  67790. var vertexData = new BABYLON.VertexData();
  67791. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  67792. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  67793. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  67794. if (this._uvs32.length > 0) {
  67795. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  67796. }
  67797. if (this._colors32.length > 0) {
  67798. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  67799. }
  67800. var mesh = new BABYLON.Mesh(this.name, this._scene);
  67801. vertexData.applyToMesh(mesh, this._updatable);
  67802. this.mesh = mesh;
  67803. this.mesh.isPickable = this._pickable;
  67804. // free memory
  67805. if (!this._depthSort) {
  67806. this._indices = null;
  67807. }
  67808. this._positions = null;
  67809. this._normals = null;
  67810. this._uvs = null;
  67811. this._colors = null;
  67812. if (!this._updatable) {
  67813. this.particles.length = 0;
  67814. }
  67815. return mesh;
  67816. };
  67817. /**
  67818. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  67819. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  67820. * Thus the particles generated from `digest()` have their property `position` set yet.
  67821. * @param mesh ( Mesh ) is the mesh to be digested
  67822. * @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
  67823. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  67824. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  67825. * @returns the current SPS
  67826. */
  67827. SolidParticleSystem.prototype.digest = function (mesh, options) {
  67828. var size = (options && options.facetNb) || 1;
  67829. var number = (options && options.number) || 0;
  67830. var delta = (options && options.delta) || 0;
  67831. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  67832. var meshInd = mesh.getIndices();
  67833. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  67834. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  67835. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  67836. var f = 0; // facet counter
  67837. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  67838. // compute size from number
  67839. if (number) {
  67840. number = (number > totalFacets) ? totalFacets : number;
  67841. size = Math.round(totalFacets / number);
  67842. delta = 0;
  67843. }
  67844. else {
  67845. size = (size > totalFacets) ? totalFacets : size;
  67846. }
  67847. var facetPos = []; // submesh positions
  67848. var facetInd = []; // submesh indices
  67849. var facetUV = []; // submesh UV
  67850. var facetCol = []; // submesh colors
  67851. var barycenter = BABYLON.Vector3.Zero();
  67852. var sizeO = size;
  67853. while (f < totalFacets) {
  67854. size = sizeO + Math.floor((1 + delta) * Math.random());
  67855. if (f > totalFacets - size) {
  67856. size = totalFacets - f;
  67857. }
  67858. // reset temp arrays
  67859. facetPos.length = 0;
  67860. facetInd.length = 0;
  67861. facetUV.length = 0;
  67862. facetCol.length = 0;
  67863. // iterate over "size" facets
  67864. var fi = 0;
  67865. for (var j = f * 3; j < (f + size) * 3; j++) {
  67866. facetInd.push(fi);
  67867. var i = meshInd[j];
  67868. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  67869. if (meshUV) {
  67870. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  67871. }
  67872. if (meshCol) {
  67873. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  67874. }
  67875. fi++;
  67876. }
  67877. // create a model shape for each single particle
  67878. var idx = this.nbParticles;
  67879. var shape = this._posToShape(facetPos);
  67880. var shapeUV = this._uvsToShapeUV(facetUV);
  67881. // compute the barycenter of the shape
  67882. var v;
  67883. for (v = 0; v < shape.length; v++) {
  67884. barycenter.addInPlace(shape[v]);
  67885. }
  67886. barycenter.scaleInPlace(1 / shape.length);
  67887. // shift the shape from its barycenter to the origin
  67888. for (v = 0; v < shape.length; v++) {
  67889. shape[v].subtractInPlace(barycenter);
  67890. }
  67891. var bInfo;
  67892. if (this._particlesIntersect) {
  67893. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  67894. }
  67895. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  67896. // add the particle in the SPS
  67897. var currentPos = this._positions.length;
  67898. var currentInd = this._indices.length;
  67899. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  67900. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  67901. // initialize the particle position
  67902. this.particles[this.nbParticles].position.addInPlace(barycenter);
  67903. this._index += shape.length;
  67904. idx++;
  67905. this.nbParticles++;
  67906. this._shapeCounter++;
  67907. f += size;
  67908. }
  67909. return this;
  67910. };
  67911. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  67912. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  67913. var index = 0;
  67914. var idx = 0;
  67915. var tmpNormal = BABYLON.Tmp.Vector3[0];
  67916. var quaternion = BABYLON.Tmp.Quaternion[0];
  67917. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  67918. for (var p = 0; p < this.particles.length; p++) {
  67919. var particle = this.particles[p];
  67920. var shape = particle._model._shape;
  67921. // computing the inverse of the rotation matrix from the quaternion
  67922. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  67923. if (particle.rotationQuaternion) {
  67924. particle.rotationQuaternion.conjugateToRef(quaternion);
  67925. }
  67926. else {
  67927. var rotation = particle.rotation;
  67928. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  67929. quaternion.conjugateInPlace();
  67930. }
  67931. quaternion.toRotationMatrix(invertedRotMatrix);
  67932. for (var pt = 0; pt < shape.length; pt++) {
  67933. idx = index + pt * 3;
  67934. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  67935. tmpNormal.toArray(this._fixedNormal32, idx);
  67936. }
  67937. index = idx + 3;
  67938. }
  67939. };
  67940. //reset copy
  67941. SolidParticleSystem.prototype._resetCopy = function () {
  67942. var copy = this._copy;
  67943. copy.position.setAll(0);
  67944. copy.rotation.setAll(0);
  67945. copy.rotationQuaternion = null;
  67946. copy.scaling.setAll(1);
  67947. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  67948. copy.color = null;
  67949. copy.translateFromPivot = false;
  67950. };
  67951. // _meshBuilder : inserts the shape model in the global SPS mesh
  67952. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  67953. var i;
  67954. var u = 0;
  67955. var c = 0;
  67956. var n = 0;
  67957. this._resetCopy();
  67958. var copy = this._copy;
  67959. if (options && options.positionFunction) { // call to custom positionFunction
  67960. options.positionFunction(copy, idx, idxInShape);
  67961. this._mustUnrotateFixedNormals = true;
  67962. }
  67963. var rotMatrix = BABYLON.Tmp.Matrix[0];
  67964. var tmpVertex = BABYLON.Tmp.Vector3[0];
  67965. var tmpRotated = BABYLON.Tmp.Vector3[1];
  67966. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  67967. var scaledPivot = BABYLON.Tmp.Vector3[3];
  67968. copy.getRotationMatrix(rotMatrix);
  67969. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  67970. if (copy.translateFromPivot) {
  67971. pivotBackTranslation.setAll(0.0);
  67972. }
  67973. else {
  67974. pivotBackTranslation.copyFrom(scaledPivot);
  67975. }
  67976. for (i = 0; i < shape.length; i++) {
  67977. tmpVertex.copyFrom(shape[i]);
  67978. if (options && options.vertexFunction) {
  67979. options.vertexFunction(copy, tmpVertex, i);
  67980. }
  67981. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  67982. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  67983. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  67984. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  67985. if (meshUV) {
  67986. var copyUvs = copy.uvs;
  67987. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  67988. u += 2;
  67989. }
  67990. if (copy.color) {
  67991. this._color = copy.color;
  67992. }
  67993. else {
  67994. var color = this._color;
  67995. if (meshCol && meshCol[c] !== undefined) {
  67996. color.r = meshCol[c];
  67997. color.g = meshCol[c + 1];
  67998. color.b = meshCol[c + 2];
  67999. color.a = meshCol[c + 3];
  68000. }
  68001. else {
  68002. color.r = 1.0;
  68003. color.g = 1.0;
  68004. color.b = 1.0;
  68005. color.a = 1.0;
  68006. }
  68007. }
  68008. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68009. c += 4;
  68010. if (!this.recomputeNormals && meshNor) {
  68011. tmpVertex.x = meshNor[n];
  68012. tmpVertex.y = meshNor[n + 1];
  68013. tmpVertex.z = meshNor[n + 2];
  68014. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68015. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68016. n += 3;
  68017. }
  68018. }
  68019. for (i = 0; i < meshInd.length; i++) {
  68020. var current_ind = p + meshInd[i];
  68021. indices.push(current_ind);
  68022. if (current_ind > 65535) {
  68023. this._needs32Bits = true;
  68024. }
  68025. }
  68026. if (this._pickable) {
  68027. var nbfaces = meshInd.length / 3;
  68028. for (i = 0; i < nbfaces; i++) {
  68029. this.pickedParticles.push({ idx: idx, faceId: i });
  68030. }
  68031. }
  68032. if (this._depthSort) {
  68033. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68034. }
  68035. return copy;
  68036. };
  68037. // returns a shape array from positions array
  68038. SolidParticleSystem.prototype._posToShape = function (positions) {
  68039. var shape = [];
  68040. for (var i = 0; i < positions.length; i += 3) {
  68041. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68042. }
  68043. return shape;
  68044. };
  68045. // returns a shapeUV array from a Vector4 uvs
  68046. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68047. var shapeUV = [];
  68048. if (uvs) {
  68049. for (var i = 0; i < uvs.length; i++) {
  68050. shapeUV.push(uvs[i]);
  68051. }
  68052. }
  68053. return shapeUV;
  68054. };
  68055. // adds a new particle object in the particles array
  68056. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68057. if (bInfo === void 0) { bInfo = null; }
  68058. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68059. this.particles.push(sp);
  68060. return sp;
  68061. };
  68062. /**
  68063. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68064. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68065. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68066. * @param nb (positive integer) the number of particles to be created from this model
  68067. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68068. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68069. * @returns the number of shapes in the system
  68070. */
  68071. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68072. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68073. var meshInd = mesh.getIndices();
  68074. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68075. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68076. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68077. var bbInfo;
  68078. if (this._particlesIntersect) {
  68079. bbInfo = mesh.getBoundingInfo();
  68080. }
  68081. var shape = this._posToShape(meshPos);
  68082. var shapeUV = this._uvsToShapeUV(meshUV);
  68083. var posfunc = options ? options.positionFunction : null;
  68084. var vtxfunc = options ? options.vertexFunction : null;
  68085. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68086. // particles
  68087. var sp;
  68088. var currentCopy;
  68089. var idx = this.nbParticles;
  68090. for (var i = 0; i < nb; i++) {
  68091. var currentPos = this._positions.length;
  68092. var currentInd = this._indices.length;
  68093. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68094. if (this._updatable) {
  68095. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68096. sp.position.copyFrom(currentCopy.position);
  68097. sp.rotation.copyFrom(currentCopy.rotation);
  68098. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68099. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68100. }
  68101. if (currentCopy.color && sp.color) {
  68102. sp.color.copyFrom(currentCopy.color);
  68103. }
  68104. sp.scaling.copyFrom(currentCopy.scaling);
  68105. sp.uvs.copyFrom(currentCopy.uvs);
  68106. }
  68107. this._index += shape.length;
  68108. idx++;
  68109. }
  68110. this.nbParticles += nb;
  68111. this._shapeCounter++;
  68112. return this._shapeCounter - 1;
  68113. };
  68114. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68115. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68116. this._resetCopy();
  68117. var copy = this._copy;
  68118. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68119. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68120. }
  68121. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68122. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68123. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68124. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68125. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68126. copy.getRotationMatrix(rotMatrix);
  68127. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68128. if (copy.translateFromPivot) {
  68129. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68130. }
  68131. else {
  68132. pivotBackTranslation.copyFrom(scaledPivot);
  68133. }
  68134. var shape = particle._model._shape;
  68135. for (var pt = 0; pt < shape.length; pt++) {
  68136. tmpVertex.copyFrom(shape[pt]);
  68137. if (particle._model._vertexFunction) {
  68138. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68139. }
  68140. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68141. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68142. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68143. }
  68144. particle.position.setAll(0.0);
  68145. particle.rotation.setAll(0.0);
  68146. particle.rotationQuaternion = null;
  68147. particle.scaling.setAll(1.0);
  68148. particle.uvs.setAll(0.0);
  68149. particle.pivot.setAll(0.0);
  68150. particle.translateFromPivot = false;
  68151. particle.parentId = null;
  68152. };
  68153. /**
  68154. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68155. * @returns the SPS.
  68156. */
  68157. SolidParticleSystem.prototype.rebuildMesh = function () {
  68158. for (var p = 0; p < this.particles.length; p++) {
  68159. this._rebuildParticle(this.particles[p]);
  68160. }
  68161. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68162. return this;
  68163. };
  68164. /**
  68165. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68166. * This method calls `updateParticle()` for each particle of the SPS.
  68167. * For an animated SPS, it is usually called within the render loop.
  68168. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68169. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68170. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68171. * @returns the SPS.
  68172. */
  68173. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68174. if (start === void 0) { start = 0; }
  68175. if (end === void 0) { end = this.nbParticles - 1; }
  68176. if (update === void 0) { update = true; }
  68177. if (!this._updatable) {
  68178. return this;
  68179. }
  68180. // custom beforeUpdate
  68181. this.beforeUpdateParticles(start, end, update);
  68182. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68183. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68184. var mesh = this.mesh;
  68185. var colors32 = this._colors32;
  68186. var positions32 = this._positions32;
  68187. var normals32 = this._normals32;
  68188. var uvs32 = this._uvs32;
  68189. var indices32 = this._indices32;
  68190. var indices = this._indices;
  68191. var fixedNormal32 = this._fixedNormal32;
  68192. var tempVectors = BABYLON.Tmp.Vector3;
  68193. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68194. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68195. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68196. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68197. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68198. var camInvertedPosition = tempVectors[10].setAll(0);
  68199. // cases when the World Matrix is to be computed first
  68200. if (this.billboard || this._depthSort) {
  68201. this.mesh.computeWorldMatrix(true);
  68202. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68203. }
  68204. // if the particles will always face the camera
  68205. if (this.billboard) {
  68206. // compute the camera position and un-rotate it by the current mesh rotation
  68207. var tmpVertex = tempVectors[0];
  68208. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68209. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68210. camAxisZ.normalize();
  68211. // same for camera up vector extracted from the cam view matrix
  68212. var view = this._camera.getViewMatrix(true);
  68213. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68214. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68215. camAxisY.normalize();
  68216. camAxisX.normalize();
  68217. }
  68218. // if depthSort, compute the camera global position in the mesh local system
  68219. if (this._depthSort) {
  68220. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68221. }
  68222. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68223. var idx = 0; // current position index in the global array positions32
  68224. var index = 0; // position start index in the global array positions32 of the current particle
  68225. var colidx = 0; // current color index in the global array colors32
  68226. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68227. var uvidx = 0; // current uv index in the global array uvs32
  68228. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68229. var pt = 0; // current index in the particle model shape
  68230. if (this.mesh.isFacetDataEnabled) {
  68231. this._computeBoundingBox = true;
  68232. }
  68233. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68234. if (this._computeBoundingBox) {
  68235. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68236. var boundingInfo = this.mesh._boundingInfo;
  68237. if (boundingInfo) {
  68238. minimum.copyFrom(boundingInfo.minimum);
  68239. maximum.copyFrom(boundingInfo.maximum);
  68240. }
  68241. }
  68242. }
  68243. // particle loop
  68244. index = this.particles[start]._pos;
  68245. var vpos = (index / 3) | 0;
  68246. colorIndex = vpos * 4;
  68247. uvIndex = vpos * 2;
  68248. for (var p = start; p <= end; p++) {
  68249. var particle = this.particles[p];
  68250. // call to custom user function to update the particle properties
  68251. this.updateParticle(particle);
  68252. var shape = particle._model._shape;
  68253. var shapeUV = particle._model._shapeUV;
  68254. var particleRotationMatrix = particle._rotationMatrix;
  68255. var particlePosition = particle.position;
  68256. var particleRotation = particle.rotation;
  68257. var particleScaling = particle.scaling;
  68258. var particleGlobalPosition = particle._globalPosition;
  68259. // camera-particle distance for depth sorting
  68260. if (this._depthSort && this._depthSortParticles) {
  68261. var dsp = this.depthSortedParticles[p];
  68262. dsp.ind = particle._ind;
  68263. dsp.indicesLength = particle._model._indicesLength;
  68264. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68265. }
  68266. // skip the computations for inactive or already invisible particles
  68267. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68268. // increment indexes for the next particle
  68269. pt = shape.length;
  68270. index += pt * 3;
  68271. colorIndex += pt * 4;
  68272. uvIndex += pt * 2;
  68273. continue;
  68274. }
  68275. if (particle.isVisible) {
  68276. particle._stillInvisible = false; // un-mark permanent invisibility
  68277. var scaledPivot = tempVectors[12];
  68278. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  68279. // particle rotation matrix
  68280. if (this.billboard) {
  68281. particleRotation.x = 0.0;
  68282. particleRotation.y = 0.0;
  68283. }
  68284. if (this._computeParticleRotation || this.billboard) {
  68285. particle.getRotationMatrix(rotMatrix);
  68286. }
  68287. var particleHasParent = (particle.parentId !== null);
  68288. if (particleHasParent) {
  68289. var parent_1 = this.particles[particle.parentId];
  68290. var parentRotationMatrix = parent_1._rotationMatrix;
  68291. var parentGlobalPosition = parent_1._globalPosition;
  68292. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  68293. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  68294. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  68295. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  68296. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  68297. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  68298. if (this._computeParticleRotation || this.billboard) {
  68299. var rotMatrixValues = rotMatrix.m;
  68300. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  68301. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  68302. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  68303. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  68304. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  68305. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  68306. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  68307. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  68308. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  68309. }
  68310. }
  68311. else {
  68312. particleGlobalPosition.x = particlePosition.x;
  68313. particleGlobalPosition.y = particlePosition.y;
  68314. particleGlobalPosition.z = particlePosition.z;
  68315. if (this._computeParticleRotation || this.billboard) {
  68316. var rotMatrixValues = rotMatrix.m;
  68317. particleRotationMatrix[0] = rotMatrixValues[0];
  68318. particleRotationMatrix[1] = rotMatrixValues[1];
  68319. particleRotationMatrix[2] = rotMatrixValues[2];
  68320. particleRotationMatrix[3] = rotMatrixValues[4];
  68321. particleRotationMatrix[4] = rotMatrixValues[5];
  68322. particleRotationMatrix[5] = rotMatrixValues[6];
  68323. particleRotationMatrix[6] = rotMatrixValues[8];
  68324. particleRotationMatrix[7] = rotMatrixValues[9];
  68325. particleRotationMatrix[8] = rotMatrixValues[10];
  68326. }
  68327. }
  68328. var pivotBackTranslation = tempVectors[11];
  68329. if (particle.translateFromPivot) {
  68330. pivotBackTranslation.setAll(0.0);
  68331. }
  68332. else {
  68333. pivotBackTranslation.copyFrom(scaledPivot);
  68334. }
  68335. // particle vertex loop
  68336. for (pt = 0; pt < shape.length; pt++) {
  68337. idx = index + pt * 3;
  68338. colidx = colorIndex + pt * 4;
  68339. uvidx = uvIndex + pt * 2;
  68340. var tmpVertex = tempVectors[0];
  68341. tmpVertex.copyFrom(shape[pt]);
  68342. if (this._computeParticleVertex) {
  68343. this.updateParticleVertex(particle, tmpVertex, pt);
  68344. }
  68345. // positions
  68346. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  68347. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  68348. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  68349. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  68350. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  68351. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  68352. rotatedX += pivotBackTranslation.x;
  68353. rotatedY += pivotBackTranslation.y;
  68354. rotatedZ += pivotBackTranslation.z;
  68355. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68356. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68357. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68358. if (this._computeBoundingBox) {
  68359. minimum.minimizeInPlaceFromFloats(px, py, pz);
  68360. maximum.maximizeInPlaceFromFloats(px, py, pz);
  68361. }
  68362. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  68363. if (!this._computeParticleVertex) {
  68364. var normalx = fixedNormal32[idx];
  68365. var normaly = fixedNormal32[idx + 1];
  68366. var normalz = fixedNormal32[idx + 2];
  68367. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  68368. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  68369. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  68370. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  68371. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  68372. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  68373. }
  68374. if (this._computeParticleColor && particle.color) {
  68375. var color = particle.color;
  68376. var colors32_1 = this._colors32;
  68377. colors32_1[colidx] = color.r;
  68378. colors32_1[colidx + 1] = color.g;
  68379. colors32_1[colidx + 2] = color.b;
  68380. colors32_1[colidx + 3] = color.a;
  68381. }
  68382. if (this._computeParticleTexture) {
  68383. var uvs = particle.uvs;
  68384. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68385. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68386. }
  68387. }
  68388. }
  68389. // particle just set invisible : scaled to zero and positioned at the origin
  68390. else {
  68391. particle._stillInvisible = true; // mark the particle as invisible
  68392. for (pt = 0; pt < shape.length; pt++) {
  68393. idx = index + pt * 3;
  68394. colidx = colorIndex + pt * 4;
  68395. uvidx = uvIndex + pt * 2;
  68396. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  68397. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  68398. if (this._computeParticleColor && particle.color) {
  68399. var color = particle.color;
  68400. colors32[colidx] = color.r;
  68401. colors32[colidx + 1] = color.g;
  68402. colors32[colidx + 2] = color.b;
  68403. colors32[colidx + 3] = color.a;
  68404. }
  68405. if (this._computeParticleTexture) {
  68406. var uvs = particle.uvs;
  68407. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68408. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68409. }
  68410. }
  68411. }
  68412. // if the particle intersections must be computed : update the bbInfo
  68413. if (this._particlesIntersect) {
  68414. var bInfo = particle._boundingInfo;
  68415. var bBox = bInfo.boundingBox;
  68416. var bSphere = bInfo.boundingSphere;
  68417. var modelBoundingInfo = particle._modelBoundingInfo;
  68418. if (!this._bSphereOnly) {
  68419. // place, scale and rotate the particle bbox within the SPS local system, then update it
  68420. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  68421. var tempMin = tempVectors[1];
  68422. var tempMax = tempVectors[2];
  68423. tempMin.setAll(Number.MAX_VALUE);
  68424. tempMax.setAll(-Number.MAX_VALUE);
  68425. for (var b = 0; b < 8; b++) {
  68426. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  68427. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  68428. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  68429. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  68430. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  68431. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  68432. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68433. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68434. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68435. tempMin.minimizeInPlaceFromFloats(x, y, z);
  68436. tempMax.maximizeInPlaceFromFloats(x, y, z);
  68437. }
  68438. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  68439. }
  68440. // place and scale the particle bouding sphere in the SPS local system, then update it
  68441. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  68442. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  68443. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  68444. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  68445. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  68446. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  68447. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  68448. }
  68449. // increment indexes for the next particle
  68450. index = idx + 3;
  68451. colorIndex = colidx + 4;
  68452. uvIndex = uvidx + 2;
  68453. }
  68454. // if the VBO must be updated
  68455. if (update) {
  68456. if (this._computeParticleColor) {
  68457. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  68458. }
  68459. if (this._computeParticleTexture) {
  68460. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  68461. }
  68462. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  68463. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  68464. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  68465. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  68466. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  68467. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  68468. for (var i = 0; i < normals32.length; i++) {
  68469. fixedNormal32[i] = normals32[i];
  68470. }
  68471. }
  68472. if (!mesh.areNormalsFrozen) {
  68473. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  68474. }
  68475. }
  68476. if (this._depthSort && this._depthSortParticles) {
  68477. var depthSortedParticles = this.depthSortedParticles;
  68478. depthSortedParticles.sort(depthSortFunction);
  68479. var dspl = depthSortedParticles.length;
  68480. var sid = 0;
  68481. for (var sorted = 0; sorted < dspl; sorted++) {
  68482. var lind = depthSortedParticles[sorted].indicesLength;
  68483. var sind = depthSortedParticles[sorted].ind;
  68484. for (var i = 0; i < lind; i++) {
  68485. indices32[sid] = indices[sind + i];
  68486. sid++;
  68487. }
  68488. }
  68489. mesh.updateIndices(indices32);
  68490. }
  68491. }
  68492. if (this._computeBoundingBox) {
  68493. if (mesh._boundingInfo) {
  68494. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  68495. }
  68496. else {
  68497. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  68498. }
  68499. }
  68500. this.afterUpdateParticles(start, end, update);
  68501. return this;
  68502. };
  68503. /**
  68504. * Disposes the SPS.
  68505. */
  68506. SolidParticleSystem.prototype.dispose = function () {
  68507. this.mesh.dispose();
  68508. this.vars = null;
  68509. // drop references to internal big arrays for the GC
  68510. this._positions = null;
  68511. this._indices = null;
  68512. this._normals = null;
  68513. this._uvs = null;
  68514. this._colors = null;
  68515. this._indices32 = null;
  68516. this._positions32 = null;
  68517. this._normals32 = null;
  68518. this._fixedNormal32 = null;
  68519. this._uvs32 = null;
  68520. this._colors32 = null;
  68521. this.pickedParticles = null;
  68522. };
  68523. /**
  68524. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  68525. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68526. * @returns the SPS.
  68527. */
  68528. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  68529. if (!this._isVisibilityBoxLocked) {
  68530. this.mesh.refreshBoundingInfo();
  68531. }
  68532. return this;
  68533. };
  68534. /**
  68535. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  68536. * @param size the size (float) of the visibility box
  68537. * note : this doesn't lock the SPS mesh bounding box.
  68538. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68539. */
  68540. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  68541. var vis = size / 2;
  68542. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  68543. };
  68544. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  68545. /**
  68546. * Gets whether the SPS as always visible or not
  68547. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68548. */
  68549. get: function () {
  68550. return this._alwaysVisible;
  68551. },
  68552. /**
  68553. * Sets the SPS as always visible or not
  68554. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68555. */
  68556. set: function (val) {
  68557. this._alwaysVisible = val;
  68558. this.mesh.alwaysSelectAsActiveMesh = val;
  68559. },
  68560. enumerable: true,
  68561. configurable: true
  68562. });
  68563. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  68564. /**
  68565. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  68566. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68567. */
  68568. get: function () {
  68569. return this._isVisibilityBoxLocked;
  68570. },
  68571. /**
  68572. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  68573. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68574. */
  68575. set: function (val) {
  68576. this._isVisibilityBoxLocked = val;
  68577. var boundingInfo = this.mesh.getBoundingInfo();
  68578. boundingInfo.isLocked = val;
  68579. },
  68580. enumerable: true,
  68581. configurable: true
  68582. });
  68583. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  68584. /**
  68585. * Gets if `setParticles()` computes the particle rotations or not.
  68586. * Default value : true. The SPS is faster when it's set to false.
  68587. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  68588. */
  68589. get: function () {
  68590. return this._computeParticleRotation;
  68591. },
  68592. /**
  68593. * Tells to `setParticles()` to compute the particle rotations or not.
  68594. * Default value : true. The SPS is faster when it's set to false.
  68595. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  68596. */
  68597. set: function (val) {
  68598. this._computeParticleRotation = val;
  68599. },
  68600. enumerable: true,
  68601. configurable: true
  68602. });
  68603. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  68604. /**
  68605. * Gets if `setParticles()` computes the particle colors or not.
  68606. * Default value : true. The SPS is faster when it's set to false.
  68607. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  68608. */
  68609. get: function () {
  68610. return this._computeParticleColor;
  68611. },
  68612. /**
  68613. * Tells to `setParticles()` to compute the particle colors or not.
  68614. * Default value : true. The SPS is faster when it's set to false.
  68615. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  68616. */
  68617. set: function (val) {
  68618. this._computeParticleColor = val;
  68619. },
  68620. enumerable: true,
  68621. configurable: true
  68622. });
  68623. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  68624. /**
  68625. * Gets if `setParticles()` computes the particle textures or not.
  68626. * Default value : true. The SPS is faster when it's set to false.
  68627. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  68628. */
  68629. get: function () {
  68630. return this._computeParticleTexture;
  68631. },
  68632. set: function (val) {
  68633. this._computeParticleTexture = val;
  68634. },
  68635. enumerable: true,
  68636. configurable: true
  68637. });
  68638. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  68639. /**
  68640. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  68641. * Default value : false. The SPS is faster when it's set to false.
  68642. * Note : the particle custom vertex positions aren't stored values.
  68643. */
  68644. get: function () {
  68645. return this._computeParticleVertex;
  68646. },
  68647. /**
  68648. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  68649. * Default value : false. The SPS is faster when it's set to false.
  68650. * Note : the particle custom vertex positions aren't stored values.
  68651. */
  68652. set: function (val) {
  68653. this._computeParticleVertex = val;
  68654. },
  68655. enumerable: true,
  68656. configurable: true
  68657. });
  68658. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  68659. /**
  68660. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  68661. */
  68662. get: function () {
  68663. return this._computeBoundingBox;
  68664. },
  68665. /**
  68666. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  68667. */
  68668. set: function (val) {
  68669. this._computeBoundingBox = val;
  68670. },
  68671. enumerable: true,
  68672. configurable: true
  68673. });
  68674. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  68675. /**
  68676. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  68677. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  68678. * Default : `true`
  68679. */
  68680. get: function () {
  68681. return this._depthSortParticles;
  68682. },
  68683. /**
  68684. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  68685. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  68686. * Default : `true`
  68687. */
  68688. set: function (val) {
  68689. this._depthSortParticles = val;
  68690. },
  68691. enumerable: true,
  68692. configurable: true
  68693. });
  68694. // =======================================================================
  68695. // Particle behavior logic
  68696. // these following methods may be overwritten by the user to fit his needs
  68697. /**
  68698. * This function does nothing. It may be overwritten to set all the particle first values.
  68699. * The SPS doesn't call this function, you may have to call it by your own.
  68700. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68701. */
  68702. SolidParticleSystem.prototype.initParticles = function () {
  68703. };
  68704. /**
  68705. * This function does nothing. It may be overwritten to recycle a particle.
  68706. * The SPS doesn't call this function, you may have to call it by your own.
  68707. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68708. * @param particle The particle to recycle
  68709. * @returns the recycled particle
  68710. */
  68711. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  68712. return particle;
  68713. };
  68714. /**
  68715. * Updates a particle : this function should be overwritten by the user.
  68716. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  68717. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68718. * @example : just set a particle position or velocity and recycle conditions
  68719. * @param particle The particle to update
  68720. * @returns the updated particle
  68721. */
  68722. SolidParticleSystem.prototype.updateParticle = function (particle) {
  68723. return particle;
  68724. };
  68725. /**
  68726. * Updates a vertex of a particle : it can be overwritten by the user.
  68727. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  68728. * @param particle the current particle
  68729. * @param vertex the current index of the current particle
  68730. * @param pt the index of the current vertex in the particle shape
  68731. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  68732. * @example : just set a vertex particle position
  68733. * @returns the updated vertex
  68734. */
  68735. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  68736. return vertex;
  68737. };
  68738. /**
  68739. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  68740. * This does nothing and may be overwritten by the user.
  68741. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68742. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68743. * @param update the boolean update value actually passed to setParticles()
  68744. */
  68745. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  68746. };
  68747. /**
  68748. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  68749. * This will be passed three parameters.
  68750. * This does nothing and may be overwritten by the user.
  68751. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68752. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68753. * @param update the boolean update value actually passed to setParticles()
  68754. */
  68755. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  68756. };
  68757. return SolidParticleSystem;
  68758. }());
  68759. BABYLON.SolidParticleSystem = SolidParticleSystem;
  68760. })(BABYLON || (BABYLON = {}));
  68761. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  68762. var BABYLON;
  68763. (function (BABYLON) {
  68764. /**
  68765. * Class containing static functions to help procedurally build meshes
  68766. */
  68767. var MeshBuilder = /** @class */ (function () {
  68768. function MeshBuilder() {
  68769. }
  68770. MeshBuilder.updateSideOrientation = function (orientation) {
  68771. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  68772. return BABYLON.Mesh.DOUBLESIDE;
  68773. }
  68774. if (orientation === undefined || orientation === null) {
  68775. return BABYLON.Mesh.FRONTSIDE;
  68776. }
  68777. return orientation;
  68778. };
  68779. /**
  68780. * Creates a box mesh
  68781. * * The parameter `size` sets the size (float) of each box side (default 1)
  68782. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  68783. * * 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)
  68784. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  68785. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68786. * * 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
  68787. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68788. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  68789. * @param name defines the name of the mesh
  68790. * @param options defines the options used to create the mesh
  68791. * @param scene defines the hosting scene
  68792. * @returns the box mesh
  68793. */
  68794. MeshBuilder.CreateBox = function (name, options, scene) {
  68795. if (scene === void 0) { scene = null; }
  68796. var box = new BABYLON.Mesh(name, scene);
  68797. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68798. box._originalBuilderSideOrientation = options.sideOrientation;
  68799. var vertexData = BABYLON.VertexData.CreateBox(options);
  68800. vertexData.applyToMesh(box, options.updatable);
  68801. return box;
  68802. };
  68803. /**
  68804. * Creates a sphere mesh
  68805. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  68806. * * 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`)
  68807. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  68808. * * 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
  68809. * * 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)
  68810. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68811. * * 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
  68812. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68813. * @param name defines the name of the mesh
  68814. * @param options defines the options used to create the mesh
  68815. * @param scene defines the hosting scene
  68816. * @returns the sphere mesh
  68817. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  68818. */
  68819. MeshBuilder.CreateSphere = function (name, options, scene) {
  68820. var sphere = new BABYLON.Mesh(name, scene);
  68821. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68822. sphere._originalBuilderSideOrientation = options.sideOrientation;
  68823. var vertexData = BABYLON.VertexData.CreateSphere(options);
  68824. vertexData.applyToMesh(sphere, options.updatable);
  68825. return sphere;
  68826. };
  68827. /**
  68828. * Creates a plane polygonal mesh. By default, this is a disc
  68829. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  68830. * * 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
  68831. * * 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
  68832. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68833. * * 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
  68834. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68835. * @param name defines the name of the mesh
  68836. * @param options defines the options used to create the mesh
  68837. * @param scene defines the hosting scene
  68838. * @returns the plane polygonal mesh
  68839. * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  68840. */
  68841. MeshBuilder.CreateDisc = function (name, options, scene) {
  68842. if (scene === void 0) { scene = null; }
  68843. var disc = new BABYLON.Mesh(name, scene);
  68844. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68845. disc._originalBuilderSideOrientation = options.sideOrientation;
  68846. var vertexData = BABYLON.VertexData.CreateDisc(options);
  68847. vertexData.applyToMesh(disc, options.updatable);
  68848. return disc;
  68849. };
  68850. /**
  68851. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  68852. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  68853. * * 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`)
  68854. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  68855. * * 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
  68856. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68857. * * 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
  68858. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68859. * @param name defines the name of the mesh
  68860. * @param options defines the options used to create the mesh
  68861. * @param scene defines the hosting scene
  68862. * @returns the icosahedron mesh
  68863. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  68864. */
  68865. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  68866. var sphere = new BABYLON.Mesh(name, scene);
  68867. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68868. sphere._originalBuilderSideOrientation = options.sideOrientation;
  68869. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  68870. vertexData.applyToMesh(sphere, options.updatable);
  68871. return sphere;
  68872. };
  68873. /**
  68874. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  68875. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  68876. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  68877. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  68878. * * 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
  68879. * * 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
  68880. * * 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
  68881. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68882. * * 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
  68883. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  68884. * * 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
  68885. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  68886. * * 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
  68887. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  68888. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68889. * @param name defines the name of the mesh
  68890. * @param options defines the options used to create the mesh
  68891. * @param scene defines the hosting scene
  68892. * @returns the ribbon mesh
  68893. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  68894. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  68895. */
  68896. MeshBuilder.CreateRibbon = function (name, options, scene) {
  68897. if (scene === void 0) { scene = null; }
  68898. var pathArray = options.pathArray;
  68899. var closeArray = options.closeArray;
  68900. var closePath = options.closePath;
  68901. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68902. var instance = options.instance;
  68903. var updatable = options.updatable;
  68904. if (instance) { // existing ribbon instance update
  68905. // positionFunction : ribbon case
  68906. // only pathArray and sideOrientation parameters are taken into account for positions update
  68907. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  68908. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  68909. var positionFunction = function (positions) {
  68910. var minlg = pathArray[0].length;
  68911. var mesh = instance;
  68912. var i = 0;
  68913. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  68914. for (var si = 1; si <= ns; ++si) {
  68915. for (var p = 0; p < pathArray.length; ++p) {
  68916. var path = pathArray[p];
  68917. var l = path.length;
  68918. minlg = (minlg < l) ? minlg : l;
  68919. for (var j = 0; j < minlg; ++j) {
  68920. var pathPoint = path[j];
  68921. positions[i] = pathPoint.x;
  68922. positions[i + 1] = pathPoint.y;
  68923. positions[i + 2] = pathPoint.z;
  68924. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  68925. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  68926. i += 3;
  68927. }
  68928. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  68929. var pathPoint = path[0];
  68930. positions[i] = pathPoint.x;
  68931. positions[i + 1] = pathPoint.y;
  68932. positions[i + 2] = pathPoint.z;
  68933. i += 3;
  68934. }
  68935. }
  68936. }
  68937. };
  68938. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68939. positionFunction(positions);
  68940. if (instance._boundingInfo) {
  68941. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  68942. }
  68943. else {
  68944. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  68945. }
  68946. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  68947. if (options.colors) {
  68948. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68949. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  68950. var color = options.colors[c];
  68951. colors[colorIndex] = color.r;
  68952. colors[colorIndex + 1] = color.g;
  68953. colors[colorIndex + 2] = color.b;
  68954. colors[colorIndex + 3] = color.a;
  68955. }
  68956. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  68957. }
  68958. if (options.uvs) {
  68959. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68960. for (var i = 0; i < options.uvs.length; i++) {
  68961. uvs[i * 2] = options.uvs[i].x;
  68962. uvs[i * 2 + 1] = options.uvs[i].y;
  68963. }
  68964. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  68965. }
  68966. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  68967. var indices = instance.getIndices();
  68968. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68969. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  68970. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  68971. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  68972. var indexFirst = 0;
  68973. var indexLast = 0;
  68974. for (var p = 0; p < pathArray.length; p++) {
  68975. indexFirst = instance._creationDataStorage.idx[p] * 3;
  68976. if (p + 1 < pathArray.length) {
  68977. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  68978. }
  68979. else {
  68980. indexLast = normals.length - 3;
  68981. }
  68982. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  68983. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  68984. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  68985. normals[indexLast] = normals[indexFirst];
  68986. normals[indexLast + 1] = normals[indexFirst + 1];
  68987. normals[indexLast + 2] = normals[indexFirst + 2];
  68988. }
  68989. }
  68990. if (!(instance.areNormalsFrozen)) {
  68991. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  68992. }
  68993. }
  68994. return instance;
  68995. }
  68996. else { // new ribbon creation
  68997. var ribbon = new BABYLON.Mesh(name, scene);
  68998. ribbon._originalBuilderSideOrientation = sideOrientation;
  68999. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69000. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69001. if (closePath) {
  69002. ribbon._creationDataStorage.idx = vertexData._idx;
  69003. }
  69004. ribbon._creationDataStorage.closePath = closePath;
  69005. ribbon._creationDataStorage.closeArray = closeArray;
  69006. vertexData.applyToMesh(ribbon, updatable);
  69007. return ribbon;
  69008. }
  69009. };
  69010. /**
  69011. * Creates a cylinder or a cone mesh
  69012. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69013. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69014. * * 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.
  69015. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69016. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69017. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69018. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69019. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69020. * * 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).
  69021. * * 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
  69022. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69023. * * 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
  69024. * * 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.
  69025. * * If `enclose` is false, a ring surface is one element.
  69026. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69027. * * 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
  69028. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69029. * * 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
  69030. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69031. * @param name defines the name of the mesh
  69032. * @param options defines the options used to create the mesh
  69033. * @param scene defines the hosting scene
  69034. * @returns the cylinder mesh
  69035. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  69036. */
  69037. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69038. var cylinder = new BABYLON.Mesh(name, scene);
  69039. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69040. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69041. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69042. vertexData.applyToMesh(cylinder, options.updatable);
  69043. return cylinder;
  69044. };
  69045. /**
  69046. * Creates a torus mesh
  69047. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69048. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69049. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69050. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69051. * * 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
  69052. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69053. * @param name defines the name of the mesh
  69054. * @param options defines the options used to create the mesh
  69055. * @param scene defines the hosting scene
  69056. * @returns the torus mesh
  69057. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  69058. */
  69059. MeshBuilder.CreateTorus = function (name, options, scene) {
  69060. var torus = new BABYLON.Mesh(name, scene);
  69061. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69062. torus._originalBuilderSideOrientation = options.sideOrientation;
  69063. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69064. vertexData.applyToMesh(torus, options.updatable);
  69065. return torus;
  69066. };
  69067. /**
  69068. * Creates a torus knot mesh
  69069. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69070. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69071. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69072. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69073. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69074. * * 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
  69075. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69076. * @param name defines the name of the mesh
  69077. * @param options defines the options used to create the mesh
  69078. * @param scene defines the hosting scene
  69079. * @returns the torus knot mesh
  69080. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  69081. */
  69082. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69083. var torusKnot = new BABYLON.Mesh(name, scene);
  69084. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69085. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69086. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69087. vertexData.applyToMesh(torusKnot, options.updatable);
  69088. return torusKnot;
  69089. };
  69090. /**
  69091. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69092. * * 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
  69093. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69094. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69095. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69096. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69097. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69098. * * 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
  69099. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69100. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69101. * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69102. * @param name defines the name of the new line system
  69103. * @param options defines the options used to create the line system
  69104. * @param scene defines the hosting scene
  69105. * @returns a new line system mesh
  69106. */
  69107. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69108. var instance = options.instance;
  69109. var lines = options.lines;
  69110. var colors = options.colors;
  69111. if (instance) { // lines update
  69112. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69113. var vertexColor;
  69114. var lineColors;
  69115. if (colors) {
  69116. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69117. }
  69118. var i = 0;
  69119. var c = 0;
  69120. for (var l = 0; l < lines.length; l++) {
  69121. var points = lines[l];
  69122. for (var p = 0; p < points.length; p++) {
  69123. positions[i] = points[p].x;
  69124. positions[i + 1] = points[p].y;
  69125. positions[i + 2] = points[p].z;
  69126. if (colors && vertexColor) {
  69127. lineColors = colors[l];
  69128. vertexColor[c] = lineColors[p].r;
  69129. vertexColor[c + 1] = lineColors[p].g;
  69130. vertexColor[c + 2] = lineColors[p].b;
  69131. vertexColor[c + 3] = lineColors[p].a;
  69132. c += 4;
  69133. }
  69134. i += 3;
  69135. }
  69136. }
  69137. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69138. if (colors && vertexColor) {
  69139. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69140. }
  69141. return instance;
  69142. }
  69143. // line system creation
  69144. var useVertexColor = (colors) ? true : false;
  69145. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69146. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69147. vertexData.applyToMesh(lineSystem, options.updatable);
  69148. return lineSystem;
  69149. };
  69150. /**
  69151. * Creates a line mesh
  69152. * 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
  69153. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69154. * * The parameter `points` is an array successive Vector3
  69155. * * 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
  69156. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69157. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69158. * * When updating an instance, remember that only point positions can change, not the number of points
  69159. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69160. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
  69161. * @param name defines the name of the new line system
  69162. * @param options defines the options used to create the line system
  69163. * @param scene defines the hosting scene
  69164. * @returns a new line mesh
  69165. */
  69166. MeshBuilder.CreateLines = function (name, options, scene) {
  69167. if (scene === void 0) { scene = null; }
  69168. var colors = (options.colors) ? [options.colors] : null;
  69169. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69170. return lines;
  69171. };
  69172. /**
  69173. * Creates a dashed line mesh
  69174. * * 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
  69175. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69176. * * The parameter `points` is an array successive Vector3
  69177. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69178. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69179. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69180. * * 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
  69181. * * When updating an instance, remember that only point positions can change, not the number of points
  69182. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69183. * @param name defines the name of the mesh
  69184. * @param options defines the options used to create the mesh
  69185. * @param scene defines the hosting scene
  69186. * @returns the dashed line mesh
  69187. * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69188. */
  69189. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69190. if (scene === void 0) { scene = null; }
  69191. var points = options.points;
  69192. var instance = options.instance;
  69193. var gapSize = options.gapSize || 1;
  69194. var dashSize = options.dashSize || 3;
  69195. if (instance) { // dashed lines update
  69196. var positionFunction = function (positions) {
  69197. var curvect = BABYLON.Vector3.Zero();
  69198. var nbSeg = positions.length / 6;
  69199. var lg = 0;
  69200. var nb = 0;
  69201. var shft = 0;
  69202. var dashshft = 0;
  69203. var curshft = 0;
  69204. var p = 0;
  69205. var i = 0;
  69206. var j = 0;
  69207. for (i = 0; i < points.length - 1; i++) {
  69208. points[i + 1].subtractToRef(points[i], curvect);
  69209. lg += curvect.length();
  69210. }
  69211. shft = lg / nbSeg;
  69212. var dashSize = instance._creationDataStorage.dashSize;
  69213. var gapSize = instance._creationDataStorage.gapSize;
  69214. dashshft = dashSize * shft / (dashSize + gapSize);
  69215. for (i = 0; i < points.length - 1; i++) {
  69216. points[i + 1].subtractToRef(points[i], curvect);
  69217. nb = Math.floor(curvect.length() / shft);
  69218. curvect.normalize();
  69219. j = 0;
  69220. while (j < nb && p < positions.length) {
  69221. curshft = shft * j;
  69222. positions[p] = points[i].x + curshft * curvect.x;
  69223. positions[p + 1] = points[i].y + curshft * curvect.y;
  69224. positions[p + 2] = points[i].z + curshft * curvect.z;
  69225. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69226. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69227. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69228. p += 6;
  69229. j++;
  69230. }
  69231. }
  69232. while (p < positions.length) {
  69233. positions[p] = points[i].x;
  69234. positions[p + 1] = points[i].y;
  69235. positions[p + 2] = points[i].z;
  69236. p += 3;
  69237. }
  69238. };
  69239. instance.updateMeshPositions(positionFunction, false);
  69240. return instance;
  69241. }
  69242. // dashed lines creation
  69243. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69244. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69245. vertexData.applyToMesh(dashedLines, options.updatable);
  69246. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69247. dashedLines._creationDataStorage.dashSize = dashSize;
  69248. dashedLines._creationDataStorage.gapSize = gapSize;
  69249. return dashedLines;
  69250. };
  69251. /**
  69252. * 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.
  69253. * * 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.
  69254. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69255. * * 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.
  69256. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69257. * * 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
  69258. * * 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
  69259. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69260. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69261. * * 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
  69262. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69263. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69264. * @param name defines the name of the mesh
  69265. * @param options defines the options used to create the mesh
  69266. * @param scene defines the hosting scene
  69267. * @returns the extruded shape mesh
  69268. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69269. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69270. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69271. */
  69272. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  69273. if (scene === void 0) { scene = null; }
  69274. var path = options.path;
  69275. var shape = options.shape;
  69276. var scale = options.scale || 1;
  69277. var rotation = options.rotation || 0;
  69278. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69279. var updatable = options.updatable;
  69280. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69281. var instance = options.instance || null;
  69282. var invertUV = options.invertUV || false;
  69283. 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);
  69284. };
  69285. /**
  69286. * Creates an custom extruded shape mesh.
  69287. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69288. * * 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.
  69289. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69290. * * 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
  69291. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  69292. * * 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
  69293. * * It must returns a float value that will be the scale value applied to the shape on each path point
  69294. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  69295. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  69296. * * 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
  69297. * * 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
  69298. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  69299. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69300. * * 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
  69301. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69302. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69303. * @param name defines the name of the mesh
  69304. * @param options defines the options used to create the mesh
  69305. * @param scene defines the hosting scene
  69306. * @returns the custom extruded shape mesh
  69307. * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  69308. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69309. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69310. */
  69311. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  69312. var path = options.path;
  69313. var shape = options.shape;
  69314. var scaleFunction = options.scaleFunction || (function () { return 1; });
  69315. var rotationFunction = options.rotationFunction || (function () { return 0; });
  69316. var ribbonCloseArray = options.ribbonCloseArray || false;
  69317. var ribbonClosePath = options.ribbonClosePath || false;
  69318. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69319. var updatable = options.updatable;
  69320. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69321. var instance = options.instance;
  69322. var invertUV = options.invertUV || false;
  69323. 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);
  69324. };
  69325. /**
  69326. * Creates lathe mesh.
  69327. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  69328. * * 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
  69329. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  69330. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  69331. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  69332. * * 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
  69333. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  69334. * * 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
  69335. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69336. * * 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
  69337. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69338. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69339. * @param name defines the name of the mesh
  69340. * @param options defines the options used to create the mesh
  69341. * @param scene defines the hosting scene
  69342. * @returns the lathe mesh
  69343. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
  69344. */
  69345. MeshBuilder.CreateLathe = function (name, options, scene) {
  69346. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  69347. var closed = (options.closed === undefined) ? true : options.closed;
  69348. var shape = options.shape;
  69349. var radius = options.radius || 1;
  69350. var tessellation = options.tessellation || 64;
  69351. var clip = options.clip || 0;
  69352. var updatable = options.updatable;
  69353. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69354. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69355. var pi2 = Math.PI * 2;
  69356. var paths = new Array();
  69357. var invertUV = options.invertUV || false;
  69358. var i = 0;
  69359. var p = 0;
  69360. var step = pi2 / tessellation * arc;
  69361. var rotated;
  69362. var path = new Array();
  69363. for (i = 0; i <= tessellation - clip; i++) {
  69364. var path = [];
  69365. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  69366. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  69367. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  69368. }
  69369. for (p = 0; p < shape.length; p++) {
  69370. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  69371. path.push(rotated);
  69372. }
  69373. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  69374. 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));
  69375. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  69376. }
  69377. paths.push(path);
  69378. }
  69379. // lathe ribbon
  69380. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69381. return lathe;
  69382. };
  69383. /**
  69384. * Creates a plane mesh
  69385. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  69386. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  69387. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  69388. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69389. * * 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
  69390. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69391. * @param name defines the name of the mesh
  69392. * @param options defines the options used to create the mesh
  69393. * @param scene defines the hosting scene
  69394. * @returns the plane mesh
  69395. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69396. */
  69397. MeshBuilder.CreatePlane = function (name, options, scene) {
  69398. var plane = new BABYLON.Mesh(name, scene);
  69399. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69400. plane._originalBuilderSideOrientation = options.sideOrientation;
  69401. var vertexData = BABYLON.VertexData.CreatePlane(options);
  69402. vertexData.applyToMesh(plane, options.updatable);
  69403. if (options.sourcePlane) {
  69404. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  69405. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  69406. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  69407. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  69408. plane.rotate(vectorProduct, product);
  69409. }
  69410. }
  69411. return plane;
  69412. };
  69413. /**
  69414. * Creates a ground mesh
  69415. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  69416. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  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 ground mesh
  69422. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69423. */
  69424. MeshBuilder.CreateGround = function (name, options, scene) {
  69425. var ground = new BABYLON.GroundMesh(name, scene);
  69426. ground._setReady(false);
  69427. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  69428. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  69429. ground._width = options.width || 1;
  69430. ground._height = options.height || 1;
  69431. ground._maxX = ground._width / 2;
  69432. ground._maxZ = ground._height / 2;
  69433. ground._minX = -ground._maxX;
  69434. ground._minZ = -ground._maxZ;
  69435. var vertexData = BABYLON.VertexData.CreateGround(options);
  69436. vertexData.applyToMesh(ground, options.updatable);
  69437. ground._setReady(true);
  69438. return ground;
  69439. };
  69440. /**
  69441. * Creates a tiled ground mesh
  69442. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  69443. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  69444. * * 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
  69445. * * 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
  69446. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69447. * @param name defines the name of the mesh
  69448. * @param options defines the options used to create the mesh
  69449. * @param scene defines the hosting scene
  69450. * @returns the tiled ground mesh
  69451. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  69452. */
  69453. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  69454. var tiledGround = new BABYLON.Mesh(name, scene);
  69455. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  69456. vertexData.applyToMesh(tiledGround, options.updatable);
  69457. return tiledGround;
  69458. };
  69459. /**
  69460. * Creates a ground mesh from a height map
  69461. * * The parameter `url` sets the URL of the height map image resource.
  69462. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  69463. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  69464. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  69465. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  69466. * * 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.
  69467. * * 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).
  69468. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  69469. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69470. * @param name defines the name of the mesh
  69471. * @param url defines the url to the height map
  69472. * @param options defines the options used to create the mesh
  69473. * @param scene defines the hosting scene
  69474. * @returns the ground mesh
  69475. * @see http://doc.babylonjs.com/babylon101/height_map
  69476. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  69477. */
  69478. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  69479. var width = options.width || 10.0;
  69480. var height = options.height || 10.0;
  69481. var subdivisions = options.subdivisions || 1 | 0;
  69482. var minHeight = options.minHeight || 0.0;
  69483. var maxHeight = options.maxHeight || 1.0;
  69484. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  69485. var alphaFilter = options.alphaFilter || 0.0;
  69486. var updatable = options.updatable;
  69487. var onReady = options.onReady;
  69488. var ground = new BABYLON.GroundMesh(name, scene);
  69489. ground._subdivisionsX = subdivisions;
  69490. ground._subdivisionsY = subdivisions;
  69491. ground._width = width;
  69492. ground._height = height;
  69493. ground._maxX = ground._width / 2.0;
  69494. ground._maxZ = ground._height / 2.0;
  69495. ground._minX = -ground._maxX;
  69496. ground._minZ = -ground._maxZ;
  69497. ground._setReady(false);
  69498. var onload = function (img) {
  69499. // Getting height map data
  69500. var canvas = document.createElement("canvas");
  69501. var context = canvas.getContext("2d");
  69502. if (!context) {
  69503. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  69504. }
  69505. if (scene.isDisposed) {
  69506. return;
  69507. }
  69508. var bufferWidth = img.width;
  69509. var bufferHeight = img.height;
  69510. canvas.width = bufferWidth;
  69511. canvas.height = bufferHeight;
  69512. context.drawImage(img, 0, 0);
  69513. // Create VertexData from map data
  69514. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  69515. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  69516. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  69517. width: width, height: height,
  69518. subdivisions: subdivisions,
  69519. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  69520. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  69521. alphaFilter: alphaFilter
  69522. });
  69523. vertexData.applyToMesh(ground, updatable);
  69524. //execute ready callback, if set
  69525. if (onReady) {
  69526. onReady(ground);
  69527. }
  69528. ground._setReady(true);
  69529. };
  69530. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  69531. return ground;
  69532. };
  69533. /**
  69534. * Creates a polygon mesh
  69535. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  69536. * * 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
  69537. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69538. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69539. * * 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)
  69540. * * Remember you can only change the shape positions, not their number when updating a polygon
  69541. * @param name defines the name of the mesh
  69542. * @param options defines the options used to create the mesh
  69543. * @param scene defines the hosting scene
  69544. * @returns the polygon mesh
  69545. */
  69546. MeshBuilder.CreatePolygon = function (name, options, scene) {
  69547. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69548. var shape = options.shape;
  69549. var holes = options.holes || [];
  69550. var depth = options.depth || 0;
  69551. var contours = [];
  69552. var hole = [];
  69553. for (var i = 0; i < shape.length; i++) {
  69554. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  69555. }
  69556. var epsilon = 0.00000001;
  69557. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  69558. contours.pop();
  69559. }
  69560. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  69561. for (var hNb = 0; hNb < holes.length; hNb++) {
  69562. hole = [];
  69563. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  69564. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  69565. }
  69566. polygonTriangulation.addHole(hole);
  69567. }
  69568. var polygon = polygonTriangulation.build(options.updatable, depth);
  69569. polygon._originalBuilderSideOrientation = options.sideOrientation;
  69570. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  69571. vertexData.applyToMesh(polygon, options.updatable);
  69572. return polygon;
  69573. };
  69574. /**
  69575. * Creates an extruded polygon mesh, with depth in the Y direction.
  69576. * * 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)
  69577. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69578. * @param name defines the name of the mesh
  69579. * @param options defines the options used to create the mesh
  69580. * @param scene defines the hosting scene
  69581. * @returns the polygon mesh
  69582. */
  69583. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  69584. return MeshBuilder.CreatePolygon(name, options, scene);
  69585. };
  69586. /**
  69587. * Creates a tube mesh.
  69588. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69589. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  69590. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  69591. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  69592. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  69593. * * 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)
  69594. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  69595. * * 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
  69596. * * 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
  69597. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69598. * * 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
  69599. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69600. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69601. * @param name defines the name of the mesh
  69602. * @param options defines the options used to create the mesh
  69603. * @param scene defines the hosting scene
  69604. * @returns the tube mesh
  69605. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69606. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  69607. */
  69608. MeshBuilder.CreateTube = function (name, options, scene) {
  69609. var path = options.path;
  69610. var instance = options.instance;
  69611. var radius = 1.0;
  69612. if (options.radius !== undefined) {
  69613. radius = options.radius;
  69614. }
  69615. else if (instance) {
  69616. radius = instance._creationDataStorage.radius;
  69617. }
  69618. var tessellation = options.tessellation || 64 | 0;
  69619. var radiusFunction = options.radiusFunction || null;
  69620. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69621. var invertUV = options.invertUV || false;
  69622. var updatable = options.updatable;
  69623. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69624. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  69625. // tube geometry
  69626. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  69627. var tangents = path3D.getTangents();
  69628. var normals = path3D.getNormals();
  69629. var distances = path3D.getDistances();
  69630. var pi2 = Math.PI * 2;
  69631. var step = pi2 / tessellation * arc;
  69632. var returnRadius = function () { return radius; };
  69633. var radiusFunctionFinal = radiusFunction || returnRadius;
  69634. var circlePath;
  69635. var rad;
  69636. var normal;
  69637. var rotated;
  69638. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  69639. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  69640. for (var i = 0; i < path.length; i++) {
  69641. rad = radiusFunctionFinal(i, distances[i]); // current radius
  69642. circlePath = Array(); // current circle array
  69643. normal = normals[i]; // current normal
  69644. for (var t = 0; t < tessellation; t++) {
  69645. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  69646. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  69647. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  69648. rotated.scaleInPlace(rad).addInPlace(path[i]);
  69649. circlePath[t] = rotated;
  69650. }
  69651. circlePaths[index] = circlePath;
  69652. index++;
  69653. }
  69654. // cap
  69655. var capPath = function (nbPoints, pathIndex) {
  69656. var pointCap = Array();
  69657. for (var i = 0; i < nbPoints; i++) {
  69658. pointCap.push(path[pathIndex]);
  69659. }
  69660. return pointCap;
  69661. };
  69662. switch (cap) {
  69663. case BABYLON.Mesh.NO_CAP:
  69664. break;
  69665. case BABYLON.Mesh.CAP_START:
  69666. circlePaths[0] = capPath(tessellation, 0);
  69667. circlePaths[1] = circlePaths[2].slice(0);
  69668. break;
  69669. case BABYLON.Mesh.CAP_END:
  69670. circlePaths[index] = circlePaths[index - 1].slice(0);
  69671. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  69672. break;
  69673. case BABYLON.Mesh.CAP_ALL:
  69674. circlePaths[0] = capPath(tessellation, 0);
  69675. circlePaths[1] = circlePaths[2].slice(0);
  69676. circlePaths[index] = circlePaths[index - 1].slice(0);
  69677. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  69678. break;
  69679. default:
  69680. break;
  69681. }
  69682. return circlePaths;
  69683. };
  69684. var path3D;
  69685. var pathArray;
  69686. if (instance) { // tube update
  69687. var storage = instance._creationDataStorage;
  69688. var arc = options.arc || storage.arc;
  69689. path3D = storage.path3D.update(path);
  69690. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  69691. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  69692. // Update mode, no need to recreate the storage.
  69693. storage.path3D = path3D;
  69694. storage.pathArray = pathArray;
  69695. storage.arc = arc;
  69696. storage.radius = radius;
  69697. return instance;
  69698. }
  69699. // tube creation
  69700. path3D = new BABYLON.Path3D(path);
  69701. var newPathArray = new Array();
  69702. cap = (cap < 0 || cap > 3) ? 0 : cap;
  69703. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  69704. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69705. tube._creationDataStorage.pathArray = pathArray;
  69706. tube._creationDataStorage.path3D = path3D;
  69707. tube._creationDataStorage.tessellation = tessellation;
  69708. tube._creationDataStorage.cap = cap;
  69709. tube._creationDataStorage.arc = options.arc;
  69710. tube._creationDataStorage.radius = radius;
  69711. return tube;
  69712. };
  69713. /**
  69714. * Creates a polyhedron mesh
  69715. * * 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
  69716. * * The parameter `size` (positive float, default 1) sets the polygon size
  69717. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  69718. * * 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`
  69719. * * 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
  69720. * * 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)`)
  69721. * * 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
  69722. * * 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
  69723. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69724. * * 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
  69725. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69726. * @param name defines the name of the mesh
  69727. * @param options defines the options used to create the mesh
  69728. * @param scene defines the hosting scene
  69729. * @returns the polyhedron mesh
  69730. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
  69731. */
  69732. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  69733. var polyhedron = new BABYLON.Mesh(name, scene);
  69734. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69735. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  69736. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  69737. vertexData.applyToMesh(polyhedron, options.updatable);
  69738. return polyhedron;
  69739. };
  69740. /**
  69741. * Creates a decal mesh.
  69742. * 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
  69743. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  69744. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  69745. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  69746. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  69747. * @param name defines the name of the mesh
  69748. * @param sourceMesh defines the mesh where the decal must be applied
  69749. * @param options defines the options used to create the mesh
  69750. * @param scene defines the hosting scene
  69751. * @returns the decal mesh
  69752. * @see http://doc.babylonjs.com/how_to/decals
  69753. */
  69754. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  69755. var indices = sourceMesh.getIndices();
  69756. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69757. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69758. var position = options.position || BABYLON.Vector3.Zero();
  69759. var normal = options.normal || BABYLON.Vector3.Up();
  69760. var size = options.size || BABYLON.Vector3.One();
  69761. var angle = options.angle || 0;
  69762. // Getting correct rotation
  69763. if (!normal) {
  69764. var target = new BABYLON.Vector3(0, 0, 1);
  69765. var camera = sourceMesh.getScene().activeCamera;
  69766. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  69767. normal = camera.globalPosition.subtract(cameraWorldTarget);
  69768. }
  69769. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  69770. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  69771. var pitch = Math.atan2(normal.y, len);
  69772. // Matrix
  69773. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  69774. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  69775. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  69776. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  69777. var vertexData = new BABYLON.VertexData();
  69778. vertexData.indices = [];
  69779. vertexData.positions = [];
  69780. vertexData.normals = [];
  69781. vertexData.uvs = [];
  69782. var currentVertexDataIndex = 0;
  69783. var extractDecalVector3 = function (indexId) {
  69784. var result = new BABYLON.PositionNormalVertex();
  69785. if (!indices || !positions || !normals) {
  69786. return result;
  69787. }
  69788. var vertexId = indices[indexId];
  69789. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  69790. // Send vector to decal local world
  69791. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  69792. // Get normal
  69793. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  69794. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  69795. return result;
  69796. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  69797. var clip = function (vertices, axis) {
  69798. if (vertices.length === 0) {
  69799. return vertices;
  69800. }
  69801. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  69802. var clipVertices = function (v0, v1) {
  69803. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  69804. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  69805. };
  69806. var result = new Array();
  69807. for (var index = 0; index < vertices.length; index += 3) {
  69808. var v1Out;
  69809. var v2Out;
  69810. var v3Out;
  69811. var total = 0;
  69812. var nV1 = null;
  69813. var nV2 = null;
  69814. var nV3 = null;
  69815. var nV4 = null;
  69816. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  69817. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  69818. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  69819. v1Out = d1 > 0;
  69820. v2Out = d2 > 0;
  69821. v3Out = d3 > 0;
  69822. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  69823. switch (total) {
  69824. case 0:
  69825. result.push(vertices[index]);
  69826. result.push(vertices[index + 1]);
  69827. result.push(vertices[index + 2]);
  69828. break;
  69829. case 1:
  69830. if (v1Out) {
  69831. nV1 = vertices[index + 1];
  69832. nV2 = vertices[index + 2];
  69833. nV3 = clipVertices(vertices[index], nV1);
  69834. nV4 = clipVertices(vertices[index], nV2);
  69835. }
  69836. if (v2Out) {
  69837. nV1 = vertices[index];
  69838. nV2 = vertices[index + 2];
  69839. nV3 = clipVertices(vertices[index + 1], nV1);
  69840. nV4 = clipVertices(vertices[index + 1], nV2);
  69841. result.push(nV3);
  69842. result.push(nV2.clone());
  69843. result.push(nV1.clone());
  69844. result.push(nV2.clone());
  69845. result.push(nV3.clone());
  69846. result.push(nV4);
  69847. break;
  69848. }
  69849. if (v3Out) {
  69850. nV1 = vertices[index];
  69851. nV2 = vertices[index + 1];
  69852. nV3 = clipVertices(vertices[index + 2], nV1);
  69853. nV4 = clipVertices(vertices[index + 2], nV2);
  69854. }
  69855. if (nV1 && nV2 && nV3 && nV4) {
  69856. result.push(nV1.clone());
  69857. result.push(nV2.clone());
  69858. result.push(nV3);
  69859. result.push(nV4);
  69860. result.push(nV3.clone());
  69861. result.push(nV2.clone());
  69862. }
  69863. break;
  69864. case 2:
  69865. if (!v1Out) {
  69866. nV1 = vertices[index].clone();
  69867. nV2 = clipVertices(nV1, vertices[index + 1]);
  69868. nV3 = clipVertices(nV1, vertices[index + 2]);
  69869. result.push(nV1);
  69870. result.push(nV2);
  69871. result.push(nV3);
  69872. }
  69873. if (!v2Out) {
  69874. nV1 = vertices[index + 1].clone();
  69875. nV2 = clipVertices(nV1, vertices[index + 2]);
  69876. nV3 = clipVertices(nV1, vertices[index]);
  69877. result.push(nV1);
  69878. result.push(nV2);
  69879. result.push(nV3);
  69880. }
  69881. if (!v3Out) {
  69882. nV1 = vertices[index + 2].clone();
  69883. nV2 = clipVertices(nV1, vertices[index]);
  69884. nV3 = clipVertices(nV1, vertices[index + 1]);
  69885. result.push(nV1);
  69886. result.push(nV2);
  69887. result.push(nV3);
  69888. }
  69889. break;
  69890. case 3:
  69891. break;
  69892. }
  69893. }
  69894. return result;
  69895. };
  69896. for (var index = 0; index < indices.length; index += 3) {
  69897. var faceVertices = new Array();
  69898. faceVertices.push(extractDecalVector3(index));
  69899. faceVertices.push(extractDecalVector3(index + 1));
  69900. faceVertices.push(extractDecalVector3(index + 2));
  69901. // Clip
  69902. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  69903. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  69904. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  69905. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  69906. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  69907. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  69908. if (faceVertices.length === 0) {
  69909. continue;
  69910. }
  69911. // Add UVs and get back to world
  69912. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  69913. var vertex = faceVertices[vIndex];
  69914. //TODO check for Int32Array | Uint32Array | Uint16Array
  69915. vertexData.indices.push(currentVertexDataIndex);
  69916. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  69917. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  69918. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  69919. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  69920. currentVertexDataIndex++;
  69921. }
  69922. }
  69923. // Return mesh
  69924. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  69925. vertexData.applyToMesh(decal);
  69926. decal.position = position.clone();
  69927. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  69928. return decal;
  69929. };
  69930. // Privates
  69931. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  69932. // extrusion geometry
  69933. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  69934. var tangents = path3D.getTangents();
  69935. var normals = path3D.getNormals();
  69936. var binormals = path3D.getBinormals();
  69937. var distances = path3D.getDistances();
  69938. var angle = 0;
  69939. var returnScale = function () { return scale !== null ? scale : 1; };
  69940. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  69941. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  69942. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  69943. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  69944. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  69945. for (var i = 0; i < curve.length; i++) {
  69946. var shapePath = new Array();
  69947. var angleStep = rotate(i, distances[i]);
  69948. var scaleRatio = scl(i, distances[i]);
  69949. for (var p = 0; p < shape.length; p++) {
  69950. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  69951. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  69952. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  69953. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  69954. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  69955. shapePath[p] = rotated;
  69956. }
  69957. shapePaths[index] = shapePath;
  69958. angle += angleStep;
  69959. index++;
  69960. }
  69961. // cap
  69962. var capPath = function (shapePath) {
  69963. var pointCap = Array();
  69964. var barycenter = BABYLON.Vector3.Zero();
  69965. var i;
  69966. for (i = 0; i < shapePath.length; i++) {
  69967. barycenter.addInPlace(shapePath[i]);
  69968. }
  69969. barycenter.scaleInPlace(1.0 / shapePath.length);
  69970. for (i = 0; i < shapePath.length; i++) {
  69971. pointCap.push(barycenter);
  69972. }
  69973. return pointCap;
  69974. };
  69975. switch (cap) {
  69976. case BABYLON.Mesh.NO_CAP:
  69977. break;
  69978. case BABYLON.Mesh.CAP_START:
  69979. shapePaths[0] = capPath(shapePaths[2]);
  69980. shapePaths[1] = shapePaths[2];
  69981. break;
  69982. case BABYLON.Mesh.CAP_END:
  69983. shapePaths[index] = shapePaths[index - 1];
  69984. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  69985. break;
  69986. case BABYLON.Mesh.CAP_ALL:
  69987. shapePaths[0] = capPath(shapePaths[2]);
  69988. shapePaths[1] = shapePaths[2];
  69989. shapePaths[index] = shapePaths[index - 1];
  69990. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  69991. break;
  69992. default:
  69993. break;
  69994. }
  69995. return shapePaths;
  69996. };
  69997. var path3D;
  69998. var pathArray;
  69999. if (instance) { // instance update
  70000. var storage = instance._creationDataStorage;
  70001. path3D = storage.path3D.update(curve);
  70002. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70003. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70004. return instance;
  70005. }
  70006. // extruded shape creation
  70007. path3D = new BABYLON.Path3D(curve);
  70008. var newShapePaths = new Array();
  70009. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70010. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70011. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70012. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70013. extrudedGeneric._creationDataStorage.path3D = path3D;
  70014. extrudedGeneric._creationDataStorage.cap = cap;
  70015. return extrudedGeneric;
  70016. };
  70017. return MeshBuilder;
  70018. }());
  70019. BABYLON.MeshBuilder = MeshBuilder;
  70020. })(BABYLON || (BABYLON = {}));
  70021. //# sourceMappingURL=babylon.meshBuilder.js.map
  70022. var BABYLON;
  70023. (function (BABYLON) {
  70024. /**
  70025. * Draco compression (https://google.github.io/draco/)
  70026. *
  70027. * This class wraps the Draco module.
  70028. *
  70029. * **Encoder**
  70030. *
  70031. * The encoder is not currently implemented.
  70032. *
  70033. * **Decoder**
  70034. *
  70035. * 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.
  70036. *
  70037. * To update the configuration, use the following code:
  70038. * ```javascript
  70039. * BABYLON.DracoCompression.Configuration = {
  70040. * decoder: {
  70041. * wasmUrl: "<url to the WebAssembly library>",
  70042. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70043. * fallbackUrl: "<url to the fallback JavaScript library>",
  70044. * }
  70045. * };
  70046. * ```
  70047. *
  70048. * 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.
  70049. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70050. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70051. *
  70052. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70053. * ```javascript
  70054. * var dracoCompression = new BABYLON.DracoCompression();
  70055. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70056. * [BABYLON.VertexBuffer.PositionKind]: 0
  70057. * });
  70058. * ```
  70059. *
  70060. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70061. */
  70062. var DracoCompression = /** @class */ (function () {
  70063. /**
  70064. * Constructor
  70065. */
  70066. function DracoCompression() {
  70067. }
  70068. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70069. /**
  70070. * Returns true if the decoder is available.
  70071. */
  70072. get: function () {
  70073. if (typeof DracoDecoderModule !== "undefined") {
  70074. return true;
  70075. }
  70076. var decoder = DracoCompression.Configuration.decoder;
  70077. if (decoder) {
  70078. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70079. return true;
  70080. }
  70081. if (decoder.fallbackUrl) {
  70082. return true;
  70083. }
  70084. }
  70085. return false;
  70086. },
  70087. enumerable: true,
  70088. configurable: true
  70089. });
  70090. /**
  70091. * Stop all async operations and release resources.
  70092. */
  70093. DracoCompression.prototype.dispose = function () {
  70094. };
  70095. /**
  70096. * Decode Draco compressed mesh data to vertex data.
  70097. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70098. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70099. * @returns A promise that resolves with the decoded vertex data
  70100. */
  70101. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70102. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70103. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70104. var module = wrappedModule.module;
  70105. var vertexData = new BABYLON.VertexData();
  70106. var buffer = new module.DecoderBuffer();
  70107. buffer.Init(dataView, dataView.byteLength);
  70108. var decoder = new module.Decoder();
  70109. var geometry;
  70110. var status;
  70111. try {
  70112. var type = decoder.GetEncodedGeometryType(buffer);
  70113. switch (type) {
  70114. case module.TRIANGULAR_MESH:
  70115. geometry = new module.Mesh();
  70116. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70117. break;
  70118. case module.POINT_CLOUD:
  70119. geometry = new module.PointCloud();
  70120. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70121. break;
  70122. default:
  70123. throw new Error("Invalid geometry type " + type);
  70124. }
  70125. if (!status.ok() || !geometry.ptr) {
  70126. throw new Error(status.error_msg());
  70127. }
  70128. var numPoints = geometry.num_points();
  70129. if (type === module.TRIANGULAR_MESH) {
  70130. var numFaces = geometry.num_faces();
  70131. var faceIndices = new module.DracoInt32Array();
  70132. try {
  70133. var indices = new Uint32Array(numFaces * 3);
  70134. for (var i = 0; i < numFaces; i++) {
  70135. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70136. var offset = i * 3;
  70137. indices[offset + 0] = faceIndices.GetValue(0);
  70138. indices[offset + 1] = faceIndices.GetValue(1);
  70139. indices[offset + 2] = faceIndices.GetValue(2);
  70140. }
  70141. vertexData.indices = indices;
  70142. }
  70143. finally {
  70144. module.destroy(faceIndices);
  70145. }
  70146. }
  70147. for (var kind in attributes) {
  70148. var uniqueId = attributes[kind];
  70149. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70150. var dracoData = new module.DracoFloat32Array();
  70151. try {
  70152. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70153. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70154. for (var i = 0; i < babylonData.length; i++) {
  70155. babylonData[i] = dracoData.GetValue(i);
  70156. }
  70157. vertexData.set(babylonData, kind);
  70158. }
  70159. finally {
  70160. module.destroy(dracoData);
  70161. }
  70162. }
  70163. }
  70164. finally {
  70165. if (geometry) {
  70166. module.destroy(geometry);
  70167. }
  70168. module.destroy(decoder);
  70169. module.destroy(buffer);
  70170. }
  70171. return vertexData;
  70172. });
  70173. };
  70174. DracoCompression._GetDecoderModule = function () {
  70175. if (!DracoCompression._DecoderModulePromise) {
  70176. var promise = null;
  70177. var config_1 = {};
  70178. if (typeof DracoDecoderModule !== "undefined") {
  70179. promise = Promise.resolve();
  70180. }
  70181. else {
  70182. var decoder = DracoCompression.Configuration.decoder;
  70183. if (decoder) {
  70184. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70185. promise = Promise.all([
  70186. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70187. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70188. config_1.wasmBinary = data;
  70189. })
  70190. ]);
  70191. }
  70192. else if (decoder.fallbackUrl) {
  70193. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70194. }
  70195. }
  70196. }
  70197. if (!promise) {
  70198. throw new Error("Draco decoder module is not available");
  70199. }
  70200. DracoCompression._DecoderModulePromise = promise.then(function () {
  70201. return new Promise(function (resolve) {
  70202. config_1.onModuleLoaded = function (decoderModule) {
  70203. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70204. resolve({ module: decoderModule });
  70205. };
  70206. DracoDecoderModule(config_1);
  70207. });
  70208. });
  70209. }
  70210. return DracoCompression._DecoderModulePromise;
  70211. };
  70212. DracoCompression._LoadScriptAsync = function (url) {
  70213. return new Promise(function (resolve, reject) {
  70214. BABYLON.Tools.LoadScript(url, function () {
  70215. resolve();
  70216. }, function (message) {
  70217. reject(new Error(message));
  70218. });
  70219. });
  70220. };
  70221. DracoCompression._LoadFileAsync = function (url) {
  70222. return new Promise(function (resolve, reject) {
  70223. BABYLON.Tools.LoadFile(url, function (data) {
  70224. resolve(data);
  70225. }, undefined, undefined, true, function (request, exception) {
  70226. reject(exception);
  70227. });
  70228. });
  70229. };
  70230. /**
  70231. * The configuration. Defaults to the following urls:
  70232. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70233. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70234. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70235. */
  70236. DracoCompression.Configuration = {
  70237. decoder: {
  70238. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70239. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70240. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70241. }
  70242. };
  70243. return DracoCompression;
  70244. }());
  70245. BABYLON.DracoCompression = DracoCompression;
  70246. })(BABYLON || (BABYLON = {}));
  70247. //# sourceMappingURL=babylon.dracoCompression.js.map
  70248. var BABYLON;
  70249. (function (BABYLON) {
  70250. // Sets the default audio engine to Babylon.js
  70251. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70252. /**
  70253. * This represents the default audio engine used in babylon.
  70254. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70255. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70256. */
  70257. var AudioEngine = /** @class */ (function () {
  70258. /**
  70259. * Instantiates a new audio engine.
  70260. *
  70261. * There should be only one per page as some browsers restrict the number
  70262. * of audio contexts you can create.
  70263. * @param hostElement defines the host element where to display the mute icon if necessary
  70264. */
  70265. function AudioEngine(hostElement) {
  70266. if (hostElement === void 0) { hostElement = null; }
  70267. var _this = this;
  70268. this._audioContext = null;
  70269. this._audioContextInitialized = false;
  70270. this._muteButton = null;
  70271. /**
  70272. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  70273. */
  70274. this.canUseWebAudio = false;
  70275. /**
  70276. * Defines if Babylon should emit a warning if WebAudio is not supported.
  70277. * @ignoreNaming
  70278. */
  70279. this.WarnedWebAudioUnsupported = false;
  70280. /**
  70281. * Gets whether or not mp3 are supported by your browser.
  70282. */
  70283. this.isMP3supported = false;
  70284. /**
  70285. * Gets whether or not ogg are supported by your browser.
  70286. */
  70287. this.isOGGsupported = false;
  70288. /**
  70289. * Gets whether audio has been unlocked on the device.
  70290. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  70291. * a user interaction has happened.
  70292. */
  70293. this.unlocked = true;
  70294. /**
  70295. * Defines if the audio engine relies on a custom unlocked button.
  70296. * In this case, the embedded button will not be displayed.
  70297. */
  70298. this.useCustomUnlockedButton = false;
  70299. /**
  70300. * Event raised when audio has been unlocked on the browser.
  70301. */
  70302. this.onAudioUnlockedObservable = new BABYLON.Observable();
  70303. /**
  70304. * Event raised when audio has been locked on the browser.
  70305. */
  70306. this.onAudioLockedObservable = new BABYLON.Observable();
  70307. this._tryToRun = false;
  70308. this._onResize = function () {
  70309. _this._moveButtonToTopLeft();
  70310. };
  70311. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  70312. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  70313. this.canUseWebAudio = true;
  70314. }
  70315. var audioElem = document.createElement('audio');
  70316. this._hostElement = hostElement;
  70317. try {
  70318. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  70319. this.isMP3supported = true;
  70320. }
  70321. }
  70322. catch (e) {
  70323. // protect error during capability check.
  70324. }
  70325. try {
  70326. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  70327. this.isOGGsupported = true;
  70328. }
  70329. }
  70330. catch (e) {
  70331. // protect error during capability check.
  70332. }
  70333. }
  70334. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  70335. /**
  70336. * Gets the current AudioContext if available.
  70337. */
  70338. get: function () {
  70339. if (!this._audioContextInitialized) {
  70340. this._initializeAudioContext();
  70341. }
  70342. else {
  70343. if (!this.unlocked && !this._muteButton) {
  70344. this._displayMuteButton();
  70345. }
  70346. }
  70347. return this._audioContext;
  70348. },
  70349. enumerable: true,
  70350. configurable: true
  70351. });
  70352. /**
  70353. * Flags the audio engine in Locked state.
  70354. * This happens due to new browser policies preventing audio to autoplay.
  70355. */
  70356. AudioEngine.prototype.lock = function () {
  70357. this._triggerSuspendedState();
  70358. };
  70359. /**
  70360. * Unlocks the audio engine once a user action has been done on the dom.
  70361. * This is helpful to resume play once browser policies have been satisfied.
  70362. */
  70363. AudioEngine.prototype.unlock = function () {
  70364. this._triggerRunningState();
  70365. };
  70366. AudioEngine.prototype._resumeAudioContext = function () {
  70367. var result;
  70368. if (this._audioContext.resume) {
  70369. result = this._audioContext.resume();
  70370. }
  70371. return result || Promise.resolve();
  70372. };
  70373. AudioEngine.prototype._initializeAudioContext = function () {
  70374. try {
  70375. if (this.canUseWebAudio) {
  70376. this._audioContext = new AudioContext();
  70377. // create a global volume gain node
  70378. this.masterGain = this._audioContext.createGain();
  70379. this.masterGain.gain.value = 1;
  70380. this.masterGain.connect(this._audioContext.destination);
  70381. this._audioContextInitialized = true;
  70382. if (this._audioContext.state === "running") {
  70383. // Do not wait for the promise to unlock.
  70384. this._triggerRunningState();
  70385. }
  70386. }
  70387. }
  70388. catch (e) {
  70389. this.canUseWebAudio = false;
  70390. BABYLON.Tools.Error("Web Audio: " + e.message);
  70391. }
  70392. };
  70393. AudioEngine.prototype._triggerRunningState = function () {
  70394. var _this = this;
  70395. if (this._tryToRun) {
  70396. return;
  70397. }
  70398. this._tryToRun = true;
  70399. this._resumeAudioContext()
  70400. .then(function () {
  70401. _this._tryToRun = false;
  70402. if (_this._muteButton) {
  70403. _this._hideMuteButton();
  70404. }
  70405. }).catch(function () {
  70406. _this._tryToRun = false;
  70407. _this.unlocked = false;
  70408. });
  70409. // Notify users that the audio stack is unlocked/unmuted
  70410. this.unlocked = true;
  70411. this.onAudioUnlockedObservable.notifyObservers(this);
  70412. };
  70413. AudioEngine.prototype._triggerSuspendedState = function () {
  70414. this.unlocked = false;
  70415. this.onAudioLockedObservable.notifyObservers(this);
  70416. this._displayMuteButton();
  70417. };
  70418. AudioEngine.prototype._displayMuteButton = function () {
  70419. var _this = this;
  70420. if (this.useCustomUnlockedButton) {
  70421. return;
  70422. }
  70423. this._muteButton = document.createElement("BUTTON");
  70424. this._muteButton.className = "babylonUnmuteIcon";
  70425. this._muteButton.id = "babylonUnmuteIconBtn";
  70426. this._muteButton.title = "Unmute";
  70427. 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) }";
  70428. var style = document.createElement('style');
  70429. style.appendChild(document.createTextNode(css));
  70430. document.getElementsByTagName('head')[0].appendChild(style);
  70431. document.body.appendChild(this._muteButton);
  70432. this._moveButtonToTopLeft();
  70433. this._muteButton.addEventListener('touchend', function () {
  70434. _this._triggerRunningState();
  70435. }, true);
  70436. this._muteButton.addEventListener('click', function () {
  70437. _this._triggerRunningState();
  70438. }, true);
  70439. window.addEventListener("resize", this._onResize);
  70440. };
  70441. AudioEngine.prototype._moveButtonToTopLeft = function () {
  70442. if (this._hostElement && this._muteButton) {
  70443. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  70444. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  70445. }
  70446. };
  70447. AudioEngine.prototype._hideMuteButton = function () {
  70448. if (this._muteButton) {
  70449. document.body.removeChild(this._muteButton);
  70450. this._muteButton = null;
  70451. }
  70452. };
  70453. /**
  70454. * Destroy and release the resources associated with the audio ccontext.
  70455. */
  70456. AudioEngine.prototype.dispose = function () {
  70457. if (this.canUseWebAudio && this._audioContextInitialized) {
  70458. if (this._connectedAnalyser && this._audioContext) {
  70459. this._connectedAnalyser.stopDebugCanvas();
  70460. this._connectedAnalyser.dispose();
  70461. this.masterGain.disconnect();
  70462. this.masterGain.connect(this._audioContext.destination);
  70463. this._connectedAnalyser = null;
  70464. }
  70465. this.masterGain.gain.value = 1;
  70466. }
  70467. this.WarnedWebAudioUnsupported = false;
  70468. this._hideMuteButton();
  70469. window.removeEventListener("resize", this._onResize);
  70470. this.onAudioUnlockedObservable.clear();
  70471. this.onAudioLockedObservable.clear();
  70472. };
  70473. /**
  70474. * Gets the global volume sets on the master gain.
  70475. * @returns the global volume if set or -1 otherwise
  70476. */
  70477. AudioEngine.prototype.getGlobalVolume = function () {
  70478. if (this.canUseWebAudio && this._audioContextInitialized) {
  70479. return this.masterGain.gain.value;
  70480. }
  70481. else {
  70482. return -1;
  70483. }
  70484. };
  70485. /**
  70486. * Sets the global volume of your experience (sets on the master gain).
  70487. * @param newVolume Defines the new global volume of the application
  70488. */
  70489. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  70490. if (this.canUseWebAudio && this._audioContextInitialized) {
  70491. this.masterGain.gain.value = newVolume;
  70492. }
  70493. };
  70494. /**
  70495. * Connect the audio engine to an audio analyser allowing some amazing
  70496. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  70497. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  70498. * @param analyser The analyser to connect to the engine
  70499. */
  70500. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  70501. if (this._connectedAnalyser) {
  70502. this._connectedAnalyser.stopDebugCanvas();
  70503. }
  70504. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  70505. this._connectedAnalyser = analyser;
  70506. this.masterGain.disconnect();
  70507. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  70508. }
  70509. };
  70510. return AudioEngine;
  70511. }());
  70512. BABYLON.AudioEngine = AudioEngine;
  70513. })(BABYLON || (BABYLON = {}));
  70514. //# sourceMappingURL=babylon.audioEngine.js.map
  70515. var BABYLON;
  70516. (function (BABYLON) {
  70517. /**
  70518. * Defines a sound that can be played in the application.
  70519. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  70520. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70521. */
  70522. var Sound = /** @class */ (function () {
  70523. /**
  70524. * Create a sound and attach it to a scene
  70525. * @param name Name of your sound
  70526. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  70527. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  70528. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  70529. */
  70530. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  70531. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  70532. var _this = this;
  70533. /**
  70534. * Does the sound autoplay once loaded.
  70535. */
  70536. this.autoplay = false;
  70537. /**
  70538. * Does the sound loop after it finishes playing once.
  70539. */
  70540. this.loop = false;
  70541. /**
  70542. * Does the sound use a custom attenuation curve to simulate the falloff
  70543. * happening when the source gets further away from the camera.
  70544. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  70545. */
  70546. this.useCustomAttenuation = false;
  70547. /**
  70548. * Is this sound currently played.
  70549. */
  70550. this.isPlaying = false;
  70551. /**
  70552. * Is this sound currently paused.
  70553. */
  70554. this.isPaused = false;
  70555. /**
  70556. * Does this sound enables spatial sound.
  70557. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70558. */
  70559. this.spatialSound = false;
  70560. /**
  70561. * Define the reference distance the sound should be heard perfectly.
  70562. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70563. */
  70564. this.refDistance = 1;
  70565. /**
  70566. * Define the roll off factor of spatial sounds.
  70567. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70568. */
  70569. this.rolloffFactor = 1;
  70570. /**
  70571. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  70572. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70573. */
  70574. this.maxDistance = 100;
  70575. /**
  70576. * Define the distance attenuation model the sound will follow.
  70577. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70578. */
  70579. this.distanceModel = "linear";
  70580. /**
  70581. * Observable event when the current playing sound finishes.
  70582. */
  70583. this.onEndedObservable = new BABYLON.Observable();
  70584. this._panningModel = "equalpower";
  70585. this._playbackRate = 1;
  70586. this._streaming = false;
  70587. this._startTime = 0;
  70588. this._startOffset = 0;
  70589. this._position = BABYLON.Vector3.Zero();
  70590. /** @hidden */
  70591. this._positionInEmitterSpace = false;
  70592. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  70593. this._volume = 1;
  70594. this._isReadyToPlay = false;
  70595. this._isDirectional = false;
  70596. // Used if you'd like to create a directional sound.
  70597. // If not set, the sound will be omnidirectional
  70598. this._coneInnerAngle = 360;
  70599. this._coneOuterAngle = 360;
  70600. this._coneOuterGain = 0;
  70601. this._isOutputConnected = false;
  70602. this._urlType = "Unknown";
  70603. this.name = name;
  70604. this._scene = scene;
  70605. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  70606. if (!compo) {
  70607. compo = new BABYLON.AudioSceneComponent(scene);
  70608. scene._addComponent(compo);
  70609. }
  70610. this._readyToPlayCallback = readyToPlayCallback;
  70611. // Default custom attenuation function is a linear attenuation
  70612. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  70613. if (currentDistance < maxDistance) {
  70614. return currentVolume * (1 - currentDistance / maxDistance);
  70615. }
  70616. else {
  70617. return 0;
  70618. }
  70619. };
  70620. if (options) {
  70621. this.autoplay = options.autoplay || false;
  70622. this.loop = options.loop || false;
  70623. // if volume === 0, we need another way to check this option
  70624. if (options.volume !== undefined) {
  70625. this._volume = options.volume;
  70626. }
  70627. this.spatialSound = options.spatialSound || false;
  70628. this.maxDistance = options.maxDistance || 100;
  70629. this.useCustomAttenuation = options.useCustomAttenuation || false;
  70630. this.rolloffFactor = options.rolloffFactor || 1;
  70631. this.refDistance = options.refDistance || 1;
  70632. this.distanceModel = options.distanceModel || "linear";
  70633. this._playbackRate = options.playbackRate || 1;
  70634. this._streaming = options.streaming || false;
  70635. }
  70636. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  70637. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  70638. this._soundGain.gain.value = this._volume;
  70639. this._inputAudioNode = this._soundGain;
  70640. this._outputAudioNode = this._soundGain;
  70641. if (this.spatialSound) {
  70642. this._createSpatialParameters();
  70643. }
  70644. this._scene.mainSoundTrack.AddSound(this);
  70645. var validParameter = true;
  70646. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  70647. if (urlOrArrayBuffer) {
  70648. try {
  70649. if (typeof (urlOrArrayBuffer) === "string") {
  70650. this._urlType = "String";
  70651. }
  70652. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  70653. this._urlType = "ArrayBuffer";
  70654. }
  70655. else if (urlOrArrayBuffer instanceof MediaStream) {
  70656. this._urlType = "MediaStream";
  70657. }
  70658. else if (Array.isArray(urlOrArrayBuffer)) {
  70659. this._urlType = "Array";
  70660. }
  70661. var urls = [];
  70662. var codecSupportedFound = false;
  70663. switch (this._urlType) {
  70664. case "MediaStream":
  70665. this._streaming = true;
  70666. this._isReadyToPlay = true;
  70667. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  70668. if (this.autoplay) {
  70669. this.play();
  70670. }
  70671. if (this._readyToPlayCallback) {
  70672. this._readyToPlayCallback();
  70673. }
  70674. break;
  70675. case "ArrayBuffer":
  70676. if (urlOrArrayBuffer.byteLength > 0) {
  70677. codecSupportedFound = true;
  70678. this._soundLoaded(urlOrArrayBuffer);
  70679. }
  70680. break;
  70681. case "String":
  70682. urls.push(urlOrArrayBuffer);
  70683. case "Array":
  70684. if (urls.length === 0) {
  70685. urls = urlOrArrayBuffer;
  70686. }
  70687. // If we found a supported format, we load it immediately and stop the loop
  70688. for (var i = 0; i < urls.length; i++) {
  70689. var url = urls[i];
  70690. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  70691. codecSupportedFound = true;
  70692. }
  70693. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  70694. codecSupportedFound = true;
  70695. }
  70696. if (url.indexOf(".wav", url.length - 4) !== -1) {
  70697. codecSupportedFound = true;
  70698. }
  70699. if (url.indexOf("blob:") !== -1) {
  70700. codecSupportedFound = true;
  70701. }
  70702. if (codecSupportedFound) {
  70703. // Loading sound using XHR2
  70704. if (!this._streaming) {
  70705. this._scene._loadFile(url, function (data) {
  70706. _this._soundLoaded(data);
  70707. }, undefined, true, true, function (exception) {
  70708. if (exception) {
  70709. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  70710. }
  70711. BABYLON.Tools.Error("Sound creation aborted.");
  70712. _this._scene.mainSoundTrack.RemoveSound(_this);
  70713. });
  70714. }
  70715. // Streaming sound using HTML5 Audio tag
  70716. else {
  70717. this._htmlAudioElement = new Audio(url);
  70718. this._htmlAudioElement.controls = false;
  70719. this._htmlAudioElement.loop = this.loop;
  70720. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  70721. this._htmlAudioElement.preload = "auto";
  70722. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  70723. _this._isReadyToPlay = true;
  70724. if (_this.autoplay) {
  70725. _this.play();
  70726. }
  70727. if (_this._readyToPlayCallback) {
  70728. _this._readyToPlayCallback();
  70729. }
  70730. });
  70731. document.body.appendChild(this._htmlAudioElement);
  70732. this._htmlAudioElement.load();
  70733. }
  70734. break;
  70735. }
  70736. }
  70737. break;
  70738. default:
  70739. validParameter = false;
  70740. break;
  70741. }
  70742. if (!validParameter) {
  70743. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  70744. }
  70745. else {
  70746. if (!codecSupportedFound) {
  70747. this._isReadyToPlay = true;
  70748. // Simulating a ready to play event to avoid breaking code path
  70749. if (this._readyToPlayCallback) {
  70750. window.setTimeout(function () {
  70751. if (_this._readyToPlayCallback) {
  70752. _this._readyToPlayCallback();
  70753. }
  70754. }, 1000);
  70755. }
  70756. }
  70757. }
  70758. }
  70759. catch (ex) {
  70760. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  70761. this._scene.mainSoundTrack.RemoveSound(this);
  70762. }
  70763. }
  70764. }
  70765. else {
  70766. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  70767. this._scene.mainSoundTrack.AddSound(this);
  70768. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  70769. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  70770. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  70771. }
  70772. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  70773. if (this._readyToPlayCallback) {
  70774. window.setTimeout(function () {
  70775. if (_this._readyToPlayCallback) {
  70776. _this._readyToPlayCallback();
  70777. }
  70778. }, 1000);
  70779. }
  70780. }
  70781. }
  70782. /**
  70783. * Release the sound and its associated resources
  70784. */
  70785. Sound.prototype.dispose = function () {
  70786. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70787. if (this.isPlaying) {
  70788. this.stop();
  70789. }
  70790. this._isReadyToPlay = false;
  70791. if (this.soundTrackId === -1) {
  70792. this._scene.mainSoundTrack.RemoveSound(this);
  70793. }
  70794. else if (this._scene.soundTracks) {
  70795. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  70796. }
  70797. if (this._soundGain) {
  70798. this._soundGain.disconnect();
  70799. this._soundGain = null;
  70800. }
  70801. if (this._soundPanner) {
  70802. this._soundPanner.disconnect();
  70803. this._soundPanner = null;
  70804. }
  70805. if (this._soundSource) {
  70806. this._soundSource.disconnect();
  70807. this._soundSource = null;
  70808. }
  70809. this._audioBuffer = null;
  70810. if (this._htmlAudioElement) {
  70811. this._htmlAudioElement.pause();
  70812. this._htmlAudioElement.src = "";
  70813. document.body.removeChild(this._htmlAudioElement);
  70814. }
  70815. if (this._streamingSource) {
  70816. this._streamingSource.disconnect();
  70817. }
  70818. if (this._connectedMesh && this._registerFunc) {
  70819. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  70820. this._connectedMesh = null;
  70821. }
  70822. }
  70823. };
  70824. /**
  70825. * Gets if the sounds is ready to be played or not.
  70826. * @returns true if ready, otherwise false
  70827. */
  70828. Sound.prototype.isReady = function () {
  70829. return this._isReadyToPlay;
  70830. };
  70831. Sound.prototype._soundLoaded = function (audioData) {
  70832. var _this = this;
  70833. if (!BABYLON.Engine.audioEngine.audioContext) {
  70834. return;
  70835. }
  70836. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  70837. _this._audioBuffer = buffer;
  70838. _this._isReadyToPlay = true;
  70839. if (_this.autoplay) {
  70840. _this.play();
  70841. }
  70842. if (_this._readyToPlayCallback) {
  70843. _this._readyToPlayCallback();
  70844. }
  70845. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  70846. };
  70847. /**
  70848. * Sets the data of the sound from an audiobuffer
  70849. * @param audioBuffer The audioBuffer containing the data
  70850. */
  70851. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  70852. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70853. this._audioBuffer = audioBuffer;
  70854. this._isReadyToPlay = true;
  70855. }
  70856. };
  70857. /**
  70858. * Updates the current sounds options such as maxdistance, loop...
  70859. * @param options A JSON object containing values named as the object properties
  70860. */
  70861. Sound.prototype.updateOptions = function (options) {
  70862. if (options) {
  70863. this.loop = options.loop || this.loop;
  70864. this.maxDistance = options.maxDistance || this.maxDistance;
  70865. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  70866. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  70867. this.refDistance = options.refDistance || this.refDistance;
  70868. this.distanceModel = options.distanceModel || this.distanceModel;
  70869. this._playbackRate = options.playbackRate || this._playbackRate;
  70870. this._updateSpatialParameters();
  70871. if (this.isPlaying) {
  70872. if (this._streaming && this._htmlAudioElement) {
  70873. this._htmlAudioElement.playbackRate = this._playbackRate;
  70874. }
  70875. else {
  70876. if (this._soundSource) {
  70877. this._soundSource.playbackRate.value = this._playbackRate;
  70878. }
  70879. }
  70880. }
  70881. }
  70882. };
  70883. Sound.prototype._createSpatialParameters = function () {
  70884. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  70885. if (this._scene.headphone) {
  70886. this._panningModel = "HRTF";
  70887. }
  70888. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  70889. this._updateSpatialParameters();
  70890. this._soundPanner.connect(this._outputAudioNode);
  70891. this._inputAudioNode = this._soundPanner;
  70892. }
  70893. };
  70894. Sound.prototype._updateSpatialParameters = function () {
  70895. if (this.spatialSound && this._soundPanner) {
  70896. if (this.useCustomAttenuation) {
  70897. // Tricks to disable in a way embedded Web Audio attenuation
  70898. this._soundPanner.distanceModel = "linear";
  70899. this._soundPanner.maxDistance = Number.MAX_VALUE;
  70900. this._soundPanner.refDistance = 1;
  70901. this._soundPanner.rolloffFactor = 1;
  70902. this._soundPanner.panningModel = this._panningModel;
  70903. }
  70904. else {
  70905. this._soundPanner.distanceModel = this.distanceModel;
  70906. this._soundPanner.maxDistance = this.maxDistance;
  70907. this._soundPanner.refDistance = this.refDistance;
  70908. this._soundPanner.rolloffFactor = this.rolloffFactor;
  70909. this._soundPanner.panningModel = this._panningModel;
  70910. }
  70911. }
  70912. };
  70913. /**
  70914. * Switch the panning model to HRTF:
  70915. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  70916. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70917. */
  70918. Sound.prototype.switchPanningModelToHRTF = function () {
  70919. this._panningModel = "HRTF";
  70920. this._switchPanningModel();
  70921. };
  70922. /**
  70923. * Switch the panning model to Equal Power:
  70924. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  70925. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70926. */
  70927. Sound.prototype.switchPanningModelToEqualPower = function () {
  70928. this._panningModel = "equalpower";
  70929. this._switchPanningModel();
  70930. };
  70931. Sound.prototype._switchPanningModel = function () {
  70932. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  70933. this._soundPanner.panningModel = this._panningModel;
  70934. }
  70935. };
  70936. /**
  70937. * Connect this sound to a sound track audio node like gain...
  70938. * @param soundTrackAudioNode the sound track audio node to connect to
  70939. */
  70940. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  70941. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70942. if (this._isOutputConnected) {
  70943. this._outputAudioNode.disconnect();
  70944. }
  70945. this._outputAudioNode.connect(soundTrackAudioNode);
  70946. this._isOutputConnected = true;
  70947. }
  70948. };
  70949. /**
  70950. * Transform this sound into a directional source
  70951. * @param coneInnerAngle Size of the inner cone in degree
  70952. * @param coneOuterAngle Size of the outer cone in degree
  70953. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  70954. */
  70955. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  70956. if (coneOuterAngle < coneInnerAngle) {
  70957. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  70958. return;
  70959. }
  70960. this._coneInnerAngle = coneInnerAngle;
  70961. this._coneOuterAngle = coneOuterAngle;
  70962. this._coneOuterGain = coneOuterGain;
  70963. this._isDirectional = true;
  70964. if (this.isPlaying && this.loop) {
  70965. this.stop();
  70966. this.play();
  70967. }
  70968. };
  70969. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  70970. /**
  70971. * Gets or sets the inner angle for the directional cone.
  70972. */
  70973. get: function () {
  70974. return this._coneInnerAngle;
  70975. },
  70976. /**
  70977. * Gets or sets the inner angle for the directional cone.
  70978. */
  70979. set: function (value) {
  70980. if (value != this._coneInnerAngle) {
  70981. if (this._coneOuterAngle < value) {
  70982. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  70983. return;
  70984. }
  70985. this._coneInnerAngle = value;
  70986. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  70987. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  70988. }
  70989. }
  70990. },
  70991. enumerable: true,
  70992. configurable: true
  70993. });
  70994. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  70995. /**
  70996. * Gets or sets the outer angle for the directional cone.
  70997. */
  70998. get: function () {
  70999. return this._coneOuterAngle;
  71000. },
  71001. /**
  71002. * Gets or sets the outer angle for the directional cone.
  71003. */
  71004. set: function (value) {
  71005. if (value != this._coneOuterAngle) {
  71006. if (value < this._coneInnerAngle) {
  71007. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71008. return;
  71009. }
  71010. this._coneOuterAngle = value;
  71011. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71012. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71013. }
  71014. }
  71015. },
  71016. enumerable: true,
  71017. configurable: true
  71018. });
  71019. /**
  71020. * Sets the position of the emitter if spatial sound is enabled
  71021. * @param newPosition Defines the new posisiton
  71022. */
  71023. Sound.prototype.setPosition = function (newPosition) {
  71024. this._position = newPosition;
  71025. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71026. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71027. }
  71028. };
  71029. /**
  71030. * Sets the local direction of the emitter if spatial sound is enabled
  71031. * @param newLocalDirection Defines the new local direction
  71032. */
  71033. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71034. this._localDirection = newLocalDirection;
  71035. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
  71036. this._updateDirection();
  71037. }
  71038. };
  71039. Sound.prototype._updateDirection = function () {
  71040. if (!this._connectedMesh || !this._soundPanner) {
  71041. return;
  71042. }
  71043. var mat = this._connectedMesh.getWorldMatrix();
  71044. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71045. direction.normalize();
  71046. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71047. };
  71048. /** @hidden */
  71049. Sound.prototype.updateDistanceFromListener = function () {
  71050. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71051. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  71052. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71053. }
  71054. };
  71055. /**
  71056. * Sets a new custom attenuation function for the sound.
  71057. * @param callback Defines the function used for the attenuation
  71058. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71059. */
  71060. Sound.prototype.setAttenuationFunction = function (callback) {
  71061. this._customAttenuationFunction = callback;
  71062. };
  71063. /**
  71064. * Play the sound
  71065. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71066. * @param offset (optional) Start the sound setting it at a specific time
  71067. */
  71068. Sound.prototype.play = function (time, offset) {
  71069. var _this = this;
  71070. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71071. try {
  71072. if (this._startOffset < 0) {
  71073. time = -this._startOffset;
  71074. this._startOffset = 0;
  71075. }
  71076. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71077. if (!this._soundSource || !this._streamingSource) {
  71078. if (this.spatialSound && this._soundPanner) {
  71079. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71080. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71081. }
  71082. if (this._isDirectional) {
  71083. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71084. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71085. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71086. if (this._connectedMesh) {
  71087. this._updateDirection();
  71088. }
  71089. else {
  71090. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71091. }
  71092. }
  71093. }
  71094. }
  71095. if (this._streaming) {
  71096. if (!this._streamingSource) {
  71097. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71098. this._htmlAudioElement.onended = function () { _this._onended(); };
  71099. this._htmlAudioElement.playbackRate = this._playbackRate;
  71100. }
  71101. this._streamingSource.disconnect();
  71102. this._streamingSource.connect(this._inputAudioNode);
  71103. if (this._htmlAudioElement) {
  71104. // required to manage properly the new suspended default state of Chrome
  71105. // When the option 'streaming: true' is used, we need first to wait for
  71106. // the audio engine to be unlocked by a user gesture before trying to play
  71107. // an HTML Audio elememt
  71108. var tryToPlay = function () {
  71109. if (BABYLON.Engine.audioEngine.unlocked) {
  71110. var playPromise = _this._htmlAudioElement.play();
  71111. // In browsers that don’t yet support this functionality,
  71112. // playPromise won’t be defined.
  71113. if (playPromise !== undefined) {
  71114. playPromise.catch(function (error) {
  71115. // Automatic playback failed.
  71116. // Waiting for the audio engine to be unlocked by user click on unmute
  71117. BABYLON.Engine.audioEngine.lock();
  71118. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71119. });
  71120. }
  71121. }
  71122. else {
  71123. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71124. }
  71125. };
  71126. tryToPlay();
  71127. }
  71128. }
  71129. else {
  71130. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71131. this._soundSource.buffer = this._audioBuffer;
  71132. this._soundSource.connect(this._inputAudioNode);
  71133. this._soundSource.loop = this.loop;
  71134. this._soundSource.playbackRate.value = this._playbackRate;
  71135. this._soundSource.onended = function () { _this._onended(); };
  71136. if (this._soundSource.buffer) {
  71137. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71138. }
  71139. }
  71140. this._startTime = startTime;
  71141. this.isPlaying = true;
  71142. this.isPaused = false;
  71143. }
  71144. catch (ex) {
  71145. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71146. }
  71147. }
  71148. };
  71149. Sound.prototype._onended = function () {
  71150. this.isPlaying = false;
  71151. if (this.onended) {
  71152. this.onended();
  71153. }
  71154. this.onEndedObservable.notifyObservers(this);
  71155. };
  71156. /**
  71157. * Stop the sound
  71158. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71159. */
  71160. Sound.prototype.stop = function (time) {
  71161. if (this.isPlaying) {
  71162. if (this._streaming) {
  71163. if (this._htmlAudioElement) {
  71164. this._htmlAudioElement.pause();
  71165. // Test needed for Firefox or it will generate an Invalid State Error
  71166. if (this._htmlAudioElement.currentTime > 0) {
  71167. this._htmlAudioElement.currentTime = 0;
  71168. }
  71169. }
  71170. else {
  71171. this._streamingSource.disconnect();
  71172. }
  71173. }
  71174. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71175. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71176. this._soundSource.stop(stopTime);
  71177. this._soundSource.onended = function () { };
  71178. if (!this.isPaused) {
  71179. this._startOffset = 0;
  71180. }
  71181. }
  71182. this.isPlaying = false;
  71183. }
  71184. };
  71185. /**
  71186. * Put the sound in pause
  71187. */
  71188. Sound.prototype.pause = function () {
  71189. if (this.isPlaying) {
  71190. this.isPaused = true;
  71191. if (this._streaming) {
  71192. if (this._htmlAudioElement) {
  71193. this._htmlAudioElement.pause();
  71194. }
  71195. else {
  71196. this._streamingSource.disconnect();
  71197. }
  71198. }
  71199. else if (BABYLON.Engine.audioEngine.audioContext) {
  71200. this.stop(0);
  71201. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71202. }
  71203. }
  71204. };
  71205. /**
  71206. * Sets a dedicated volume for this sounds
  71207. * @param newVolume Define the new volume of the sound
  71208. * @param time Define in how long the sound should be at this value
  71209. */
  71210. Sound.prototype.setVolume = function (newVolume, time) {
  71211. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71212. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71213. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71214. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71215. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71216. }
  71217. else {
  71218. this._soundGain.gain.value = newVolume;
  71219. }
  71220. }
  71221. this._volume = newVolume;
  71222. };
  71223. /**
  71224. * Set the sound play back rate
  71225. * @param newPlaybackRate Define the playback rate the sound should be played at
  71226. */
  71227. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71228. this._playbackRate = newPlaybackRate;
  71229. if (this.isPlaying) {
  71230. if (this._streaming && this._htmlAudioElement) {
  71231. this._htmlAudioElement.playbackRate = this._playbackRate;
  71232. }
  71233. else if (this._soundSource) {
  71234. this._soundSource.playbackRate.value = this._playbackRate;
  71235. }
  71236. }
  71237. };
  71238. /**
  71239. * Gets the volume of the sound.
  71240. * @returns the volume of the sound
  71241. */
  71242. Sound.prototype.getVolume = function () {
  71243. return this._volume;
  71244. };
  71245. /**
  71246. * Attach the sound to a dedicated mesh
  71247. * @param meshToConnectTo The mesh to connect the sound with
  71248. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71249. */
  71250. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  71251. var _this = this;
  71252. if (this._connectedMesh && this._registerFunc) {
  71253. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71254. this._registerFunc = null;
  71255. }
  71256. this._connectedMesh = meshToConnectTo;
  71257. if (!this.spatialSound) {
  71258. this.spatialSound = true;
  71259. this._createSpatialParameters();
  71260. if (this.isPlaying && this.loop) {
  71261. this.stop();
  71262. this.play();
  71263. }
  71264. }
  71265. this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
  71266. this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
  71267. meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
  71268. };
  71269. /**
  71270. * Detach the sound from the previously attached mesh
  71271. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71272. */
  71273. Sound.prototype.detachFromMesh = function () {
  71274. if (this._connectedMesh && this._registerFunc) {
  71275. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71276. this._registerFunc = null;
  71277. this._connectedMesh = null;
  71278. }
  71279. };
  71280. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  71281. if (!node.getBoundingInfo) {
  71282. return;
  71283. }
  71284. var mesh = node;
  71285. if (this._positionInEmitterSpace) {
  71286. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  71287. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  71288. }
  71289. else {
  71290. var boundingInfo = mesh.getBoundingInfo();
  71291. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  71292. }
  71293. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  71294. this._updateDirection();
  71295. }
  71296. };
  71297. /**
  71298. * Clone the current sound in the scene.
  71299. * @returns the new sound clone
  71300. */
  71301. Sound.prototype.clone = function () {
  71302. var _this = this;
  71303. if (!this._streaming) {
  71304. var setBufferAndRun = function () {
  71305. if (_this._isReadyToPlay) {
  71306. clonedSound._audioBuffer = _this.getAudioBuffer();
  71307. clonedSound._isReadyToPlay = true;
  71308. if (clonedSound.autoplay) {
  71309. clonedSound.play();
  71310. }
  71311. }
  71312. else {
  71313. window.setTimeout(setBufferAndRun, 300);
  71314. }
  71315. };
  71316. var currentOptions = {
  71317. autoplay: this.autoplay, loop: this.loop,
  71318. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  71319. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  71320. refDistance: this.refDistance, distanceModel: this.distanceModel
  71321. };
  71322. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  71323. if (this.useCustomAttenuation) {
  71324. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  71325. }
  71326. clonedSound.setPosition(this._position);
  71327. clonedSound.setPlaybackRate(this._playbackRate);
  71328. setBufferAndRun();
  71329. return clonedSound;
  71330. }
  71331. // Can't clone a streaming sound
  71332. else {
  71333. return null;
  71334. }
  71335. };
  71336. /**
  71337. * Gets the current underlying audio buffer containing the data
  71338. * @returns the audio buffer
  71339. */
  71340. Sound.prototype.getAudioBuffer = function () {
  71341. return this._audioBuffer;
  71342. };
  71343. /**
  71344. * Serializes the Sound in a JSON representation
  71345. * @returns the JSON representation of the sound
  71346. */
  71347. Sound.prototype.serialize = function () {
  71348. var serializationObject = {
  71349. name: this.name,
  71350. url: this.name,
  71351. autoplay: this.autoplay,
  71352. loop: this.loop,
  71353. volume: this._volume,
  71354. spatialSound: this.spatialSound,
  71355. maxDistance: this.maxDistance,
  71356. rolloffFactor: this.rolloffFactor,
  71357. refDistance: this.refDistance,
  71358. distanceModel: this.distanceModel,
  71359. playbackRate: this._playbackRate,
  71360. panningModel: this._panningModel,
  71361. soundTrackId: this.soundTrackId
  71362. };
  71363. if (this.spatialSound) {
  71364. if (this._connectedMesh) {
  71365. serializationObject.connectedMeshId = this._connectedMesh.id;
  71366. }
  71367. serializationObject.position = this._position.asArray();
  71368. serializationObject.refDistance = this.refDistance;
  71369. serializationObject.distanceModel = this.distanceModel;
  71370. serializationObject.isDirectional = this._isDirectional;
  71371. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  71372. serializationObject.coneInnerAngle = this._coneInnerAngle;
  71373. serializationObject.coneOuterAngle = this._coneOuterAngle;
  71374. serializationObject.coneOuterGain = this._coneOuterGain;
  71375. }
  71376. return serializationObject;
  71377. };
  71378. /**
  71379. * Parse a JSON representation of a sound to innstantiate in a given scene
  71380. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  71381. * @param scene Define the scene the new parsed sound should be created in
  71382. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  71383. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  71384. * @returns the newly parsed sound
  71385. */
  71386. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  71387. var soundName = parsedSound.name;
  71388. var soundUrl;
  71389. if (parsedSound.url) {
  71390. soundUrl = rootUrl + parsedSound.url;
  71391. }
  71392. else {
  71393. soundUrl = rootUrl + soundName;
  71394. }
  71395. var options = {
  71396. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  71397. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  71398. rolloffFactor: parsedSound.rolloffFactor,
  71399. refDistance: parsedSound.refDistance,
  71400. distanceModel: parsedSound.distanceModel,
  71401. playbackRate: parsedSound.playbackRate
  71402. };
  71403. var newSound;
  71404. if (!sourceSound) {
  71405. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  71406. scene._addPendingData(newSound);
  71407. }
  71408. else {
  71409. var setBufferAndRun = function () {
  71410. if (sourceSound._isReadyToPlay) {
  71411. newSound._audioBuffer = sourceSound.getAudioBuffer();
  71412. newSound._isReadyToPlay = true;
  71413. if (newSound.autoplay) {
  71414. newSound.play();
  71415. }
  71416. }
  71417. else {
  71418. window.setTimeout(setBufferAndRun, 300);
  71419. }
  71420. };
  71421. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  71422. setBufferAndRun();
  71423. }
  71424. if (parsedSound.position) {
  71425. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  71426. newSound.setPosition(soundPosition);
  71427. }
  71428. if (parsedSound.isDirectional) {
  71429. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  71430. if (parsedSound.localDirectionToMesh) {
  71431. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  71432. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  71433. }
  71434. }
  71435. if (parsedSound.connectedMeshId) {
  71436. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  71437. if (connectedMesh) {
  71438. newSound.attachToMesh(connectedMesh);
  71439. }
  71440. }
  71441. return newSound;
  71442. };
  71443. return Sound;
  71444. }());
  71445. BABYLON.Sound = Sound;
  71446. })(BABYLON || (BABYLON = {}));
  71447. //# sourceMappingURL=babylon.sound.js.map
  71448. var BABYLON;
  71449. (function (BABYLON) {
  71450. /**
  71451. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  71452. * It will be also used in a future release to apply effects on a specific track.
  71453. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71454. */
  71455. var SoundTrack = /** @class */ (function () {
  71456. /**
  71457. * Creates a new sound track.
  71458. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71459. * @param scene Define the scene the sound track belongs to
  71460. * @param options
  71461. */
  71462. function SoundTrack(scene, options) {
  71463. if (options === void 0) { options = {}; }
  71464. /**
  71465. * The unique identifier of the sound track in the scene.
  71466. */
  71467. this.id = -1;
  71468. this._isMainTrack = false;
  71469. this._isInitialized = false;
  71470. this._scene = scene;
  71471. this.soundCollection = new Array();
  71472. this._options = options;
  71473. if (!this._isMainTrack && this._scene.soundTracks) {
  71474. this._scene.soundTracks.push(this);
  71475. this.id = this._scene.soundTracks.length - 1;
  71476. }
  71477. }
  71478. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  71479. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71480. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  71481. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  71482. if (this._options) {
  71483. if (this._options.volume) {
  71484. this._outputAudioNode.gain.value = this._options.volume;
  71485. }
  71486. if (this._options.mainTrack) {
  71487. this._isMainTrack = this._options.mainTrack;
  71488. }
  71489. }
  71490. this._isInitialized = true;
  71491. }
  71492. };
  71493. /**
  71494. * Release the sound track and its associated resources
  71495. */
  71496. SoundTrack.prototype.dispose = function () {
  71497. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  71498. if (this._connectedAnalyser) {
  71499. this._connectedAnalyser.stopDebugCanvas();
  71500. }
  71501. while (this.soundCollection.length) {
  71502. this.soundCollection[0].dispose();
  71503. }
  71504. if (this._outputAudioNode) {
  71505. this._outputAudioNode.disconnect();
  71506. }
  71507. this._outputAudioNode = null;
  71508. }
  71509. };
  71510. /**
  71511. * Adds a sound to this sound track
  71512. * @param sound define the cound to add
  71513. * @ignoreNaming
  71514. */
  71515. SoundTrack.prototype.AddSound = function (sound) {
  71516. if (!this._isInitialized) {
  71517. this._initializeSoundTrackAudioGraph();
  71518. }
  71519. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71520. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  71521. }
  71522. if (sound.soundTrackId) {
  71523. if (sound.soundTrackId === -1) {
  71524. this._scene.mainSoundTrack.RemoveSound(sound);
  71525. }
  71526. else if (this._scene.soundTracks) {
  71527. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  71528. }
  71529. }
  71530. this.soundCollection.push(sound);
  71531. sound.soundTrackId = this.id;
  71532. };
  71533. /**
  71534. * Removes a sound to this sound track
  71535. * @param sound define the cound to remove
  71536. * @ignoreNaming
  71537. */
  71538. SoundTrack.prototype.RemoveSound = function (sound) {
  71539. var index = this.soundCollection.indexOf(sound);
  71540. if (index !== -1) {
  71541. this.soundCollection.splice(index, 1);
  71542. }
  71543. };
  71544. /**
  71545. * Set a global volume for the full sound track.
  71546. * @param newVolume Define the new volume of the sound track
  71547. */
  71548. SoundTrack.prototype.setVolume = function (newVolume) {
  71549. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71550. this._outputAudioNode.gain.value = newVolume;
  71551. }
  71552. };
  71553. /**
  71554. * Switch the panning model to HRTF:
  71555. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71556. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71557. */
  71558. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  71559. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71560. for (var i = 0; i < this.soundCollection.length; i++) {
  71561. this.soundCollection[i].switchPanningModelToHRTF();
  71562. }
  71563. }
  71564. };
  71565. /**
  71566. * Switch the panning model to Equal Power:
  71567. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71568. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71569. */
  71570. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  71571. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71572. for (var i = 0; i < this.soundCollection.length; i++) {
  71573. this.soundCollection[i].switchPanningModelToEqualPower();
  71574. }
  71575. }
  71576. };
  71577. /**
  71578. * Connect the sound track to an audio analyser allowing some amazing
  71579. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71580. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71581. * @param analyser The analyser to connect to the engine
  71582. */
  71583. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  71584. if (this._connectedAnalyser) {
  71585. this._connectedAnalyser.stopDebugCanvas();
  71586. }
  71587. this._connectedAnalyser = analyser;
  71588. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71589. this._outputAudioNode.disconnect();
  71590. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  71591. }
  71592. };
  71593. return SoundTrack;
  71594. }());
  71595. BABYLON.SoundTrack = SoundTrack;
  71596. })(BABYLON || (BABYLON = {}));
  71597. //# sourceMappingURL=babylon.soundtrack.js.map
  71598. var BABYLON;
  71599. (function (BABYLON) {
  71600. /**
  71601. * Class used to work with sound analyzer using fast fourier transform (FFT)
  71602. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71603. */
  71604. var Analyser = /** @class */ (function () {
  71605. /**
  71606. * Creates a new analyser
  71607. * @param scene defines hosting scene
  71608. */
  71609. function Analyser(scene) {
  71610. /**
  71611. * Gets or sets the smoothing
  71612. * @ignorenaming
  71613. */
  71614. this.SMOOTHING = 0.75;
  71615. /**
  71616. * Gets or sets the FFT table size
  71617. * @ignorenaming
  71618. */
  71619. this.FFT_SIZE = 512;
  71620. /**
  71621. * Gets or sets the bar graph amplitude
  71622. * @ignorenaming
  71623. */
  71624. this.BARGRAPHAMPLITUDE = 256;
  71625. /**
  71626. * Gets or sets the position of the debug canvas
  71627. * @ignorenaming
  71628. */
  71629. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  71630. /**
  71631. * Gets or sets the debug canvas size
  71632. * @ignorenaming
  71633. */
  71634. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  71635. this._scene = scene;
  71636. this._audioEngine = BABYLON.Engine.audioEngine;
  71637. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  71638. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  71639. this._webAudioAnalyser.minDecibels = -140;
  71640. this._webAudioAnalyser.maxDecibels = 0;
  71641. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  71642. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  71643. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  71644. }
  71645. }
  71646. /**
  71647. * Get the number of data values you will have to play with for the visualization
  71648. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  71649. * @returns a number
  71650. */
  71651. Analyser.prototype.getFrequencyBinCount = function () {
  71652. if (this._audioEngine.canUseWebAudio) {
  71653. return this._webAudioAnalyser.frequencyBinCount;
  71654. }
  71655. else {
  71656. return 0;
  71657. }
  71658. };
  71659. /**
  71660. * Gets the current frequency data as a byte array
  71661. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  71662. * @returns a Uint8Array
  71663. */
  71664. Analyser.prototype.getByteFrequencyData = function () {
  71665. if (this._audioEngine.canUseWebAudio) {
  71666. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71667. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71668. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  71669. }
  71670. return this._byteFreqs;
  71671. };
  71672. /**
  71673. * Gets the current waveform as a byte array
  71674. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  71675. * @returns a Uint8Array
  71676. */
  71677. Analyser.prototype.getByteTimeDomainData = function () {
  71678. if (this._audioEngine.canUseWebAudio) {
  71679. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71680. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71681. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  71682. }
  71683. return this._byteTime;
  71684. };
  71685. /**
  71686. * Gets the current frequency data as a float array
  71687. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  71688. * @returns a Float32Array
  71689. */
  71690. Analyser.prototype.getFloatFrequencyData = function () {
  71691. if (this._audioEngine.canUseWebAudio) {
  71692. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71693. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71694. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  71695. }
  71696. return this._floatFreqs;
  71697. };
  71698. /**
  71699. * Renders the debug canvas
  71700. */
  71701. Analyser.prototype.drawDebugCanvas = function () {
  71702. var _this = this;
  71703. if (this._audioEngine.canUseWebAudio) {
  71704. if (!this._debugCanvas) {
  71705. this._debugCanvas = document.createElement("canvas");
  71706. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  71707. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  71708. this._debugCanvas.style.position = "absolute";
  71709. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  71710. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  71711. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  71712. document.body.appendChild(this._debugCanvas);
  71713. this._registerFunc = function () {
  71714. _this.drawDebugCanvas();
  71715. };
  71716. this._scene.registerBeforeRender(this._registerFunc);
  71717. }
  71718. if (this._registerFunc && this._debugCanvasContext) {
  71719. var workingArray = this.getByteFrequencyData();
  71720. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  71721. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  71722. // Draw the frequency domain chart.
  71723. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  71724. var value = workingArray[i];
  71725. var percent = value / this.BARGRAPHAMPLITUDE;
  71726. var height = this.DEBUGCANVASSIZE.height * percent;
  71727. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  71728. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  71729. var hue = i / this.getFrequencyBinCount() * 360;
  71730. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  71731. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  71732. }
  71733. }
  71734. }
  71735. };
  71736. /**
  71737. * Stops rendering the debug canvas and removes it
  71738. */
  71739. Analyser.prototype.stopDebugCanvas = function () {
  71740. if (this._debugCanvas) {
  71741. if (this._registerFunc) {
  71742. this._scene.unregisterBeforeRender(this._registerFunc);
  71743. this._registerFunc = null;
  71744. }
  71745. document.body.removeChild(this._debugCanvas);
  71746. this._debugCanvas = null;
  71747. this._debugCanvasContext = null;
  71748. }
  71749. };
  71750. /**
  71751. * Connects two audio nodes
  71752. * @param inputAudioNode defines first node to connect
  71753. * @param outputAudioNode defines second node to connect
  71754. */
  71755. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  71756. if (this._audioEngine.canUseWebAudio) {
  71757. inputAudioNode.connect(this._webAudioAnalyser);
  71758. this._webAudioAnalyser.connect(outputAudioNode);
  71759. }
  71760. };
  71761. /**
  71762. * Releases all associated resources
  71763. */
  71764. Analyser.prototype.dispose = function () {
  71765. if (this._audioEngine.canUseWebAudio) {
  71766. this._webAudioAnalyser.disconnect();
  71767. }
  71768. };
  71769. return Analyser;
  71770. }());
  71771. BABYLON.Analyser = Analyser;
  71772. })(BABYLON || (BABYLON = {}));
  71773. //# sourceMappingURL=babylon.analyser.js.map
  71774. var BABYLON;
  71775. (function (BABYLON) {
  71776. /**
  71777. * Wraps one or more Sound objects and selects one with random weight for playback.
  71778. */
  71779. var WeightedSound = /** @class */ (function () {
  71780. /**
  71781. * Creates a new WeightedSound from the list of sounds given.
  71782. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  71783. * @param sounds Array of Sounds that will be selected from.
  71784. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  71785. */
  71786. function WeightedSound(loop, sounds, weights) {
  71787. var _this = this;
  71788. /** When true a Sound will be selected and played when the current playing Sound completes. */
  71789. this.loop = false;
  71790. this._coneInnerAngle = 360;
  71791. this._coneOuterAngle = 360;
  71792. this._volume = 1;
  71793. /** A Sound is currently playing. */
  71794. this.isPlaying = false;
  71795. /** A Sound is currently paused. */
  71796. this.isPaused = false;
  71797. this._sounds = [];
  71798. this._weights = [];
  71799. if (sounds.length !== weights.length) {
  71800. throw new Error('Sounds length does not equal weights length');
  71801. }
  71802. this.loop = loop;
  71803. this._weights = weights;
  71804. // Normalize the weights
  71805. var weightSum = 0;
  71806. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  71807. var weight = weights_1[_i];
  71808. weightSum += weight;
  71809. }
  71810. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  71811. for (var i = 0; i < this._weights.length; i++) {
  71812. this._weights[i] *= invWeightSum;
  71813. }
  71814. this._sounds = sounds;
  71815. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  71816. var sound = _b[_a];
  71817. sound.onEndedObservable.add(function () { _this._onended(); });
  71818. }
  71819. }
  71820. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  71821. /**
  71822. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  71823. */
  71824. get: function () {
  71825. return this._coneInnerAngle;
  71826. },
  71827. /**
  71828. * The size of cone in degress for a directional sound in which there will be no attenuation.
  71829. */
  71830. set: function (value) {
  71831. if (value !== this._coneInnerAngle) {
  71832. if (this._coneOuterAngle < value) {
  71833. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71834. return;
  71835. }
  71836. this._coneInnerAngle = value;
  71837. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  71838. var sound = _a[_i];
  71839. sound.directionalConeInnerAngle = value;
  71840. }
  71841. }
  71842. },
  71843. enumerable: true,
  71844. configurable: true
  71845. });
  71846. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  71847. /**
  71848. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  71849. * Listener angles between innerAngle and outerAngle will falloff linearly.
  71850. */
  71851. get: function () {
  71852. return this._coneOuterAngle;
  71853. },
  71854. /**
  71855. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  71856. * Listener angles between innerAngle and outerAngle will falloff linearly.
  71857. */
  71858. set: function (value) {
  71859. if (value !== this._coneOuterAngle) {
  71860. if (value < this._coneInnerAngle) {
  71861. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71862. return;
  71863. }
  71864. this._coneOuterAngle = value;
  71865. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  71866. var sound = _a[_i];
  71867. sound.directionalConeOuterAngle = value;
  71868. }
  71869. }
  71870. },
  71871. enumerable: true,
  71872. configurable: true
  71873. });
  71874. Object.defineProperty(WeightedSound.prototype, "volume", {
  71875. /**
  71876. * Playback volume.
  71877. */
  71878. get: function () {
  71879. return this._volume;
  71880. },
  71881. /**
  71882. * Playback volume.
  71883. */
  71884. set: function (value) {
  71885. if (value !== this._volume) {
  71886. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  71887. var sound = _a[_i];
  71888. sound.setVolume(value);
  71889. }
  71890. }
  71891. },
  71892. enumerable: true,
  71893. configurable: true
  71894. });
  71895. WeightedSound.prototype._onended = function () {
  71896. if (this._currentIndex !== undefined) {
  71897. this._sounds[this._currentIndex].autoplay = false;
  71898. }
  71899. if (this.loop && this.isPlaying) {
  71900. this.play();
  71901. }
  71902. else {
  71903. this.isPlaying = false;
  71904. }
  71905. };
  71906. /**
  71907. * Suspend playback
  71908. */
  71909. WeightedSound.prototype.pause = function () {
  71910. this.isPaused = true;
  71911. if (this._currentIndex !== undefined) {
  71912. this._sounds[this._currentIndex].pause();
  71913. }
  71914. };
  71915. /**
  71916. * Stop playback
  71917. */
  71918. WeightedSound.prototype.stop = function () {
  71919. this.isPlaying = false;
  71920. if (this._currentIndex !== undefined) {
  71921. this._sounds[this._currentIndex].stop();
  71922. }
  71923. };
  71924. /**
  71925. * Start playback.
  71926. * @param startOffset Position the clip head at a specific time in seconds.
  71927. */
  71928. WeightedSound.prototype.play = function (startOffset) {
  71929. if (!this.isPaused) {
  71930. this.stop();
  71931. var randomValue = Math.random();
  71932. var total = 0;
  71933. for (var i = 0; i < this._weights.length; i++) {
  71934. total += this._weights[i];
  71935. if (randomValue <= total) {
  71936. this._currentIndex = i;
  71937. break;
  71938. }
  71939. }
  71940. }
  71941. var sound = this._sounds[this._currentIndex];
  71942. if (sound.isReady()) {
  71943. sound.play(0, this.isPaused ? undefined : startOffset);
  71944. }
  71945. else {
  71946. sound.autoplay = true;
  71947. }
  71948. this.isPlaying = true;
  71949. this.isPaused = false;
  71950. };
  71951. return WeightedSound;
  71952. }());
  71953. BABYLON.WeightedSound = WeightedSound;
  71954. })(BABYLON || (BABYLON = {}));
  71955. //# sourceMappingURL=babylon.weightedsound.js.map
  71956. var BABYLON;
  71957. (function (BABYLON) {
  71958. // Adds the parser to the scene parsers.
  71959. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  71960. // TODO: add sound
  71961. var loadedSounds = [];
  71962. var loadedSound;
  71963. container.sounds = container.sounds || [];
  71964. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  71965. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  71966. var parsedSound = parsedData.sounds[index];
  71967. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71968. if (!parsedSound.url) {
  71969. parsedSound.url = parsedSound.name;
  71970. }
  71971. if (!loadedSounds[parsedSound.url]) {
  71972. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  71973. loadedSounds[parsedSound.url] = loadedSound;
  71974. container.sounds.push(loadedSound);
  71975. }
  71976. else {
  71977. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  71978. }
  71979. }
  71980. else {
  71981. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  71982. }
  71983. }
  71984. }
  71985. loadedSounds = [];
  71986. });
  71987. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  71988. get: function () {
  71989. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71990. if (!compo) {
  71991. compo = new AudioSceneComponent(this);
  71992. this._addComponent(compo);
  71993. }
  71994. if (!this._mainSoundTrack) {
  71995. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  71996. }
  71997. return this._mainSoundTrack;
  71998. },
  71999. enumerable: true,
  72000. configurable: true
  72001. });
  72002. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72003. var index;
  72004. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72005. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72006. return this.mainSoundTrack.soundCollection[index];
  72007. }
  72008. }
  72009. if (this.soundTracks) {
  72010. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72011. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72012. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72013. return this.soundTracks[sdIndex].soundCollection[index];
  72014. }
  72015. }
  72016. }
  72017. }
  72018. return null;
  72019. };
  72020. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72021. get: function () {
  72022. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72023. if (!compo) {
  72024. compo = new AudioSceneComponent(this);
  72025. this._addComponent(compo);
  72026. }
  72027. return compo.audioEnabled;
  72028. },
  72029. set: function (value) {
  72030. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72031. if (!compo) {
  72032. compo = new AudioSceneComponent(this);
  72033. this._addComponent(compo);
  72034. }
  72035. if (value) {
  72036. compo.enableAudio();
  72037. }
  72038. else {
  72039. compo.disableAudio();
  72040. }
  72041. },
  72042. enumerable: true,
  72043. configurable: true
  72044. });
  72045. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72046. get: function () {
  72047. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72048. if (!compo) {
  72049. compo = new AudioSceneComponent(this);
  72050. this._addComponent(compo);
  72051. }
  72052. return compo.headphone;
  72053. },
  72054. set: function (value) {
  72055. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72056. if (!compo) {
  72057. compo = new AudioSceneComponent(this);
  72058. this._addComponent(compo);
  72059. }
  72060. if (value) {
  72061. compo.switchAudioModeForHeadphones();
  72062. }
  72063. else {
  72064. compo.switchAudioModeForNormalSpeakers();
  72065. }
  72066. },
  72067. enumerable: true,
  72068. configurable: true
  72069. });
  72070. /**
  72071. * Defines the sound scene component responsible to manage any sounds
  72072. * in a given scene.
  72073. */
  72074. var AudioSceneComponent = /** @class */ (function () {
  72075. /**
  72076. * Creates a new instance of the component for the given scene
  72077. * @param scene Defines the scene to register the component in
  72078. */
  72079. function AudioSceneComponent(scene) {
  72080. /**
  72081. * The component name helpfull to identify the component in the list of scene components.
  72082. */
  72083. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72084. this._audioEnabled = true;
  72085. this._headphone = false;
  72086. this.scene = scene;
  72087. scene.soundTracks = new Array();
  72088. scene.sounds = new Array();
  72089. }
  72090. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72091. /**
  72092. * Gets whether audio is enabled or not.
  72093. * Please use related enable/disable method to switch state.
  72094. */
  72095. get: function () {
  72096. return this._audioEnabled;
  72097. },
  72098. enumerable: true,
  72099. configurable: true
  72100. });
  72101. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72102. /**
  72103. * Gets whether audio is outputing to headphone or not.
  72104. * Please use the according Switch methods to change output.
  72105. */
  72106. get: function () {
  72107. return this._headphone;
  72108. },
  72109. enumerable: true,
  72110. configurable: true
  72111. });
  72112. /**
  72113. * Registers the component in a given scene
  72114. */
  72115. AudioSceneComponent.prototype.register = function () {
  72116. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72117. };
  72118. /**
  72119. * Rebuilds the elements related to this component in case of
  72120. * context lost for instance.
  72121. */
  72122. AudioSceneComponent.prototype.rebuild = function () {
  72123. // Nothing to do here. (Not rendering related)
  72124. };
  72125. /**
  72126. * Serializes the component data to the specified json object
  72127. * @param serializationObject The object to serialize to
  72128. */
  72129. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72130. serializationObject.sounds = [];
  72131. if (this.scene.soundTracks) {
  72132. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72133. var soundtrack = this.scene.soundTracks[index];
  72134. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72135. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72136. }
  72137. }
  72138. }
  72139. };
  72140. /**
  72141. * Adds all the element from the container to the scene
  72142. * @param container the container holding the elements
  72143. */
  72144. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72145. var _this = this;
  72146. if (!container.sounds) {
  72147. return;
  72148. }
  72149. container.sounds.forEach(function (sound) {
  72150. sound.play();
  72151. sound.autoplay = true;
  72152. _this.scene.mainSoundTrack.AddSound(sound);
  72153. });
  72154. };
  72155. /**
  72156. * Removes all the elements in the container from the scene
  72157. * @param container contains the elements to remove
  72158. */
  72159. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72160. var _this = this;
  72161. if (!container.sounds) {
  72162. return;
  72163. }
  72164. container.sounds.forEach(function (sound) {
  72165. sound.stop();
  72166. sound.autoplay = false;
  72167. _this.scene.mainSoundTrack.RemoveSound(sound);
  72168. });
  72169. };
  72170. /**
  72171. * Disposes the component and the associated ressources.
  72172. */
  72173. AudioSceneComponent.prototype.dispose = function () {
  72174. var scene = this.scene;
  72175. if (scene._mainSoundTrack) {
  72176. scene.mainSoundTrack.dispose();
  72177. }
  72178. if (scene.soundTracks) {
  72179. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72180. scene.soundTracks[scIndex].dispose();
  72181. }
  72182. }
  72183. };
  72184. /**
  72185. * Disables audio in the associated scene.
  72186. */
  72187. AudioSceneComponent.prototype.disableAudio = function () {
  72188. var scene = this.scene;
  72189. this._audioEnabled = false;
  72190. var i;
  72191. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72192. scene.mainSoundTrack.soundCollection[i].pause();
  72193. }
  72194. if (scene.soundTracks) {
  72195. for (i = 0; i < scene.soundTracks.length; i++) {
  72196. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72197. scene.soundTracks[i].soundCollection[j].pause();
  72198. }
  72199. }
  72200. }
  72201. };
  72202. /**
  72203. * Enables audio in the associated scene.
  72204. */
  72205. AudioSceneComponent.prototype.enableAudio = function () {
  72206. var scene = this.scene;
  72207. this._audioEnabled = true;
  72208. var i;
  72209. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72210. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72211. scene.mainSoundTrack.soundCollection[i].play();
  72212. }
  72213. }
  72214. if (scene.soundTracks) {
  72215. for (i = 0; i < scene.soundTracks.length; i++) {
  72216. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72217. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72218. scene.soundTracks[i].soundCollection[j].play();
  72219. }
  72220. }
  72221. }
  72222. }
  72223. };
  72224. /**
  72225. * Switch audio to headphone output.
  72226. */
  72227. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72228. var scene = this.scene;
  72229. this._headphone = true;
  72230. scene.mainSoundTrack.switchPanningModelToHRTF();
  72231. if (scene.soundTracks) {
  72232. for (var i = 0; i < scene.soundTracks.length; i++) {
  72233. scene.soundTracks[i].switchPanningModelToHRTF();
  72234. }
  72235. }
  72236. };
  72237. /**
  72238. * Switch audio to normal speakers.
  72239. */
  72240. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72241. var scene = this.scene;
  72242. this._headphone = false;
  72243. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72244. if (scene.soundTracks) {
  72245. for (var i = 0; i < scene.soundTracks.length; i++) {
  72246. scene.soundTracks[i].switchPanningModelToEqualPower();
  72247. }
  72248. }
  72249. };
  72250. AudioSceneComponent.prototype._afterRender = function () {
  72251. var scene = this.scene;
  72252. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72253. return;
  72254. }
  72255. var listeningCamera;
  72256. var audioEngine = BABYLON.Engine.audioEngine;
  72257. if (scene.activeCameras.length > 0) {
  72258. listeningCamera = scene.activeCameras[0];
  72259. }
  72260. else {
  72261. listeningCamera = scene.activeCamera;
  72262. }
  72263. if (listeningCamera && audioEngine.audioContext) {
  72264. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72265. // for VR cameras
  72266. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72267. listeningCamera = listeningCamera.rigCameras[0];
  72268. }
  72269. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72270. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72271. cameraDirection.normalize();
  72272. // To avoid some errors on GearVR
  72273. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  72274. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  72275. }
  72276. var i;
  72277. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72278. var sound = scene.mainSoundTrack.soundCollection[i];
  72279. if (sound.useCustomAttenuation) {
  72280. sound.updateDistanceFromListener();
  72281. }
  72282. }
  72283. if (scene.soundTracks) {
  72284. for (i = 0; i < scene.soundTracks.length; i++) {
  72285. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72286. sound = scene.soundTracks[i].soundCollection[j];
  72287. if (sound.useCustomAttenuation) {
  72288. sound.updateDistanceFromListener();
  72289. }
  72290. }
  72291. }
  72292. }
  72293. }
  72294. };
  72295. return AudioSceneComponent;
  72296. }());
  72297. BABYLON.AudioSceneComponent = AudioSceneComponent;
  72298. })(BABYLON || (BABYLON = {}));
  72299. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  72300. var BABYLON;
  72301. (function (BABYLON) {
  72302. /**
  72303. * This defines an action helpful to play a defined sound on a triggered action.
  72304. */
  72305. var PlaySoundAction = /** @class */ (function (_super) {
  72306. __extends(PlaySoundAction, _super);
  72307. /**
  72308. * Instantiate the action
  72309. * @param triggerOptions defines the trigger options
  72310. * @param sound defines the sound to play
  72311. * @param condition defines the trigger related conditions
  72312. */
  72313. function PlaySoundAction(triggerOptions, sound, condition) {
  72314. var _this = _super.call(this, triggerOptions, condition) || this;
  72315. _this._sound = sound;
  72316. return _this;
  72317. }
  72318. /** @hidden */
  72319. PlaySoundAction.prototype._prepare = function () {
  72320. };
  72321. /**
  72322. * Execute the action and play the sound.
  72323. */
  72324. PlaySoundAction.prototype.execute = function () {
  72325. if (this._sound !== undefined) {
  72326. this._sound.play();
  72327. }
  72328. };
  72329. /**
  72330. * Serializes the actions and its related information.
  72331. * @param parent defines the object to serialize in
  72332. * @returns the serialized object
  72333. */
  72334. PlaySoundAction.prototype.serialize = function (parent) {
  72335. return _super.prototype._serialize.call(this, {
  72336. name: "PlaySoundAction",
  72337. properties: [{ name: "sound", value: this._sound.name }]
  72338. }, parent);
  72339. };
  72340. return PlaySoundAction;
  72341. }(BABYLON.Action));
  72342. BABYLON.PlaySoundAction = PlaySoundAction;
  72343. /**
  72344. * This defines an action helpful to stop a defined sound on a triggered action.
  72345. */
  72346. var StopSoundAction = /** @class */ (function (_super) {
  72347. __extends(StopSoundAction, _super);
  72348. /**
  72349. * Instantiate the action
  72350. * @param triggerOptions defines the trigger options
  72351. * @param sound defines the sound to stop
  72352. * @param condition defines the trigger related conditions
  72353. */
  72354. function StopSoundAction(triggerOptions, sound, condition) {
  72355. var _this = _super.call(this, triggerOptions, condition) || this;
  72356. _this._sound = sound;
  72357. return _this;
  72358. }
  72359. /** @hidden */
  72360. StopSoundAction.prototype._prepare = function () {
  72361. };
  72362. /**
  72363. * Execute the action and stop the sound.
  72364. */
  72365. StopSoundAction.prototype.execute = function () {
  72366. if (this._sound !== undefined) {
  72367. this._sound.stop();
  72368. }
  72369. };
  72370. /**
  72371. * Serializes the actions and its related information.
  72372. * @param parent defines the object to serialize in
  72373. * @returns the serialized object
  72374. */
  72375. StopSoundAction.prototype.serialize = function (parent) {
  72376. return _super.prototype._serialize.call(this, {
  72377. name: "StopSoundAction",
  72378. properties: [{ name: "sound", value: this._sound.name }]
  72379. }, parent);
  72380. };
  72381. return StopSoundAction;
  72382. }(BABYLON.Action));
  72383. BABYLON.StopSoundAction = StopSoundAction;
  72384. })(BABYLON || (BABYLON = {}));
  72385. //# sourceMappingURL=babylon.directAudioActions.js.map
  72386. var BABYLON;
  72387. (function (BABYLON) {
  72388. /**
  72389. * Class for creating a cube texture
  72390. */
  72391. var CubeTexture = /** @class */ (function (_super) {
  72392. __extends(CubeTexture, _super);
  72393. /**
  72394. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72395. * as prefiltered data.
  72396. * @param rootUrl defines the url of the texture or the root name of the six images
  72397. * @param scene defines the scene the texture is attached to
  72398. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72399. * @param noMipmap defines if mipmaps should be created or not
  72400. * @param files defines the six files to load for the different faces
  72401. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72402. * @param onError defines a callback triggered in case of error during load
  72403. * @param format defines the internal format to use for the texture once loaded
  72404. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72405. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72406. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72407. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72408. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72409. * @return the cube texture
  72410. */
  72411. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  72412. if (extensions === void 0) { extensions = null; }
  72413. if (noMipmap === void 0) { noMipmap = false; }
  72414. if (files === void 0) { files = null; }
  72415. if (onLoad === void 0) { onLoad = null; }
  72416. if (onError === void 0) { onError = null; }
  72417. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72418. if (prefiltered === void 0) { prefiltered = false; }
  72419. if (forcedExtension === void 0) { forcedExtension = null; }
  72420. if (createPolynomials === void 0) { createPolynomials = false; }
  72421. if (lodScale === void 0) { lodScale = 0.8; }
  72422. if (lodOffset === void 0) { lodOffset = 0; }
  72423. var _this = _super.call(this, scene) || this;
  72424. /**
  72425. * Gets or sets the center of the bounding box associated with the cube texture.
  72426. * It must define where the camera used to render the texture was set
  72427. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72428. */
  72429. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72430. _this._rotationY = 0;
  72431. /** @hidden */
  72432. _this._prefiltered = false;
  72433. _this.name = rootUrl;
  72434. _this.url = rootUrl;
  72435. _this._noMipmap = noMipmap;
  72436. _this.hasAlpha = false;
  72437. _this._format = format;
  72438. _this.isCube = true;
  72439. _this._textureMatrix = BABYLON.Matrix.Identity();
  72440. _this._createPolynomials = createPolynomials;
  72441. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  72442. if (!rootUrl && !files) {
  72443. return _this;
  72444. }
  72445. var lastDot = rootUrl.lastIndexOf(".");
  72446. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  72447. var isDDS = (extension === ".dds");
  72448. var isEnv = (extension === ".env");
  72449. if (isEnv) {
  72450. _this.gammaSpace = false;
  72451. _this._prefiltered = false;
  72452. }
  72453. else {
  72454. _this._prefiltered = prefiltered;
  72455. if (prefiltered) {
  72456. _this.gammaSpace = false;
  72457. }
  72458. }
  72459. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  72460. if (!files) {
  72461. if (!isEnv && !isDDS && !extensions) {
  72462. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  72463. }
  72464. files = [];
  72465. if (extensions) {
  72466. for (var index = 0; index < extensions.length; index++) {
  72467. files.push(rootUrl + extensions[index]);
  72468. }
  72469. }
  72470. }
  72471. _this._files = files;
  72472. if (!_this._texture) {
  72473. if (!scene.useDelayedTextureLoading) {
  72474. if (prefiltered) {
  72475. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  72476. }
  72477. else {
  72478. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  72479. }
  72480. }
  72481. else {
  72482. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  72483. }
  72484. }
  72485. else if (onLoad) {
  72486. if (_this._texture.isReady) {
  72487. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  72488. }
  72489. else {
  72490. _this._texture.onLoadedObservable.add(onLoad);
  72491. }
  72492. }
  72493. return _this;
  72494. }
  72495. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  72496. /**
  72497. * Returns the bounding box size
  72498. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72499. */
  72500. get: function () {
  72501. return this._boundingBoxSize;
  72502. },
  72503. /**
  72504. * Gets or sets the size of the bounding box associated with the cube texture
  72505. * When defined, the cubemap will switch to local mode
  72506. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72507. * @example https://www.babylonjs-playground.com/#RNASML
  72508. */
  72509. set: function (value) {
  72510. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  72511. return;
  72512. }
  72513. this._boundingBoxSize = value;
  72514. var scene = this.getScene();
  72515. if (scene) {
  72516. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  72517. }
  72518. },
  72519. enumerable: true,
  72520. configurable: true
  72521. });
  72522. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  72523. /**
  72524. * Gets texture matrix rotation angle around Y axis radians.
  72525. */
  72526. get: function () {
  72527. return this._rotationY;
  72528. },
  72529. /**
  72530. * Sets texture matrix rotation angle around Y axis in radians.
  72531. */
  72532. set: function (value) {
  72533. this._rotationY = value;
  72534. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  72535. },
  72536. enumerable: true,
  72537. configurable: true
  72538. });
  72539. /**
  72540. * Creates a cube texture from an array of image urls
  72541. * @param files defines an array of image urls
  72542. * @param scene defines the hosting scene
  72543. * @param noMipmap specifies if mip maps are not used
  72544. * @returns a cube texture
  72545. */
  72546. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  72547. var rootUrlKey = "";
  72548. files.forEach(function (url) { return rootUrlKey += url; });
  72549. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  72550. };
  72551. /**
  72552. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  72553. * @param url defines the url of the prefiltered texture
  72554. * @param scene defines the scene the texture is attached to
  72555. * @param forcedExtension defines the extension of the file if different from the url
  72556. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72557. * @return the prefiltered texture
  72558. */
  72559. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  72560. if (forcedExtension === void 0) { forcedExtension = null; }
  72561. if (createPolynomials === void 0) { createPolynomials = true; }
  72562. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  72563. };
  72564. /**
  72565. * Delays loading of the cube texture
  72566. */
  72567. CubeTexture.prototype.delayLoad = function () {
  72568. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  72569. return;
  72570. }
  72571. var scene = this.getScene();
  72572. if (!scene) {
  72573. return;
  72574. }
  72575. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  72576. this._texture = this._getFromCache(this.url, this._noMipmap);
  72577. if (!this._texture) {
  72578. if (this._prefiltered) {
  72579. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  72580. }
  72581. else {
  72582. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  72583. }
  72584. }
  72585. };
  72586. /**
  72587. * Returns the reflection texture matrix
  72588. * @returns the reflection texture matrix
  72589. */
  72590. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  72591. return this._textureMatrix;
  72592. };
  72593. /**
  72594. * Sets the reflection texture matrix
  72595. * @param value Reflection texture matrix
  72596. */
  72597. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  72598. this._textureMatrix = value;
  72599. };
  72600. /**
  72601. * Parses text to create a cube texture
  72602. * @param parsedTexture define the serialized text to read from
  72603. * @param scene defines the hosting scene
  72604. * @param rootUrl defines the root url of the cube texture
  72605. * @returns a cube texture
  72606. */
  72607. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  72608. var texture = BABYLON.SerializationHelper.Parse(function () {
  72609. var prefiltered = false;
  72610. if (parsedTexture.prefiltered) {
  72611. prefiltered = parsedTexture.prefiltered;
  72612. }
  72613. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  72614. }, parsedTexture, scene);
  72615. // Local Cubemaps
  72616. if (parsedTexture.boundingBoxPosition) {
  72617. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  72618. }
  72619. if (parsedTexture.boundingBoxSize) {
  72620. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  72621. }
  72622. // Animations
  72623. if (parsedTexture.animations) {
  72624. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  72625. var parsedAnimation = parsedTexture.animations[animationIndex];
  72626. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  72627. }
  72628. }
  72629. return texture;
  72630. };
  72631. /**
  72632. * Makes a clone, or deep copy, of the cube texture
  72633. * @returns a new cube texture
  72634. */
  72635. CubeTexture.prototype.clone = function () {
  72636. var _this = this;
  72637. return BABYLON.SerializationHelper.Clone(function () {
  72638. var scene = _this.getScene();
  72639. if (!scene) {
  72640. return _this;
  72641. }
  72642. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  72643. }, this);
  72644. };
  72645. __decorate([
  72646. BABYLON.serialize("rotationY")
  72647. ], CubeTexture.prototype, "rotationY", null);
  72648. return CubeTexture;
  72649. }(BABYLON.BaseTexture));
  72650. BABYLON.CubeTexture = CubeTexture;
  72651. })(BABYLON || (BABYLON = {}));
  72652. //# sourceMappingURL=babylon.cubeTexture.js.map
  72653. var BABYLON;
  72654. (function (BABYLON) {
  72655. /**
  72656. * Raw cube texture where the raw buffers are passed in
  72657. */
  72658. var RawCubeTexture = /** @class */ (function (_super) {
  72659. __extends(RawCubeTexture, _super);
  72660. /**
  72661. * Creates a cube texture where the raw buffers are passed in.
  72662. * @param scene defines the scene the texture is attached to
  72663. * @param data defines the array of data to use to create each face
  72664. * @param size defines the size of the textures
  72665. * @param format defines the format of the data
  72666. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  72667. * @param generateMipMaps defines if the engine should generate the mip levels
  72668. * @param invertY defines if data must be stored with Y axis inverted
  72669. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  72670. * @param compression defines the compression used (null by default)
  72671. */
  72672. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  72673. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72674. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  72675. if (generateMipMaps === void 0) { generateMipMaps = false; }
  72676. if (invertY === void 0) { invertY = false; }
  72677. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  72678. if (compression === void 0) { compression = null; }
  72679. var _this = _super.call(this, "", scene) || this;
  72680. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  72681. return _this;
  72682. }
  72683. /**
  72684. * Updates the raw cube texture.
  72685. * @param data defines the data to store
  72686. * @param format defines the data format
  72687. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  72688. * @param invertY defines if data must be stored with Y axis inverted
  72689. * @param compression defines the compression used (null by default)
  72690. * @param level defines which level of the texture to update
  72691. */
  72692. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  72693. if (compression === void 0) { compression = null; }
  72694. if (level === void 0) { level = 0; }
  72695. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  72696. };
  72697. /**
  72698. * Updates a raw cube texture with RGBD encoded data.
  72699. * @param data defines the array of data [mipmap][face] to use to create each face
  72700. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  72701. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72702. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72703. * @returns a promsie that resolves when the operation is complete
  72704. */
  72705. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  72706. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  72707. if (lodScale === void 0) { lodScale = 0.8; }
  72708. if (lodOffset === void 0) { lodOffset = 0; }
  72709. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  72710. };
  72711. /**
  72712. * Clones the raw cube texture.
  72713. * @return a new cube texture
  72714. */
  72715. RawCubeTexture.prototype.clone = function () {
  72716. var _this = this;
  72717. return BABYLON.SerializationHelper.Clone(function () {
  72718. var scene = _this.getScene();
  72719. var internalTexture = _this._texture;
  72720. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  72721. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  72722. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  72723. }
  72724. return texture;
  72725. }, this);
  72726. };
  72727. /** @hidden */
  72728. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  72729. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  72730. internalTexture._bufferViewArrayArray = data;
  72731. internalTexture._lodGenerationScale = lodScale;
  72732. internalTexture._lodGenerationOffset = lodOffset;
  72733. internalTexture._sphericalPolynomial = sphericalPolynomial;
  72734. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  72735. internalTexture.isReady = true;
  72736. });
  72737. };
  72738. return RawCubeTexture;
  72739. }(BABYLON.CubeTexture));
  72740. BABYLON.RawCubeTexture = RawCubeTexture;
  72741. })(BABYLON || (BABYLON = {}));
  72742. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  72743. var BABYLON;
  72744. (function (BABYLON) {
  72745. /**
  72746. * This Helps creating a texture that will be created from a camera in your scene.
  72747. * It is basically a dynamic texture that could be used to create special effects for instance.
  72748. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  72749. */
  72750. var RenderTargetTexture = /** @class */ (function (_super) {
  72751. __extends(RenderTargetTexture, _super);
  72752. /**
  72753. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  72754. * or used a shadow, depth texture...
  72755. * @param name The friendly name of the texture
  72756. * @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)
  72757. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  72758. * @param generateMipMaps True if mip maps need to be generated after render.
  72759. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  72760. * @param type The type of the buffer in the RTT (int, half float, float...)
  72761. * @param isCube True if a cube texture needs to be created
  72762. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  72763. * @param generateDepthBuffer True to generate a depth buffer
  72764. * @param generateStencilBuffer True to generate a stencil buffer
  72765. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  72766. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  72767. */
  72768. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format) {
  72769. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  72770. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  72771. if (isCube === void 0) { isCube = false; }
  72772. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  72773. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  72774. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  72775. if (isMulti === void 0) { isMulti = false; }
  72776. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72777. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  72778. _this.isCube = isCube;
  72779. /**
  72780. * Define if particles should be rendered in your texture.
  72781. */
  72782. _this.renderParticles = true;
  72783. /**
  72784. * Define if sprites should be rendered in your texture.
  72785. */
  72786. _this.renderSprites = false;
  72787. /**
  72788. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  72789. */
  72790. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  72791. /**
  72792. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  72793. */
  72794. _this.ignoreCameraViewport = false;
  72795. /**
  72796. * An event triggered when the texture is unbind.
  72797. */
  72798. _this.onBeforeBindObservable = new BABYLON.Observable();
  72799. /**
  72800. * An event triggered when the texture is unbind.
  72801. */
  72802. _this.onAfterUnbindObservable = new BABYLON.Observable();
  72803. /**
  72804. * An event triggered before rendering the texture
  72805. */
  72806. _this.onBeforeRenderObservable = new BABYLON.Observable();
  72807. /**
  72808. * An event triggered after rendering the texture
  72809. */
  72810. _this.onAfterRenderObservable = new BABYLON.Observable();
  72811. /**
  72812. * An event triggered after the texture clear
  72813. */
  72814. _this.onClearObservable = new BABYLON.Observable();
  72815. _this._currentRefreshId = -1;
  72816. _this._refreshRate = 1;
  72817. _this._samples = 1;
  72818. /**
  72819. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  72820. * It must define where the camera used to render the texture is set
  72821. */
  72822. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72823. scene = _this.getScene();
  72824. if (!scene) {
  72825. return _this;
  72826. }
  72827. _this.renderList = new Array();
  72828. _this._engine = scene.getEngine();
  72829. _this.name = name;
  72830. _this.isRenderTarget = true;
  72831. _this._initialSizeParameter = size;
  72832. _this._processSizeParameter(size);
  72833. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  72834. });
  72835. _this._generateMipMaps = generateMipMaps ? true : false;
  72836. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  72837. // Rendering groups
  72838. _this._renderingManager = new BABYLON.RenderingManager(scene);
  72839. _this._renderingManager._useSceneAutoClearSetup = true;
  72840. if (isMulti) {
  72841. return _this;
  72842. }
  72843. _this._renderTargetOptions = {
  72844. generateMipMaps: generateMipMaps,
  72845. type: type,
  72846. format: format,
  72847. samplingMode: samplingMode,
  72848. generateDepthBuffer: generateDepthBuffer,
  72849. generateStencilBuffer: generateStencilBuffer
  72850. };
  72851. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  72852. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72853. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72854. }
  72855. if (isCube) {
  72856. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  72857. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  72858. _this._textureMatrix = BABYLON.Matrix.Identity();
  72859. }
  72860. else {
  72861. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  72862. }
  72863. return _this;
  72864. }
  72865. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  72866. /**
  72867. * Use this list to define the list of mesh you want to render.
  72868. */
  72869. get: function () {
  72870. return this._renderList;
  72871. },
  72872. set: function (value) {
  72873. this._renderList = value;
  72874. if (this._renderList) {
  72875. this._hookArray(this._renderList);
  72876. }
  72877. },
  72878. enumerable: true,
  72879. configurable: true
  72880. });
  72881. RenderTargetTexture.prototype._hookArray = function (array) {
  72882. var _this = this;
  72883. var oldPush = array.push;
  72884. array.push = function () {
  72885. var items = [];
  72886. for (var _i = 0; _i < arguments.length; _i++) {
  72887. items[_i] = arguments[_i];
  72888. }
  72889. var wasEmpty = array.length === 0;
  72890. var result = oldPush.apply(array, items);
  72891. if (wasEmpty) {
  72892. _this.getScene().meshes.forEach(function (mesh) {
  72893. mesh._markSubMeshesAsLightDirty();
  72894. });
  72895. }
  72896. return result;
  72897. };
  72898. var oldSplice = array.splice;
  72899. array.splice = function (index, deleteCount) {
  72900. var deleted = oldSplice.apply(array, [index, deleteCount]);
  72901. if (array.length === 0) {
  72902. _this.getScene().meshes.forEach(function (mesh) {
  72903. mesh._markSubMeshesAsLightDirty();
  72904. });
  72905. }
  72906. return deleted;
  72907. };
  72908. };
  72909. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  72910. /**
  72911. * Set a after unbind callback in the texture.
  72912. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  72913. */
  72914. set: function (callback) {
  72915. if (this._onAfterUnbindObserver) {
  72916. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  72917. }
  72918. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  72919. },
  72920. enumerable: true,
  72921. configurable: true
  72922. });
  72923. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  72924. /**
  72925. * Set a before render callback in the texture.
  72926. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  72927. */
  72928. set: function (callback) {
  72929. if (this._onBeforeRenderObserver) {
  72930. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  72931. }
  72932. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  72933. },
  72934. enumerable: true,
  72935. configurable: true
  72936. });
  72937. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  72938. /**
  72939. * Set a after render callback in the texture.
  72940. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  72941. */
  72942. set: function (callback) {
  72943. if (this._onAfterRenderObserver) {
  72944. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  72945. }
  72946. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  72947. },
  72948. enumerable: true,
  72949. configurable: true
  72950. });
  72951. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  72952. /**
  72953. * Set a clear callback in the texture.
  72954. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  72955. */
  72956. set: function (callback) {
  72957. if (this._onClearObserver) {
  72958. this.onClearObservable.remove(this._onClearObserver);
  72959. }
  72960. this._onClearObserver = this.onClearObservable.add(callback);
  72961. },
  72962. enumerable: true,
  72963. configurable: true
  72964. });
  72965. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  72966. /**
  72967. * Gets render target creation options that were used.
  72968. */
  72969. get: function () {
  72970. return this._renderTargetOptions;
  72971. },
  72972. enumerable: true,
  72973. configurable: true
  72974. });
  72975. RenderTargetTexture.prototype._onRatioRescale = function () {
  72976. if (this._sizeRatio) {
  72977. this.resize(this._initialSizeParameter);
  72978. }
  72979. };
  72980. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  72981. get: function () {
  72982. return this._boundingBoxSize;
  72983. },
  72984. /**
  72985. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  72986. * When defined, the cubemap will switch to local mode
  72987. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72988. * @example https://www.babylonjs-playground.com/#RNASML
  72989. */
  72990. set: function (value) {
  72991. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  72992. return;
  72993. }
  72994. this._boundingBoxSize = value;
  72995. var scene = this.getScene();
  72996. if (scene) {
  72997. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  72998. }
  72999. },
  73000. enumerable: true,
  73001. configurable: true
  73002. });
  73003. /**
  73004. * Creates a depth stencil texture.
  73005. * This is only available in WebGL 2 or with the depth texture extension available.
  73006. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73007. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73008. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73009. */
  73010. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73011. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73012. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73013. if (generateStencil === void 0) { generateStencil = false; }
  73014. if (!this.getScene()) {
  73015. return;
  73016. }
  73017. var engine = this.getScene().getEngine();
  73018. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73019. bilinearFiltering: bilinearFiltering,
  73020. comparisonFunction: comparisonFunction,
  73021. generateStencil: generateStencil,
  73022. isCube: this.isCube
  73023. });
  73024. engine.setFrameBufferDepthStencilTexture(this);
  73025. };
  73026. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73027. if (size.ratio) {
  73028. this._sizeRatio = size.ratio;
  73029. this._size = {
  73030. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73031. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73032. };
  73033. }
  73034. else {
  73035. this._size = size;
  73036. }
  73037. };
  73038. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73039. /**
  73040. * Define the number of samples to use in case of MSAA.
  73041. * It defaults to one meaning no MSAA has been enabled.
  73042. */
  73043. get: function () {
  73044. return this._samples;
  73045. },
  73046. set: function (value) {
  73047. if (this._samples === value) {
  73048. return;
  73049. }
  73050. var scene = this.getScene();
  73051. if (!scene) {
  73052. return;
  73053. }
  73054. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73055. },
  73056. enumerable: true,
  73057. configurable: true
  73058. });
  73059. /**
  73060. * Resets the refresh counter of the texture and start bak from scratch.
  73061. * Could be usefull to regenerate the texture if it is setup to render only once.
  73062. */
  73063. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73064. this._currentRefreshId = -1;
  73065. };
  73066. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73067. /**
  73068. * Define the refresh rate of the texture or the rendering frequency.
  73069. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73070. */
  73071. get: function () {
  73072. return this._refreshRate;
  73073. },
  73074. set: function (value) {
  73075. this._refreshRate = value;
  73076. this.resetRefreshCounter();
  73077. },
  73078. enumerable: true,
  73079. configurable: true
  73080. });
  73081. /**
  73082. * Adds a post process to the render target rendering passes.
  73083. * @param postProcess define the post process to add
  73084. */
  73085. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73086. if (!this._postProcessManager) {
  73087. var scene = this.getScene();
  73088. if (!scene) {
  73089. return;
  73090. }
  73091. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73092. this._postProcesses = new Array();
  73093. }
  73094. this._postProcesses.push(postProcess);
  73095. this._postProcesses[0].autoClear = false;
  73096. };
  73097. /**
  73098. * Clear all the post processes attached to the render target
  73099. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73100. */
  73101. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73102. if (dispose === void 0) { dispose = false; }
  73103. if (!this._postProcesses) {
  73104. return;
  73105. }
  73106. if (dispose) {
  73107. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73108. var postProcess = _a[_i];
  73109. postProcess.dispose();
  73110. }
  73111. }
  73112. this._postProcesses = [];
  73113. };
  73114. /**
  73115. * Remove one of the post process from the list of attached post processes to the texture
  73116. * @param postProcess define the post process to remove from the list
  73117. */
  73118. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73119. if (!this._postProcesses) {
  73120. return;
  73121. }
  73122. var index = this._postProcesses.indexOf(postProcess);
  73123. if (index === -1) {
  73124. return;
  73125. }
  73126. this._postProcesses.splice(index, 1);
  73127. if (this._postProcesses.length > 0) {
  73128. this._postProcesses[0].autoClear = false;
  73129. }
  73130. };
  73131. /** @hidden */
  73132. RenderTargetTexture.prototype._shouldRender = function () {
  73133. if (this._currentRefreshId === -1) { // At least render once
  73134. this._currentRefreshId = 1;
  73135. return true;
  73136. }
  73137. if (this.refreshRate === this._currentRefreshId) {
  73138. this._currentRefreshId = 1;
  73139. return true;
  73140. }
  73141. this._currentRefreshId++;
  73142. return false;
  73143. };
  73144. /**
  73145. * Gets the actual render size of the texture.
  73146. * @returns the width of the render size
  73147. */
  73148. RenderTargetTexture.prototype.getRenderSize = function () {
  73149. return this.getRenderWidth();
  73150. };
  73151. /**
  73152. * Gets the actual render width of the texture.
  73153. * @returns the width of the render size
  73154. */
  73155. RenderTargetTexture.prototype.getRenderWidth = function () {
  73156. if (this._size.width) {
  73157. return this._size.width;
  73158. }
  73159. return this._size;
  73160. };
  73161. /**
  73162. * Gets the actual render height of the texture.
  73163. * @returns the height of the render size
  73164. */
  73165. RenderTargetTexture.prototype.getRenderHeight = function () {
  73166. if (this._size.width) {
  73167. return this._size.height;
  73168. }
  73169. return this._size;
  73170. };
  73171. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73172. /**
  73173. * Get if the texture can be rescaled or not.
  73174. */
  73175. get: function () {
  73176. return true;
  73177. },
  73178. enumerable: true,
  73179. configurable: true
  73180. });
  73181. /**
  73182. * Resize the texture using a ratio.
  73183. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73184. */
  73185. RenderTargetTexture.prototype.scale = function (ratio) {
  73186. var newSize = this.getRenderSize() * ratio;
  73187. this.resize(newSize);
  73188. };
  73189. /**
  73190. * Get the texture reflection matrix used to rotate/transform the reflection.
  73191. * @returns the reflection matrix
  73192. */
  73193. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73194. if (this.isCube) {
  73195. return this._textureMatrix;
  73196. }
  73197. return _super.prototype.getReflectionTextureMatrix.call(this);
  73198. };
  73199. /**
  73200. * Resize the texture to a new desired size.
  73201. * Be carrefull as it will recreate all the data in the new texture.
  73202. * @param size Define the new size. It can be:
  73203. * - a number for squared texture,
  73204. * - an object containing { width: number, height: number }
  73205. * - or an object containing a ratio { ratio: number }
  73206. */
  73207. RenderTargetTexture.prototype.resize = function (size) {
  73208. this.releaseInternalTexture();
  73209. var scene = this.getScene();
  73210. if (!scene) {
  73211. return;
  73212. }
  73213. this._processSizeParameter(size);
  73214. if (this.isCube) {
  73215. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73216. }
  73217. else {
  73218. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73219. }
  73220. };
  73221. /**
  73222. * Renders all the objects from the render list into the texture.
  73223. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73224. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73225. */
  73226. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73227. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73228. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73229. var scene = this.getScene();
  73230. if (!scene) {
  73231. return;
  73232. }
  73233. var engine = scene.getEngine();
  73234. if (this.useCameraPostProcesses !== undefined) {
  73235. useCameraPostProcess = this.useCameraPostProcesses;
  73236. }
  73237. if (this._waitingRenderList) {
  73238. this.renderList = [];
  73239. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73240. var id = this._waitingRenderList[index];
  73241. var mesh_1 = scene.getMeshByID(id);
  73242. if (mesh_1) {
  73243. this.renderList.push(mesh_1);
  73244. }
  73245. }
  73246. delete this._waitingRenderList;
  73247. }
  73248. // Is predicate defined?
  73249. if (this.renderListPredicate) {
  73250. if (this.renderList) {
  73251. this.renderList.splice(0); // Clear previous renderList
  73252. }
  73253. else {
  73254. this.renderList = [];
  73255. }
  73256. var scene = this.getScene();
  73257. if (!scene) {
  73258. return;
  73259. }
  73260. var sceneMeshes = scene.meshes;
  73261. for (var index = 0; index < sceneMeshes.length; index++) {
  73262. var mesh = sceneMeshes[index];
  73263. if (this.renderListPredicate(mesh)) {
  73264. this.renderList.push(mesh);
  73265. }
  73266. }
  73267. }
  73268. this.onBeforeBindObservable.notifyObservers(this);
  73269. // Set custom projection.
  73270. // Needs to be before binding to prevent changing the aspect ratio.
  73271. var camera;
  73272. if (this.activeCamera) {
  73273. camera = this.activeCamera;
  73274. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73275. if (this.activeCamera !== scene.activeCamera) {
  73276. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  73277. }
  73278. }
  73279. else {
  73280. camera = scene.activeCamera;
  73281. if (camera) {
  73282. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73283. }
  73284. }
  73285. // Prepare renderingManager
  73286. this._renderingManager.reset();
  73287. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  73288. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  73289. var sceneRenderId = scene.getRenderId();
  73290. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  73291. var mesh = currentRenderList[meshIndex];
  73292. if (mesh) {
  73293. if (!mesh.isReady(this.refreshRate === 0)) {
  73294. this.resetRefreshCounter();
  73295. continue;
  73296. }
  73297. mesh._preActivateForIntermediateRendering(sceneRenderId);
  73298. var isMasked = void 0;
  73299. if (!this.renderList && camera) {
  73300. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  73301. }
  73302. else {
  73303. isMasked = false;
  73304. }
  73305. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  73306. mesh._activate(sceneRenderId);
  73307. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  73308. var subMesh = mesh.subMeshes[subIndex];
  73309. scene._activeIndices.addCount(subMesh.indexCount, false);
  73310. this._renderingManager.dispatch(subMesh, mesh);
  73311. }
  73312. }
  73313. }
  73314. }
  73315. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  73316. var particleSystem = scene.particleSystems[particleIndex];
  73317. var emitter = particleSystem.emitter;
  73318. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  73319. continue;
  73320. }
  73321. if (currentRenderList.indexOf(emitter) >= 0) {
  73322. this._renderingManager.dispatchParticles(particleSystem);
  73323. }
  73324. }
  73325. if (this.isCube) {
  73326. for (var face = 0; face < 6; face++) {
  73327. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73328. scene.incrementRenderId();
  73329. scene.resetCachedMaterial();
  73330. }
  73331. }
  73332. else {
  73333. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73334. }
  73335. this.onAfterUnbindObservable.notifyObservers(this);
  73336. if (scene.activeCamera) {
  73337. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  73338. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  73339. }
  73340. engine.setViewport(scene.activeCamera.viewport);
  73341. }
  73342. scene.resetCachedMaterial();
  73343. };
  73344. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  73345. var minimum = 128;
  73346. var x = renderDimension * scale;
  73347. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  73348. // Ensure we don't exceed the render dimension (while staying POT)
  73349. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  73350. };
  73351. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73352. var _this = this;
  73353. if (!this._texture) {
  73354. return;
  73355. }
  73356. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  73357. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73358. });
  73359. };
  73360. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  73361. var scene = this.getScene();
  73362. if (!scene) {
  73363. return;
  73364. }
  73365. var engine = scene.getEngine();
  73366. if (!this._texture) {
  73367. return;
  73368. }
  73369. // Bind
  73370. if (this._postProcessManager) {
  73371. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  73372. }
  73373. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  73374. if (this._texture) {
  73375. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  73376. }
  73377. }
  73378. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  73379. // Clear
  73380. if (this.onClearObservable.hasObservers()) {
  73381. this.onClearObservable.notifyObservers(engine);
  73382. }
  73383. else {
  73384. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  73385. }
  73386. if (!this._doNotChangeAspectRatio) {
  73387. scene.updateTransformMatrix(true);
  73388. }
  73389. // Render
  73390. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  73391. if (this._postProcessManager) {
  73392. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  73393. }
  73394. else if (useCameraPostProcess) {
  73395. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  73396. }
  73397. if (!this._doNotChangeAspectRatio) {
  73398. scene.updateTransformMatrix(true);
  73399. }
  73400. // Dump ?
  73401. if (dumpForDebug) {
  73402. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  73403. }
  73404. // Unbind
  73405. if (!this.isCube || faceIndex === 5) {
  73406. if (this.isCube) {
  73407. if (faceIndex === 5) {
  73408. engine.generateMipMapsForCubemap(this._texture);
  73409. }
  73410. }
  73411. this.unbindFrameBuffer(engine, faceIndex);
  73412. }
  73413. else {
  73414. this.onAfterRenderObservable.notifyObservers(faceIndex);
  73415. }
  73416. };
  73417. /**
  73418. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  73419. * This allowed control for front to back rendering or reversly depending of the special needs.
  73420. *
  73421. * @param renderingGroupId The rendering group id corresponding to its index
  73422. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  73423. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  73424. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  73425. */
  73426. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  73427. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  73428. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  73429. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  73430. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  73431. };
  73432. /**
  73433. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  73434. *
  73435. * @param renderingGroupId The rendering group id corresponding to its index
  73436. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  73437. */
  73438. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  73439. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  73440. this._renderingManager._useSceneAutoClearSetup = false;
  73441. };
  73442. /**
  73443. * Clones the texture.
  73444. * @returns the cloned texture
  73445. */
  73446. RenderTargetTexture.prototype.clone = function () {
  73447. var textureSize = this.getSize();
  73448. 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);
  73449. // Base texture
  73450. newTexture.hasAlpha = this.hasAlpha;
  73451. newTexture.level = this.level;
  73452. // RenderTarget Texture
  73453. newTexture.coordinatesMode = this.coordinatesMode;
  73454. if (this.renderList) {
  73455. newTexture.renderList = this.renderList.slice(0);
  73456. }
  73457. return newTexture;
  73458. };
  73459. /**
  73460. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  73461. * @returns The JSON representation of the texture
  73462. */
  73463. RenderTargetTexture.prototype.serialize = function () {
  73464. if (!this.name) {
  73465. return null;
  73466. }
  73467. var serializationObject = _super.prototype.serialize.call(this);
  73468. serializationObject.renderTargetSize = this.getRenderSize();
  73469. serializationObject.renderList = [];
  73470. if (this.renderList) {
  73471. for (var index = 0; index < this.renderList.length; index++) {
  73472. serializationObject.renderList.push(this.renderList[index].id);
  73473. }
  73474. }
  73475. return serializationObject;
  73476. };
  73477. /**
  73478. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  73479. */
  73480. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  73481. var objBuffer = this.getInternalTexture();
  73482. var scene = this.getScene();
  73483. if (objBuffer && scene) {
  73484. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  73485. }
  73486. };
  73487. /**
  73488. * Dispose the texture and release its associated resources.
  73489. */
  73490. RenderTargetTexture.prototype.dispose = function () {
  73491. if (this._postProcessManager) {
  73492. this._postProcessManager.dispose();
  73493. this._postProcessManager = null;
  73494. }
  73495. this.clearPostProcesses(true);
  73496. if (this._resizeObserver) {
  73497. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  73498. this._resizeObserver = null;
  73499. }
  73500. this.renderList = null;
  73501. // Remove from custom render targets
  73502. var scene = this.getScene();
  73503. if (!scene) {
  73504. return;
  73505. }
  73506. var index = scene.customRenderTargets.indexOf(this);
  73507. if (index >= 0) {
  73508. scene.customRenderTargets.splice(index, 1);
  73509. }
  73510. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  73511. var camera = _a[_i];
  73512. index = camera.customRenderTargets.indexOf(this);
  73513. if (index >= 0) {
  73514. camera.customRenderTargets.splice(index, 1);
  73515. }
  73516. }
  73517. _super.prototype.dispose.call(this);
  73518. };
  73519. /** @hidden */
  73520. RenderTargetTexture.prototype._rebuild = function () {
  73521. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  73522. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  73523. }
  73524. if (this._postProcessManager) {
  73525. this._postProcessManager._rebuild();
  73526. }
  73527. };
  73528. /**
  73529. * Clear the info related to rendering groups preventing retention point in material dispose.
  73530. */
  73531. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  73532. if (this._renderingManager) {
  73533. this._renderingManager.freeRenderingGroups();
  73534. }
  73535. };
  73536. /**
  73537. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  73538. */
  73539. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  73540. /**
  73541. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  73542. */
  73543. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  73544. /**
  73545. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  73546. * the central point of your effect and can save a lot of performances.
  73547. */
  73548. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  73549. return RenderTargetTexture;
  73550. }(BABYLON.Texture));
  73551. BABYLON.RenderTargetTexture = RenderTargetTexture;
  73552. })(BABYLON || (BABYLON = {}));
  73553. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  73554. var BABYLON;
  73555. (function (BABYLON) {
  73556. /**
  73557. * A multi render target, like a render target provides the ability to render to a texture.
  73558. * Unlike the render target, it can render to several draw buffers in one draw.
  73559. * This is specially interesting in deferred rendering or for any effects requiring more than
  73560. * just one color from a single pass.
  73561. */
  73562. var MultiRenderTarget = /** @class */ (function (_super) {
  73563. __extends(MultiRenderTarget, _super);
  73564. /**
  73565. * Instantiate a new multi render target texture.
  73566. * A multi render target, like a render target provides the ability to render to a texture.
  73567. * Unlike the render target, it can render to several draw buffers in one draw.
  73568. * This is specially interesting in deferred rendering or for any effects requiring more than
  73569. * just one color from a single pass.
  73570. * @param name Define the name of the texture
  73571. * @param size Define the size of the buffers to render to
  73572. * @param count Define the number of target we are rendering into
  73573. * @param scene Define the scene the texture belongs to
  73574. * @param options Define the options used to create the multi render target
  73575. */
  73576. function MultiRenderTarget(name, size, count, scene, options) {
  73577. var _this = this;
  73578. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  73579. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  73580. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  73581. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  73582. _this._engine = scene.getEngine();
  73583. if (!_this.isSupported) {
  73584. _this.dispose();
  73585. return;
  73586. }
  73587. var types = [];
  73588. var samplingModes = [];
  73589. for (var i = 0; i < count; i++) {
  73590. if (options && options.types && options.types[i] !== undefined) {
  73591. types.push(options.types[i]);
  73592. }
  73593. else {
  73594. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  73595. }
  73596. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  73597. samplingModes.push(options.samplingModes[i]);
  73598. }
  73599. else {
  73600. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  73601. }
  73602. }
  73603. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  73604. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  73605. _this._size = size;
  73606. _this._multiRenderTargetOptions = {
  73607. samplingModes: samplingModes,
  73608. generateMipMaps: generateMipMaps,
  73609. generateDepthBuffer: generateDepthBuffer,
  73610. generateStencilBuffer: generateStencilBuffer,
  73611. generateDepthTexture: generateDepthTexture,
  73612. types: types,
  73613. textureCount: count
  73614. };
  73615. _this._createInternalTextures();
  73616. _this._createTextures();
  73617. return _this;
  73618. }
  73619. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  73620. /**
  73621. * Get if draw buffers are currently supported by the used hardware and browser.
  73622. */
  73623. get: function () {
  73624. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  73625. },
  73626. enumerable: true,
  73627. configurable: true
  73628. });
  73629. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  73630. /**
  73631. * Get the list of textures generated by the multi render target.
  73632. */
  73633. get: function () {
  73634. return this._textures;
  73635. },
  73636. enumerable: true,
  73637. configurable: true
  73638. });
  73639. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  73640. /**
  73641. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  73642. */
  73643. get: function () {
  73644. return this._textures[this._textures.length - 1];
  73645. },
  73646. enumerable: true,
  73647. configurable: true
  73648. });
  73649. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  73650. /**
  73651. * Set the wrapping mode on U of all the textures we are rendering to.
  73652. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  73653. */
  73654. set: function (wrap) {
  73655. if (this._textures) {
  73656. for (var i = 0; i < this._textures.length; i++) {
  73657. this._textures[i].wrapU = wrap;
  73658. }
  73659. }
  73660. },
  73661. enumerable: true,
  73662. configurable: true
  73663. });
  73664. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  73665. /**
  73666. * Set the wrapping mode on V of all the textures we are rendering to.
  73667. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  73668. */
  73669. set: function (wrap) {
  73670. if (this._textures) {
  73671. for (var i = 0; i < this._textures.length; i++) {
  73672. this._textures[i].wrapV = wrap;
  73673. }
  73674. }
  73675. },
  73676. enumerable: true,
  73677. configurable: true
  73678. });
  73679. /** @hidden */
  73680. MultiRenderTarget.prototype._rebuild = function () {
  73681. this.releaseInternalTextures();
  73682. this._createInternalTextures();
  73683. for (var i = 0; i < this._internalTextures.length; i++) {
  73684. var texture = this._textures[i];
  73685. texture._texture = this._internalTextures[i];
  73686. }
  73687. // Keeps references to frame buffer and stencil/depth buffer
  73688. this._texture = this._internalTextures[0];
  73689. };
  73690. MultiRenderTarget.prototype._createInternalTextures = function () {
  73691. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  73692. };
  73693. MultiRenderTarget.prototype._createTextures = function () {
  73694. this._textures = [];
  73695. for (var i = 0; i < this._internalTextures.length; i++) {
  73696. var texture = new BABYLON.Texture(null, this.getScene());
  73697. texture._texture = this._internalTextures[i];
  73698. this._textures.push(texture);
  73699. }
  73700. // Keeps references to frame buffer and stencil/depth buffer
  73701. this._texture = this._internalTextures[0];
  73702. };
  73703. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  73704. /**
  73705. * Define the number of samples used if MSAA is enabled.
  73706. */
  73707. get: function () {
  73708. return this._samples;
  73709. },
  73710. set: function (value) {
  73711. if (this._samples === value) {
  73712. return;
  73713. }
  73714. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  73715. },
  73716. enumerable: true,
  73717. configurable: true
  73718. });
  73719. /**
  73720. * Resize all the textures in the multi render target.
  73721. * Be carrefull as it will recreate all the data in the new texture.
  73722. * @param size Define the new size
  73723. */
  73724. MultiRenderTarget.prototype.resize = function (size) {
  73725. this.releaseInternalTextures();
  73726. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  73727. this._createInternalTextures();
  73728. };
  73729. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73730. var _this = this;
  73731. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  73732. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73733. });
  73734. };
  73735. /**
  73736. * Dispose the render targets and their associated resources
  73737. */
  73738. MultiRenderTarget.prototype.dispose = function () {
  73739. this.releaseInternalTextures();
  73740. _super.prototype.dispose.call(this);
  73741. };
  73742. /**
  73743. * Release all the underlying texture used as draw buffers.
  73744. */
  73745. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  73746. if (!this._internalTextures) {
  73747. return;
  73748. }
  73749. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  73750. if (this._internalTextures[i] !== undefined) {
  73751. this._internalTextures[i].dispose();
  73752. this._internalTextures.splice(i, 1);
  73753. }
  73754. }
  73755. };
  73756. return MultiRenderTarget;
  73757. }(BABYLON.RenderTargetTexture));
  73758. BABYLON.MultiRenderTarget = MultiRenderTarget;
  73759. })(BABYLON || (BABYLON = {}));
  73760. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  73761. var BABYLON;
  73762. (function (BABYLON) {
  73763. /**
  73764. * Mirror texture can be used to simulate the view from a mirror in a scene.
  73765. * It will dynamically be rendered every frame to adapt to the camera point of view.
  73766. * You can then easily use it as a reflectionTexture on a flat surface.
  73767. * In case the surface is not a plane, please consider relying on reflection probes.
  73768. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73769. */
  73770. var MirrorTexture = /** @class */ (function (_super) {
  73771. __extends(MirrorTexture, _super);
  73772. /**
  73773. * Instantiates a Mirror Texture.
  73774. * Mirror texture can be used to simulate the view from a mirror in a scene.
  73775. * It will dynamically be rendered every frame to adapt to the camera point of view.
  73776. * You can then easily use it as a reflectionTexture on a flat surface.
  73777. * In case the surface is not a plane, please consider relying on reflection probes.
  73778. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73779. * @param name
  73780. * @param size
  73781. * @param scene
  73782. * @param generateMipMaps
  73783. * @param type
  73784. * @param samplingMode
  73785. * @param generateDepthBuffer
  73786. */
  73787. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  73788. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73789. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  73790. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73791. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  73792. _this.scene = scene;
  73793. /**
  73794. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  73795. * 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.
  73796. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73797. */
  73798. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  73799. _this._transformMatrix = BABYLON.Matrix.Zero();
  73800. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  73801. _this._adaptiveBlurKernel = 0;
  73802. _this._blurKernelX = 0;
  73803. _this._blurKernelY = 0;
  73804. _this._blurRatio = 1.0;
  73805. _this.ignoreCameraViewport = true;
  73806. _this._updateGammaSpace();
  73807. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  73808. _this._updateGammaSpace;
  73809. });
  73810. _this.onBeforeRenderObservable.add(function () {
  73811. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  73812. _this._savedViewMatrix = scene.getViewMatrix();
  73813. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  73814. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  73815. scene.clipPlane = _this.mirrorPlane;
  73816. scene.getEngine().cullBackFaces = false;
  73817. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  73818. });
  73819. _this.onAfterRenderObservable.add(function () {
  73820. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  73821. scene.getEngine().cullBackFaces = true;
  73822. scene._mirroredCameraPosition = null;
  73823. delete scene.clipPlane;
  73824. });
  73825. return _this;
  73826. }
  73827. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  73828. get: function () {
  73829. return this._blurRatio;
  73830. },
  73831. /**
  73832. * Define the blur ratio used to blur the reflection if needed.
  73833. */
  73834. set: function (value) {
  73835. if (this._blurRatio === value) {
  73836. return;
  73837. }
  73838. this._blurRatio = value;
  73839. this._preparePostProcesses();
  73840. },
  73841. enumerable: true,
  73842. configurable: true
  73843. });
  73844. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  73845. /**
  73846. * Define the adaptive blur kernel used to blur the reflection if needed.
  73847. * This will autocompute the closest best match for the `blurKernel`
  73848. */
  73849. set: function (value) {
  73850. this._adaptiveBlurKernel = value;
  73851. this._autoComputeBlurKernel();
  73852. },
  73853. enumerable: true,
  73854. configurable: true
  73855. });
  73856. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  73857. /**
  73858. * Define the blur kernel used to blur the reflection if needed.
  73859. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  73860. */
  73861. set: function (value) {
  73862. this.blurKernelX = value;
  73863. this.blurKernelY = value;
  73864. },
  73865. enumerable: true,
  73866. configurable: true
  73867. });
  73868. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  73869. get: function () {
  73870. return this._blurKernelX;
  73871. },
  73872. /**
  73873. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  73874. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  73875. */
  73876. set: function (value) {
  73877. if (this._blurKernelX === value) {
  73878. return;
  73879. }
  73880. this._blurKernelX = value;
  73881. this._preparePostProcesses();
  73882. },
  73883. enumerable: true,
  73884. configurable: true
  73885. });
  73886. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  73887. get: function () {
  73888. return this._blurKernelY;
  73889. },
  73890. /**
  73891. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  73892. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  73893. */
  73894. set: function (value) {
  73895. if (this._blurKernelY === value) {
  73896. return;
  73897. }
  73898. this._blurKernelY = value;
  73899. this._preparePostProcesses();
  73900. },
  73901. enumerable: true,
  73902. configurable: true
  73903. });
  73904. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  73905. var engine = this.getScene().getEngine();
  73906. var dw = this.getRenderWidth() / engine.getRenderWidth();
  73907. var dh = this.getRenderHeight() / engine.getRenderHeight();
  73908. this.blurKernelX = this._adaptiveBlurKernel * dw;
  73909. this.blurKernelY = this._adaptiveBlurKernel * dh;
  73910. };
  73911. MirrorTexture.prototype._onRatioRescale = function () {
  73912. if (this._sizeRatio) {
  73913. this.resize(this._initialSizeParameter);
  73914. if (!this._adaptiveBlurKernel) {
  73915. this._preparePostProcesses();
  73916. }
  73917. }
  73918. if (this._adaptiveBlurKernel) {
  73919. this._autoComputeBlurKernel();
  73920. }
  73921. };
  73922. MirrorTexture.prototype._updateGammaSpace = function () {
  73923. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  73924. };
  73925. MirrorTexture.prototype._preparePostProcesses = function () {
  73926. this.clearPostProcesses(true);
  73927. if (this._blurKernelX && this._blurKernelY) {
  73928. var engine = this.getScene().getEngine();
  73929. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  73930. 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);
  73931. this._blurX.autoClear = false;
  73932. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  73933. this._blurX.inputTexture = this._texture;
  73934. }
  73935. else {
  73936. this._blurX.alwaysForcePOT = true;
  73937. }
  73938. 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);
  73939. this._blurY.autoClear = false;
  73940. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  73941. this.addPostProcess(this._blurX);
  73942. this.addPostProcess(this._blurY);
  73943. }
  73944. else {
  73945. if (this._blurY) {
  73946. this.removePostProcess(this._blurY);
  73947. this._blurY.dispose();
  73948. this._blurY = null;
  73949. }
  73950. if (this._blurX) {
  73951. this.removePostProcess(this._blurX);
  73952. this._blurX.dispose();
  73953. this._blurX = null;
  73954. }
  73955. }
  73956. };
  73957. /**
  73958. * Clone the mirror texture.
  73959. * @returns the cloned texture
  73960. */
  73961. MirrorTexture.prototype.clone = function () {
  73962. var scene = this.getScene();
  73963. if (!scene) {
  73964. return this;
  73965. }
  73966. var textureSize = this.getSize();
  73967. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  73968. // Base texture
  73969. newTexture.hasAlpha = this.hasAlpha;
  73970. newTexture.level = this.level;
  73971. // Mirror Texture
  73972. newTexture.mirrorPlane = this.mirrorPlane.clone();
  73973. if (this.renderList) {
  73974. newTexture.renderList = this.renderList.slice(0);
  73975. }
  73976. return newTexture;
  73977. };
  73978. /**
  73979. * Serialize the texture to a JSON representation you could use in Parse later on
  73980. * @returns the serialized JSON representation
  73981. */
  73982. MirrorTexture.prototype.serialize = function () {
  73983. if (!this.name) {
  73984. return null;
  73985. }
  73986. var serializationObject = _super.prototype.serialize.call(this);
  73987. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  73988. return serializationObject;
  73989. };
  73990. /**
  73991. * Dispose the texture and release its associated resources.
  73992. */
  73993. MirrorTexture.prototype.dispose = function () {
  73994. _super.prototype.dispose.call(this);
  73995. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  73996. };
  73997. return MirrorTexture;
  73998. }(BABYLON.RenderTargetTexture));
  73999. BABYLON.MirrorTexture = MirrorTexture;
  74000. })(BABYLON || (BABYLON = {}));
  74001. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74002. var BABYLON;
  74003. (function (BABYLON) {
  74004. /**
  74005. * Creates a refraction texture used by refraction channel of the standard material.
  74006. * It is like a mirror but to see through a material.
  74007. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74008. */
  74009. var RefractionTexture = /** @class */ (function (_super) {
  74010. __extends(RefractionTexture, _super);
  74011. /**
  74012. * Creates a refraction texture used by refraction channel of the standard material.
  74013. * It is like a mirror but to see through a material.
  74014. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74015. * @param name Define the texture name
  74016. * @param size Define the size of the underlying texture
  74017. * @param scene Define the scene the refraction belongs to
  74018. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74019. */
  74020. function RefractionTexture(name, size, scene, generateMipMaps) {
  74021. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74022. /**
  74023. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74024. * 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.
  74025. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74026. */
  74027. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74028. /**
  74029. * Define how deep under the surface we should see.
  74030. */
  74031. _this.depth = 2.0;
  74032. _this.onBeforeRenderObservable.add(function () {
  74033. scene.clipPlane = _this.refractionPlane;
  74034. });
  74035. _this.onAfterRenderObservable.add(function () {
  74036. delete scene.clipPlane;
  74037. });
  74038. return _this;
  74039. }
  74040. /**
  74041. * Clone the refraction texture.
  74042. * @returns the cloned texture
  74043. */
  74044. RefractionTexture.prototype.clone = function () {
  74045. var scene = this.getScene();
  74046. if (!scene) {
  74047. return this;
  74048. }
  74049. var textureSize = this.getSize();
  74050. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74051. // Base texture
  74052. newTexture.hasAlpha = this.hasAlpha;
  74053. newTexture.level = this.level;
  74054. // Refraction Texture
  74055. newTexture.refractionPlane = this.refractionPlane.clone();
  74056. if (this.renderList) {
  74057. newTexture.renderList = this.renderList.slice(0);
  74058. }
  74059. newTexture.depth = this.depth;
  74060. return newTexture;
  74061. };
  74062. /**
  74063. * Serialize the texture to a JSON representation you could use in Parse later on
  74064. * @returns the serialized JSON representation
  74065. */
  74066. RefractionTexture.prototype.serialize = function () {
  74067. if (!this.name) {
  74068. return null;
  74069. }
  74070. var serializationObject = _super.prototype.serialize.call(this);
  74071. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74072. serializationObject.depth = this.depth;
  74073. return serializationObject;
  74074. };
  74075. return RefractionTexture;
  74076. }(BABYLON.RenderTargetTexture));
  74077. BABYLON.RefractionTexture = RefractionTexture;
  74078. })(BABYLON || (BABYLON = {}));
  74079. //# sourceMappingURL=babylon.refractionTexture.js.map
  74080. var BABYLON;
  74081. (function (BABYLON) {
  74082. /**
  74083. * A class extending Texture allowing drawing on a texture
  74084. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74085. */
  74086. var DynamicTexture = /** @class */ (function (_super) {
  74087. __extends(DynamicTexture, _super);
  74088. /**
  74089. * Creates a DynamicTexture
  74090. * @param name defines the name of the texture
  74091. * @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
  74092. * @param scene defines the scene where you want the texture
  74093. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74094. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74095. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74096. */
  74097. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74098. if (scene === void 0) { scene = null; }
  74099. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74100. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74101. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74102. _this.name = name;
  74103. _this._engine = _this.getScene().getEngine();
  74104. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74105. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74106. _this._generateMipMaps = generateMipMaps;
  74107. if (options.getContext) {
  74108. _this._canvas = options;
  74109. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74110. }
  74111. else {
  74112. _this._canvas = document.createElement("canvas");
  74113. if (options.width || options.width === 0) {
  74114. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74115. }
  74116. else {
  74117. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74118. }
  74119. }
  74120. var textureSize = _this.getSize();
  74121. _this._canvas.width = textureSize.width;
  74122. _this._canvas.height = textureSize.height;
  74123. _this._context = _this._canvas.getContext("2d");
  74124. return _this;
  74125. }
  74126. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74127. /**
  74128. * Gets the current state of canRescale
  74129. */
  74130. get: function () {
  74131. return true;
  74132. },
  74133. enumerable: true,
  74134. configurable: true
  74135. });
  74136. DynamicTexture.prototype._recreate = function (textureSize) {
  74137. this._canvas.width = textureSize.width;
  74138. this._canvas.height = textureSize.height;
  74139. this.releaseInternalTexture();
  74140. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74141. };
  74142. /**
  74143. * Scales the texture
  74144. * @param ratio the scale factor to apply to both width and height
  74145. */
  74146. DynamicTexture.prototype.scale = function (ratio) {
  74147. var textureSize = this.getSize();
  74148. textureSize.width *= ratio;
  74149. textureSize.height *= ratio;
  74150. this._recreate(textureSize);
  74151. };
  74152. /**
  74153. * Resizes the texture
  74154. * @param width the new width
  74155. * @param height the new height
  74156. */
  74157. DynamicTexture.prototype.scaleTo = function (width, height) {
  74158. var textureSize = this.getSize();
  74159. textureSize.width = width;
  74160. textureSize.height = height;
  74161. this._recreate(textureSize);
  74162. };
  74163. /**
  74164. * Gets the context of the canvas used by the texture
  74165. * @returns the canvas context of the dynamic texture
  74166. */
  74167. DynamicTexture.prototype.getContext = function () {
  74168. return this._context;
  74169. };
  74170. /**
  74171. * Clears the texture
  74172. */
  74173. DynamicTexture.prototype.clear = function () {
  74174. var size = this.getSize();
  74175. this._context.fillRect(0, 0, size.width, size.height);
  74176. };
  74177. /**
  74178. * Updates the texture
  74179. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74180. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74181. */
  74182. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74183. if (premulAlpha === void 0) { premulAlpha = false; }
  74184. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74185. };
  74186. /**
  74187. * Draws text onto the texture
  74188. * @param text defines the text to be drawn
  74189. * @param x defines the placement of the text from the left
  74190. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74191. * @param font defines the font to be used with font-style, font-size, font-name
  74192. * @param color defines the color used for the text
  74193. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74194. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74195. * @param update defines whether texture is immediately update (default is true)
  74196. */
  74197. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74198. if (update === void 0) { update = true; }
  74199. var size = this.getSize();
  74200. if (clearColor) {
  74201. this._context.fillStyle = clearColor;
  74202. this._context.fillRect(0, 0, size.width, size.height);
  74203. }
  74204. this._context.font = font;
  74205. if (x === null || x === undefined) {
  74206. var textSize = this._context.measureText(text);
  74207. x = (size.width - textSize.width) / 2;
  74208. }
  74209. if (y === null || y === undefined) {
  74210. var fontSize = parseInt((font.replace(/\D/g, '')));
  74211. y = (size.height / 2) + (fontSize / 3.65);
  74212. }
  74213. this._context.fillStyle = color;
  74214. this._context.fillText(text, x, y);
  74215. if (update) {
  74216. this.update(invertY);
  74217. }
  74218. };
  74219. /**
  74220. * Clones the texture
  74221. * @returns the clone of the texture.
  74222. */
  74223. DynamicTexture.prototype.clone = function () {
  74224. var scene = this.getScene();
  74225. if (!scene) {
  74226. return this;
  74227. }
  74228. var textureSize = this.getSize();
  74229. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74230. // Base texture
  74231. newTexture.hasAlpha = this.hasAlpha;
  74232. newTexture.level = this.level;
  74233. // Dynamic Texture
  74234. newTexture.wrapU = this.wrapU;
  74235. newTexture.wrapV = this.wrapV;
  74236. return newTexture;
  74237. };
  74238. /**
  74239. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74240. * @returns a serialized dynamic texture object
  74241. */
  74242. DynamicTexture.prototype.serialize = function () {
  74243. var scene = this.getScene();
  74244. if (scene && !scene.isReady()) {
  74245. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74246. }
  74247. var serializationObject = _super.prototype.serialize.call(this);
  74248. serializationObject.base64String = this._canvas.toDataURL();
  74249. serializationObject.invertY = this._invertY;
  74250. serializationObject.samplingMode = this.samplingMode;
  74251. return serializationObject;
  74252. };
  74253. /** @hidden */
  74254. DynamicTexture.prototype._rebuild = function () {
  74255. this.update();
  74256. };
  74257. return DynamicTexture;
  74258. }(BABYLON.Texture));
  74259. BABYLON.DynamicTexture = DynamicTexture;
  74260. })(BABYLON || (BABYLON = {}));
  74261. //# sourceMappingURL=babylon.dynamicTexture.js.map
  74262. var BABYLON;
  74263. (function (BABYLON) {
  74264. /**
  74265. * If you want to display a video in your scene, this is the special texture for that.
  74266. * This special texture works similar to other textures, with the exception of a few parameters.
  74267. * @see https://doc.babylonjs.com/how_to/video_texture
  74268. */
  74269. var VideoTexture = /** @class */ (function (_super) {
  74270. __extends(VideoTexture, _super);
  74271. /**
  74272. * Creates a video texture.
  74273. * If you want to display a video in your scene, this is the special texture for that.
  74274. * This special texture works similar to other textures, with the exception of a few parameters.
  74275. * @see https://doc.babylonjs.com/how_to/video_texture
  74276. * @param name optional name, will detect from video source, if not defined
  74277. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  74278. * @param scene is obviously the current scene.
  74279. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  74280. * @param invertY is false by default but can be used to invert video on Y axis
  74281. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  74282. * @param settings allows finer control over video usage
  74283. */
  74284. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  74285. if (generateMipMaps === void 0) { generateMipMaps = false; }
  74286. if (invertY === void 0) { invertY = false; }
  74287. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74288. if (settings === void 0) { settings = {
  74289. autoPlay: true,
  74290. loop: true,
  74291. autoUpdateTexture: true,
  74292. }; }
  74293. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74294. _this._onUserActionRequestedObservable = null;
  74295. _this._stillImageCaptured = false;
  74296. _this._poster = false;
  74297. _this._createInternalTexture = function () {
  74298. if (_this._texture != null) {
  74299. if (_this._poster) {
  74300. _this._texture.dispose();
  74301. _this._poster = false;
  74302. }
  74303. else {
  74304. return;
  74305. }
  74306. }
  74307. if (!_this._engine.needPOTTextures ||
  74308. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  74309. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  74310. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  74311. }
  74312. else {
  74313. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74314. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74315. _this._generateMipMaps = false;
  74316. }
  74317. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  74318. if (!_this.video.autoplay) {
  74319. var oldHandler_1 = _this.video.onplaying;
  74320. var error_1 = false;
  74321. _this.video.onplaying = function () {
  74322. _this.video.onplaying = oldHandler_1;
  74323. _this._texture.isReady = true;
  74324. _this._updateInternalTexture();
  74325. if (!error_1) {
  74326. _this.video.pause();
  74327. }
  74328. if (_this.onLoadObservable.hasObservers()) {
  74329. _this.onLoadObservable.notifyObservers(_this);
  74330. }
  74331. };
  74332. var playing = _this.video.play();
  74333. if (playing) {
  74334. playing.then(function () {
  74335. // Everything is good.
  74336. })
  74337. .catch(function () {
  74338. error_1 = true;
  74339. // On Chrome for instance, new policies might prevent playing without user interaction.
  74340. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  74341. _this._onUserActionRequestedObservable.notifyObservers(_this);
  74342. }
  74343. });
  74344. }
  74345. else {
  74346. _this.video.onplaying = oldHandler_1;
  74347. _this._texture.isReady = true;
  74348. _this._updateInternalTexture();
  74349. if (_this.onLoadObservable.hasObservers()) {
  74350. _this.onLoadObservable.notifyObservers(_this);
  74351. }
  74352. }
  74353. }
  74354. else {
  74355. _this._texture.isReady = true;
  74356. _this._updateInternalTexture();
  74357. if (_this.onLoadObservable.hasObservers()) {
  74358. _this.onLoadObservable.notifyObservers(_this);
  74359. }
  74360. }
  74361. };
  74362. _this.reset = function () {
  74363. if (_this._texture == null) {
  74364. return;
  74365. }
  74366. if (!_this._poster) {
  74367. _this._texture.dispose();
  74368. _this._texture = null;
  74369. }
  74370. };
  74371. _this._updateInternalTexture = function (e) {
  74372. if (_this._texture == null || !_this._texture.isReady) {
  74373. return;
  74374. }
  74375. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  74376. return;
  74377. }
  74378. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  74379. };
  74380. _this._engine = _this.getScene().getEngine();
  74381. _this._generateMipMaps = generateMipMaps;
  74382. _this._samplingMode = samplingMode;
  74383. _this.autoUpdateTexture = settings.autoUpdateTexture;
  74384. _this.name = name || _this._getName(src);
  74385. _this.video = _this._getVideo(src);
  74386. if (settings.poster) {
  74387. _this.video.poster = settings.poster;
  74388. }
  74389. if (settings.autoPlay !== undefined) {
  74390. _this.video.autoplay = settings.autoPlay;
  74391. }
  74392. if (settings.loop !== undefined) {
  74393. _this.video.loop = settings.loop;
  74394. }
  74395. _this.video.setAttribute("playsinline", "");
  74396. _this.video.addEventListener("canplay", _this._createInternalTexture);
  74397. _this.video.addEventListener("paused", _this._updateInternalTexture);
  74398. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  74399. _this.video.addEventListener("emptied", _this.reset);
  74400. if (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA) {
  74401. _this._createInternalTexture();
  74402. }
  74403. if (settings.poster) {
  74404. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  74405. _this._poster = true;
  74406. }
  74407. return _this;
  74408. }
  74409. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  74410. /**
  74411. * Event triggerd when a dom action is required by the user to play the video.
  74412. * This happens due to recent changes in browser policies preventing video to auto start.
  74413. */
  74414. get: function () {
  74415. if (!this._onUserActionRequestedObservable) {
  74416. this._onUserActionRequestedObservable = new BABYLON.Observable();
  74417. }
  74418. return this._onUserActionRequestedObservable;
  74419. },
  74420. enumerable: true,
  74421. configurable: true
  74422. });
  74423. VideoTexture.prototype._getName = function (src) {
  74424. if (src instanceof HTMLVideoElement) {
  74425. return src.currentSrc;
  74426. }
  74427. if (typeof src === "object") {
  74428. return src.toString();
  74429. }
  74430. return src;
  74431. };
  74432. VideoTexture.prototype._getVideo = function (src) {
  74433. if (src instanceof HTMLVideoElement) {
  74434. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  74435. return src;
  74436. }
  74437. var video = document.createElement("video");
  74438. if (typeof src === "string") {
  74439. BABYLON.Tools.SetCorsBehavior(src, video);
  74440. video.src = src;
  74441. }
  74442. else {
  74443. BABYLON.Tools.SetCorsBehavior(src[0], video);
  74444. src.forEach(function (url) {
  74445. var source = document.createElement("source");
  74446. source.src = url;
  74447. video.appendChild(source);
  74448. });
  74449. }
  74450. return video;
  74451. };
  74452. /**
  74453. * @hidden Internal method to initiate `update`.
  74454. */
  74455. VideoTexture.prototype._rebuild = function () {
  74456. this.update();
  74457. };
  74458. /**
  74459. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  74460. */
  74461. VideoTexture.prototype.update = function () {
  74462. if (!this.autoUpdateTexture) {
  74463. // Expecting user to call `updateTexture` manually
  74464. return;
  74465. }
  74466. this.updateTexture(true);
  74467. };
  74468. /**
  74469. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  74470. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  74471. */
  74472. VideoTexture.prototype.updateTexture = function (isVisible) {
  74473. if (!isVisible) {
  74474. return;
  74475. }
  74476. if (this.video.paused && this._stillImageCaptured) {
  74477. return;
  74478. }
  74479. this._stillImageCaptured = true;
  74480. this._updateInternalTexture();
  74481. };
  74482. /**
  74483. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  74484. * @param url New url.
  74485. */
  74486. VideoTexture.prototype.updateURL = function (url) {
  74487. this.video.src = url;
  74488. };
  74489. /**
  74490. * Dispose the texture and release its associated resources.
  74491. */
  74492. VideoTexture.prototype.dispose = function () {
  74493. _super.prototype.dispose.call(this);
  74494. if (this._onUserActionRequestedObservable) {
  74495. this._onUserActionRequestedObservable.clear();
  74496. this._onUserActionRequestedObservable = null;
  74497. }
  74498. this.video.removeEventListener("canplay", this._createInternalTexture);
  74499. this.video.removeEventListener("paused", this._updateInternalTexture);
  74500. this.video.removeEventListener("seeked", this._updateInternalTexture);
  74501. this.video.removeEventListener("emptied", this.reset);
  74502. this.video.pause();
  74503. };
  74504. /**
  74505. * Creates a video texture straight from your WebCam video feed.
  74506. * @param scene Define the scene the texture should be created in
  74507. * @param onReady Define a callback to triggered once the texture will be ready
  74508. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  74509. */
  74510. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  74511. var video = document.createElement("video");
  74512. video.setAttribute('autoplay', '');
  74513. video.setAttribute('muted', '');
  74514. video.setAttribute('playsinline', '');
  74515. var constraintsDeviceId;
  74516. if (constraints && constraints.deviceId) {
  74517. constraintsDeviceId = {
  74518. exact: constraints.deviceId,
  74519. };
  74520. }
  74521. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  74522. if (navigator.mediaDevices) {
  74523. navigator.mediaDevices.getUserMedia({ video: constraints })
  74524. .then(function (stream) {
  74525. if (video.mozSrcObject !== undefined) {
  74526. // hack for Firefox < 19
  74527. video.mozSrcObject = stream;
  74528. }
  74529. else {
  74530. video.srcObject = stream;
  74531. }
  74532. var onPlaying = function () {
  74533. if (onReady) {
  74534. onReady(new VideoTexture("video", video, scene, true, true));
  74535. }
  74536. video.removeEventListener("playing", onPlaying);
  74537. };
  74538. video.addEventListener("playing", onPlaying);
  74539. video.play();
  74540. })
  74541. .catch(function (err) {
  74542. BABYLON.Tools.Error(err.name);
  74543. });
  74544. }
  74545. else {
  74546. navigator.getUserMedia =
  74547. navigator.getUserMedia ||
  74548. navigator.webkitGetUserMedia ||
  74549. navigator.mozGetUserMedia ||
  74550. navigator.msGetUserMedia;
  74551. if (navigator.getUserMedia) {
  74552. navigator.getUserMedia({
  74553. video: {
  74554. deviceId: constraintsDeviceId,
  74555. width: {
  74556. min: (constraints && constraints.minWidth) || 256,
  74557. max: (constraints && constraints.maxWidth) || 640,
  74558. },
  74559. height: {
  74560. min: (constraints && constraints.minHeight) || 256,
  74561. max: (constraints && constraints.maxHeight) || 480,
  74562. },
  74563. },
  74564. }, function (stream) {
  74565. if (video.mozSrcObject !== undefined) {
  74566. // hack for Firefox < 19
  74567. video.mozSrcObject = stream;
  74568. }
  74569. else {
  74570. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  74571. }
  74572. video.play();
  74573. if (onReady) {
  74574. onReady(new VideoTexture("video", video, scene, true, true));
  74575. }
  74576. }, function (e) {
  74577. BABYLON.Tools.Error(e.name);
  74578. });
  74579. }
  74580. }
  74581. };
  74582. return VideoTexture;
  74583. }(BABYLON.Texture));
  74584. BABYLON.VideoTexture = VideoTexture;
  74585. })(BABYLON || (BABYLON = {}));
  74586. //# sourceMappingURL=babylon.videoTexture.js.map
  74587. var BABYLON;
  74588. (function (BABYLON) {
  74589. /**
  74590. * Raw texture can help creating a texture directly from an array of data.
  74591. * This can be super useful if you either get the data from an uncompressed source or
  74592. * if you wish to create your texture pixel by pixel.
  74593. */
  74594. var RawTexture = /** @class */ (function (_super) {
  74595. __extends(RawTexture, _super);
  74596. /**
  74597. * Instantiates a new RawTexture.
  74598. * Raw texture can help creating a texture directly from an array of data.
  74599. * This can be super useful if you either get the data from an uncompressed source or
  74600. * if you wish to create your texture pixel by pixel.
  74601. * @param data define the array of data to use to create the texture
  74602. * @param width define the width of the texture
  74603. * @param height define the height of the texture
  74604. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  74605. * @param scene define the scene the texture belongs to
  74606. * @param generateMipMaps define whether mip maps should be generated or not
  74607. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74608. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74609. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74610. */
  74611. function RawTexture(data, width, height,
  74612. /**
  74613. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  74614. */
  74615. format, scene, generateMipMaps, invertY, samplingMode, type) {
  74616. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74617. if (invertY === void 0) { invertY = false; }
  74618. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74619. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74620. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74621. _this.format = format;
  74622. _this._engine = scene.getEngine();
  74623. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  74624. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74625. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74626. return _this;
  74627. }
  74628. /**
  74629. * Updates the texture underlying data.
  74630. * @param data Define the new data of the texture
  74631. */
  74632. RawTexture.prototype.update = function (data) {
  74633. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  74634. };
  74635. /**
  74636. * Creates a luminance texture from some data.
  74637. * @param data Define the texture data
  74638. * @param width Define the width of the texture
  74639. * @param height Define the height of the texture
  74640. * @param scene Define the scene the texture belongs to
  74641. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74642. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74643. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74644. * @returns the luminance texture
  74645. */
  74646. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74647. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74648. if (invertY === void 0) { invertY = false; }
  74649. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74650. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  74651. };
  74652. /**
  74653. * Creates a luminance alpha texture from some data.
  74654. * @param data Define the texture data
  74655. * @param width Define the width of the texture
  74656. * @param height Define the height of the texture
  74657. * @param scene Define the scene the texture belongs to
  74658. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74659. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74660. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74661. * @returns the luminance alpha texture
  74662. */
  74663. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74664. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74665. if (invertY === void 0) { invertY = false; }
  74666. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74667. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  74668. };
  74669. /**
  74670. * Creates an alpha texture from some data.
  74671. * @param data Define the texture data
  74672. * @param width Define the width of the texture
  74673. * @param height Define the height of the texture
  74674. * @param scene Define the scene the texture belongs to
  74675. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74676. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74677. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74678. * @returns the alpha texture
  74679. */
  74680. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74681. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74682. if (invertY === void 0) { invertY = false; }
  74683. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74684. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  74685. };
  74686. /**
  74687. * Creates a RGB texture from some data.
  74688. * @param data Define the texture data
  74689. * @param width Define the width of the texture
  74690. * @param height Define the height of the texture
  74691. * @param scene Define the scene the texture belongs to
  74692. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74693. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74694. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74695. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74696. * @returns the RGB alpha texture
  74697. */
  74698. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74699. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74700. if (invertY === void 0) { invertY = false; }
  74701. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74702. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74703. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  74704. };
  74705. /**
  74706. * Creates a RGBA texture from some data.
  74707. * @param data Define the texture data
  74708. * @param width Define the width of the texture
  74709. * @param height Define the height of the texture
  74710. * @param scene Define the scene the texture belongs to
  74711. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74712. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74713. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74714. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74715. * @returns the RGBA texture
  74716. */
  74717. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74718. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74719. if (invertY === void 0) { invertY = false; }
  74720. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74721. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74722. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  74723. };
  74724. /**
  74725. * Creates a R texture from some data.
  74726. * @param data Define the texture data
  74727. * @param width Define the width of the texture
  74728. * @param height Define the height of the texture
  74729. * @param scene Define the scene the texture belongs to
  74730. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74731. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74732. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74733. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74734. * @returns the R texture
  74735. */
  74736. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74737. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74738. if (invertY === void 0) { invertY = false; }
  74739. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74740. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  74741. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  74742. };
  74743. return RawTexture;
  74744. }(BABYLON.Texture));
  74745. BABYLON.RawTexture = RawTexture;
  74746. })(BABYLON || (BABYLON = {}));
  74747. //# sourceMappingURL=babylon.rawTexture.js.map
  74748. var BABYLON;
  74749. (function (BABYLON) {
  74750. /**
  74751. * Class used to store 3D textures containing user data
  74752. */
  74753. var RawTexture3D = /** @class */ (function (_super) {
  74754. __extends(RawTexture3D, _super);
  74755. /**
  74756. * Create a new RawTexture3D
  74757. * @param data defines the data of the texture
  74758. * @param width defines the width of the texture
  74759. * @param height defines the height of the texture
  74760. * @param depth defines the depth of the texture
  74761. * @param format defines the texture format to use
  74762. * @param scene defines the hosting scene
  74763. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  74764. * @param invertY defines if texture must be stored with Y axis inverted
  74765. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  74766. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  74767. */
  74768. function RawTexture3D(data, width, height, depth,
  74769. /** Gets or sets the texture format to use */
  74770. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  74771. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74772. if (invertY === void 0) { invertY = false; }
  74773. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74774. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74775. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74776. _this.format = format;
  74777. _this._engine = scene.getEngine();
  74778. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  74779. _this.is3D = true;
  74780. return _this;
  74781. }
  74782. /**
  74783. * Update the texture with new data
  74784. * @param data defines the data to store in the texture
  74785. */
  74786. RawTexture3D.prototype.update = function (data) {
  74787. if (!this._texture) {
  74788. return;
  74789. }
  74790. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  74791. };
  74792. return RawTexture3D;
  74793. }(BABYLON.Texture));
  74794. BABYLON.RawTexture3D = RawTexture3D;
  74795. })(BABYLON || (BABYLON = {}));
  74796. //# sourceMappingURL=babylon.rawTexture3D.js.map
  74797. var BABYLON;
  74798. (function (BABYLON) {
  74799. /**
  74800. * PostProcessManager is used to manage one or more post processes or post process pipelines
  74801. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  74802. */
  74803. var PostProcessManager = /** @class */ (function () {
  74804. /**
  74805. * Creates a new instance PostProcess
  74806. * @param scene The scene that the post process is associated with.
  74807. */
  74808. function PostProcessManager(scene) {
  74809. this._vertexBuffers = {};
  74810. this._scene = scene;
  74811. }
  74812. PostProcessManager.prototype._prepareBuffers = function () {
  74813. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  74814. return;
  74815. }
  74816. // VBO
  74817. var vertices = [];
  74818. vertices.push(1, 1);
  74819. vertices.push(-1, 1);
  74820. vertices.push(-1, -1);
  74821. vertices.push(1, -1);
  74822. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  74823. this._buildIndexBuffer();
  74824. };
  74825. PostProcessManager.prototype._buildIndexBuffer = function () {
  74826. // Indices
  74827. var indices = [];
  74828. indices.push(0);
  74829. indices.push(1);
  74830. indices.push(2);
  74831. indices.push(0);
  74832. indices.push(2);
  74833. indices.push(3);
  74834. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  74835. };
  74836. /**
  74837. * Rebuilds the vertex buffers of the manager.
  74838. * @hidden
  74839. */
  74840. PostProcessManager.prototype._rebuild = function () {
  74841. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  74842. if (!vb) {
  74843. return;
  74844. }
  74845. vb._rebuild();
  74846. this._buildIndexBuffer();
  74847. };
  74848. // Methods
  74849. /**
  74850. * Prepares a frame to be run through a post process.
  74851. * @param sourceTexture The input texture to the post procesess. (default: null)
  74852. * @param postProcesses An array of post processes to be run. (default: null)
  74853. * @returns True if the post processes were able to be run.
  74854. * @hidden
  74855. */
  74856. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  74857. if (sourceTexture === void 0) { sourceTexture = null; }
  74858. if (postProcesses === void 0) { postProcesses = null; }
  74859. var camera = this._scene.activeCamera;
  74860. if (!camera) {
  74861. return false;
  74862. }
  74863. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  74864. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  74865. return false;
  74866. }
  74867. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  74868. return true;
  74869. };
  74870. /**
  74871. * Manually render a set of post processes to a texture.
  74872. * @param postProcesses An array of post processes to be run.
  74873. * @param targetTexture The target texture to render to.
  74874. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  74875. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  74876. * @param lodLevel defines which lod of the texture to render to
  74877. */
  74878. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  74879. if (targetTexture === void 0) { targetTexture = null; }
  74880. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  74881. if (faceIndex === void 0) { faceIndex = 0; }
  74882. if (lodLevel === void 0) { lodLevel = 0; }
  74883. var engine = this._scene.getEngine();
  74884. for (var index = 0; index < postProcesses.length; index++) {
  74885. if (index < postProcesses.length - 1) {
  74886. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  74887. }
  74888. else {
  74889. if (targetTexture) {
  74890. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  74891. }
  74892. else {
  74893. engine.restoreDefaultFramebuffer();
  74894. }
  74895. }
  74896. var pp = postProcesses[index];
  74897. var effect = pp.apply();
  74898. if (effect) {
  74899. pp.onBeforeRenderObservable.notifyObservers(effect);
  74900. // VBOs
  74901. this._prepareBuffers();
  74902. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  74903. // Draw order
  74904. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  74905. pp.onAfterRenderObservable.notifyObservers(effect);
  74906. }
  74907. }
  74908. // Restore depth buffer
  74909. engine.setDepthBuffer(true);
  74910. engine.setDepthWrite(true);
  74911. };
  74912. /**
  74913. * Finalize the result of the output of the postprocesses.
  74914. * @param doNotPresent If true the result will not be displayed to the screen.
  74915. * @param targetTexture The target texture to render to.
  74916. * @param faceIndex The index of the face to bind the target texture to.
  74917. * @param postProcesses The array of post processes to render.
  74918. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  74919. * @hidden
  74920. */
  74921. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  74922. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  74923. var camera = this._scene.activeCamera;
  74924. if (!camera) {
  74925. return;
  74926. }
  74927. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  74928. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  74929. return;
  74930. }
  74931. var engine = this._scene.getEngine();
  74932. for (var index = 0, len = postProcesses.length; index < len; index++) {
  74933. var pp = postProcesses[index];
  74934. if (index < len - 1) {
  74935. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  74936. }
  74937. else {
  74938. if (targetTexture) {
  74939. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  74940. pp._outputTexture = targetTexture;
  74941. }
  74942. else {
  74943. engine.restoreDefaultFramebuffer();
  74944. pp._outputTexture = null;
  74945. }
  74946. }
  74947. if (doNotPresent) {
  74948. break;
  74949. }
  74950. var effect = pp.apply();
  74951. if (effect) {
  74952. pp.onBeforeRenderObservable.notifyObservers(effect);
  74953. // VBOs
  74954. this._prepareBuffers();
  74955. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  74956. // Draw order
  74957. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  74958. pp.onAfterRenderObservable.notifyObservers(effect);
  74959. }
  74960. }
  74961. // Restore states
  74962. engine.setDepthBuffer(true);
  74963. engine.setDepthWrite(true);
  74964. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  74965. };
  74966. /**
  74967. * Disposes of the post process manager.
  74968. */
  74969. PostProcessManager.prototype.dispose = function () {
  74970. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  74971. if (buffer) {
  74972. buffer.dispose();
  74973. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  74974. }
  74975. if (this._indexBuffer) {
  74976. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  74977. this._indexBuffer = null;
  74978. }
  74979. };
  74980. return PostProcessManager;
  74981. }());
  74982. BABYLON.PostProcessManager = PostProcessManager;
  74983. })(BABYLON || (BABYLON = {}));
  74984. //# sourceMappingURL=babylon.postProcessManager.js.map
  74985. var BABYLON;
  74986. (function (BABYLON) {
  74987. /**
  74988. * PostProcess can be used to apply a shader to a texture after it has been rendered
  74989. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  74990. */
  74991. var PostProcess = /** @class */ (function () {
  74992. /**
  74993. * Creates a new instance PostProcess
  74994. * @param name The name of the PostProcess.
  74995. * @param fragmentUrl The url of the fragment shader to be used.
  74996. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  74997. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  74998. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  74999. * @param camera The camera to apply the render pass to.
  75000. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75001. * @param engine The engine which the post process will be applied. (default: current engine)
  75002. * @param reusable If the post process can be reused on the same frame. (default: false)
  75003. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75004. * @param textureType Type of textures used when performing the post process. (default: 0)
  75005. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75006. * @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
  75007. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75008. */
  75009. function PostProcess(
  75010. /** Name of the PostProcess. */
  75011. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75012. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75013. if (defines === void 0) { defines = null; }
  75014. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75015. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75016. if (blockCompilation === void 0) { blockCompilation = false; }
  75017. this.name = name;
  75018. /**
  75019. * Width of the texture to apply the post process on
  75020. */
  75021. this.width = -1;
  75022. /**
  75023. * Height of the texture to apply the post process on
  75024. */
  75025. this.height = -1;
  75026. /**
  75027. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75028. * @hidden
  75029. */
  75030. this._outputTexture = null;
  75031. /**
  75032. * If the buffer needs to be cleared before applying the post process. (default: true)
  75033. * Should be set to false if shader will overwrite all previous pixels.
  75034. */
  75035. this.autoClear = true;
  75036. /**
  75037. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75038. */
  75039. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75040. /**
  75041. * Animations to be used for the post processing
  75042. */
  75043. this.animations = new Array();
  75044. /**
  75045. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75046. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75047. */
  75048. this.enablePixelPerfectMode = false;
  75049. /**
  75050. * Force the postprocess to be applied without taking in account viewport
  75051. */
  75052. this.forceFullscreenViewport = true;
  75053. /**
  75054. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75055. *
  75056. * | Value | Type | Description |
  75057. * | ----- | ----------------------------------- | ----------- |
  75058. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75059. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75060. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75061. *
  75062. */
  75063. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75064. /**
  75065. * Force textures to be a power of two (default: false)
  75066. */
  75067. this.alwaysForcePOT = false;
  75068. this._samples = 1;
  75069. /**
  75070. * Modify the scale of the post process to be the same as the viewport (default: false)
  75071. */
  75072. this.adaptScaleToCurrentViewport = false;
  75073. this._reusable = false;
  75074. /**
  75075. * Smart array of input and output textures for the post process.
  75076. * @hidden
  75077. */
  75078. this._textures = new BABYLON.SmartArray(2);
  75079. /**
  75080. * The index in _textures that corresponds to the output texture.
  75081. * @hidden
  75082. */
  75083. this._currentRenderTextureInd = 0;
  75084. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75085. this._texelSize = BABYLON.Vector2.Zero();
  75086. // Events
  75087. /**
  75088. * An event triggered when the postprocess is activated.
  75089. */
  75090. this.onActivateObservable = new BABYLON.Observable();
  75091. /**
  75092. * An event triggered when the postprocess changes its size.
  75093. */
  75094. this.onSizeChangedObservable = new BABYLON.Observable();
  75095. /**
  75096. * An event triggered when the postprocess applies its effect.
  75097. */
  75098. this.onApplyObservable = new BABYLON.Observable();
  75099. /**
  75100. * An event triggered before rendering the postprocess
  75101. */
  75102. this.onBeforeRenderObservable = new BABYLON.Observable();
  75103. /**
  75104. * An event triggered after rendering the postprocess
  75105. */
  75106. this.onAfterRenderObservable = new BABYLON.Observable();
  75107. if (camera != null) {
  75108. this._camera = camera;
  75109. this._scene = camera.getScene();
  75110. camera.attachPostProcess(this);
  75111. this._engine = this._scene.getEngine();
  75112. this._scene.postProcesses.push(this);
  75113. }
  75114. else if (engine) {
  75115. this._engine = engine;
  75116. this._engine.postProcesses.push(this);
  75117. }
  75118. this._options = options;
  75119. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75120. this._reusable = reusable || false;
  75121. this._textureType = textureType;
  75122. this._samplers = samplers || [];
  75123. this._samplers.push("textureSampler");
  75124. this._fragmentUrl = fragmentUrl;
  75125. this._vertexUrl = vertexUrl;
  75126. this._parameters = parameters || [];
  75127. this._parameters.push("scale");
  75128. this._indexParameters = indexParameters;
  75129. if (!blockCompilation) {
  75130. this.updateEffect(defines);
  75131. }
  75132. }
  75133. Object.defineProperty(PostProcess.prototype, "samples", {
  75134. /**
  75135. * Number of sample textures (default: 1)
  75136. */
  75137. get: function () {
  75138. return this._samples;
  75139. },
  75140. set: function (n) {
  75141. var _this = this;
  75142. this._samples = n;
  75143. this._textures.forEach(function (texture) {
  75144. if (texture.samples !== _this._samples) {
  75145. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75146. }
  75147. });
  75148. },
  75149. enumerable: true,
  75150. configurable: true
  75151. });
  75152. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75153. /**
  75154. * A function that is added to the onActivateObservable
  75155. */
  75156. set: function (callback) {
  75157. if (this._onActivateObserver) {
  75158. this.onActivateObservable.remove(this._onActivateObserver);
  75159. }
  75160. if (callback) {
  75161. this._onActivateObserver = this.onActivateObservable.add(callback);
  75162. }
  75163. },
  75164. enumerable: true,
  75165. configurable: true
  75166. });
  75167. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75168. /**
  75169. * A function that is added to the onSizeChangedObservable
  75170. */
  75171. set: function (callback) {
  75172. if (this._onSizeChangedObserver) {
  75173. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75174. }
  75175. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75176. },
  75177. enumerable: true,
  75178. configurable: true
  75179. });
  75180. Object.defineProperty(PostProcess.prototype, "onApply", {
  75181. /**
  75182. * A function that is added to the onApplyObservable
  75183. */
  75184. set: function (callback) {
  75185. if (this._onApplyObserver) {
  75186. this.onApplyObservable.remove(this._onApplyObserver);
  75187. }
  75188. this._onApplyObserver = this.onApplyObservable.add(callback);
  75189. },
  75190. enumerable: true,
  75191. configurable: true
  75192. });
  75193. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75194. /**
  75195. * A function that is added to the onBeforeRenderObservable
  75196. */
  75197. set: function (callback) {
  75198. if (this._onBeforeRenderObserver) {
  75199. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75200. }
  75201. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75202. },
  75203. enumerable: true,
  75204. configurable: true
  75205. });
  75206. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75207. /**
  75208. * A function that is added to the onAfterRenderObservable
  75209. */
  75210. set: function (callback) {
  75211. if (this._onAfterRenderObserver) {
  75212. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75213. }
  75214. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75215. },
  75216. enumerable: true,
  75217. configurable: true
  75218. });
  75219. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75220. /**
  75221. * 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
  75222. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75223. */
  75224. get: function () {
  75225. return this._textures.data[this._currentRenderTextureInd];
  75226. },
  75227. set: function (value) {
  75228. this._forcedOutputTexture = value;
  75229. },
  75230. enumerable: true,
  75231. configurable: true
  75232. });
  75233. /**
  75234. * Gets the camera which post process is applied to.
  75235. * @returns The camera the post process is applied to.
  75236. */
  75237. PostProcess.prototype.getCamera = function () {
  75238. return this._camera;
  75239. };
  75240. Object.defineProperty(PostProcess.prototype, "texelSize", {
  75241. /**
  75242. * Gets the texel size of the postprocess.
  75243. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  75244. */
  75245. get: function () {
  75246. if (this._shareOutputWithPostProcess) {
  75247. return this._shareOutputWithPostProcess.texelSize;
  75248. }
  75249. if (this._forcedOutputTexture) {
  75250. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  75251. }
  75252. return this._texelSize;
  75253. },
  75254. enumerable: true,
  75255. configurable: true
  75256. });
  75257. /**
  75258. * Gets the engine which this post process belongs to.
  75259. * @returns The engine the post process was enabled with.
  75260. */
  75261. PostProcess.prototype.getEngine = function () {
  75262. return this._engine;
  75263. };
  75264. /**
  75265. * The effect that is created when initializing the post process.
  75266. * @returns The created effect corrisponding the the postprocess.
  75267. */
  75268. PostProcess.prototype.getEffect = function () {
  75269. return this._effect;
  75270. };
  75271. /**
  75272. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  75273. * @param postProcess The post process to share the output with.
  75274. * @returns This post process.
  75275. */
  75276. PostProcess.prototype.shareOutputWith = function (postProcess) {
  75277. this._disposeTextures();
  75278. this._shareOutputWithPostProcess = postProcess;
  75279. return this;
  75280. };
  75281. /**
  75282. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  75283. * This should be called if the post process that shares output with this post process is disabled/disposed.
  75284. */
  75285. PostProcess.prototype.useOwnOutput = function () {
  75286. if (this._textures.length == 0) {
  75287. this._textures = new BABYLON.SmartArray(2);
  75288. }
  75289. this._shareOutputWithPostProcess = null;
  75290. };
  75291. /**
  75292. * Updates the effect with the current post process compile time values and recompiles the shader.
  75293. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  75294. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  75295. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  75296. * @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
  75297. * @param onCompiled Called when the shader has been compiled.
  75298. * @param onError Called if there is an error when compiling a shader.
  75299. */
  75300. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  75301. if (defines === void 0) { defines = null; }
  75302. if (uniforms === void 0) { uniforms = null; }
  75303. if (samplers === void 0) { samplers = null; }
  75304. 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);
  75305. };
  75306. /**
  75307. * The post process is reusable if it can be used multiple times within one frame.
  75308. * @returns If the post process is reusable
  75309. */
  75310. PostProcess.prototype.isReusable = function () {
  75311. return this._reusable;
  75312. };
  75313. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  75314. PostProcess.prototype.markTextureDirty = function () {
  75315. this.width = -1;
  75316. };
  75317. /**
  75318. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  75319. * 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.
  75320. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  75321. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  75322. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  75323. * @returns The target texture that was bound to be written to.
  75324. */
  75325. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  75326. var _this = this;
  75327. if (sourceTexture === void 0) { sourceTexture = null; }
  75328. camera = camera || this._camera;
  75329. var scene = camera.getScene();
  75330. var engine = scene.getEngine();
  75331. var maxSize = engine.getCaps().maxTextureSize;
  75332. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  75333. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  75334. // 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
  75335. var webVRCamera = camera.parent;
  75336. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  75337. requiredWidth /= 2;
  75338. }
  75339. var desiredWidth = (this._options.width || requiredWidth);
  75340. var desiredHeight = this._options.height || requiredHeight;
  75341. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  75342. if (this.adaptScaleToCurrentViewport) {
  75343. var currentViewport = engine.currentViewport;
  75344. if (currentViewport) {
  75345. desiredWidth *= currentViewport.width;
  75346. desiredHeight *= currentViewport.height;
  75347. }
  75348. }
  75349. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  75350. if (!this._options.width) {
  75351. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  75352. }
  75353. if (!this._options.height) {
  75354. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  75355. }
  75356. }
  75357. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  75358. if (this._textures.length > 0) {
  75359. for (var i = 0; i < this._textures.length; i++) {
  75360. this._engine._releaseTexture(this._textures.data[i]);
  75361. }
  75362. this._textures.reset();
  75363. }
  75364. this.width = desiredWidth;
  75365. this.height = desiredHeight;
  75366. var textureSize = { width: this.width, height: this.height };
  75367. var textureOptions = {
  75368. generateMipMaps: false,
  75369. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  75370. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  75371. samplingMode: this.renderTargetSamplingMode,
  75372. type: this._textureType
  75373. };
  75374. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75375. if (this._reusable) {
  75376. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75377. }
  75378. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  75379. this.onSizeChangedObservable.notifyObservers(this);
  75380. }
  75381. this._textures.forEach(function (texture) {
  75382. if (texture.samples !== _this.samples) {
  75383. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  75384. }
  75385. });
  75386. }
  75387. var target;
  75388. if (this._shareOutputWithPostProcess) {
  75389. target = this._shareOutputWithPostProcess.inputTexture;
  75390. }
  75391. else if (this._forcedOutputTexture) {
  75392. target = this._forcedOutputTexture;
  75393. this.width = this._forcedOutputTexture.width;
  75394. this.height = this._forcedOutputTexture.height;
  75395. }
  75396. else {
  75397. target = this.inputTexture;
  75398. }
  75399. // Bind the input of this post process to be used as the output of the previous post process.
  75400. if (this.enablePixelPerfectMode) {
  75401. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  75402. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  75403. }
  75404. else {
  75405. this._scaleRatio.copyFromFloats(1, 1);
  75406. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  75407. }
  75408. this.onActivateObservable.notifyObservers(camera);
  75409. // Clear
  75410. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  75411. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  75412. }
  75413. if (this._reusable) {
  75414. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  75415. }
  75416. return target;
  75417. };
  75418. Object.defineProperty(PostProcess.prototype, "isSupported", {
  75419. /**
  75420. * If the post process is supported.
  75421. */
  75422. get: function () {
  75423. return this._effect.isSupported;
  75424. },
  75425. enumerable: true,
  75426. configurable: true
  75427. });
  75428. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  75429. /**
  75430. * The aspect ratio of the output texture.
  75431. */
  75432. get: function () {
  75433. if (this._shareOutputWithPostProcess) {
  75434. return this._shareOutputWithPostProcess.aspectRatio;
  75435. }
  75436. if (this._forcedOutputTexture) {
  75437. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  75438. }
  75439. return this.width / this.height;
  75440. },
  75441. enumerable: true,
  75442. configurable: true
  75443. });
  75444. /**
  75445. * Get a value indicating if the post-process is ready to be used
  75446. * @returns true if the post-process is ready (shader is compiled)
  75447. */
  75448. PostProcess.prototype.isReady = function () {
  75449. return this._effect && this._effect.isReady();
  75450. };
  75451. /**
  75452. * Binds all textures and uniforms to the shader, this will be run on every pass.
  75453. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  75454. */
  75455. PostProcess.prototype.apply = function () {
  75456. // Check
  75457. if (!this._effect || !this._effect.isReady()) {
  75458. return null;
  75459. }
  75460. // States
  75461. this._engine.enableEffect(this._effect);
  75462. this._engine.setState(false);
  75463. this._engine.setDepthBuffer(false);
  75464. this._engine.setDepthWrite(false);
  75465. // Alpha
  75466. this._engine.setAlphaMode(this.alphaMode);
  75467. if (this.alphaConstants) {
  75468. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  75469. }
  75470. // Bind the output texture of the preivous post process as the input to this post process.
  75471. var source;
  75472. if (this._shareOutputWithPostProcess) {
  75473. source = this._shareOutputWithPostProcess.inputTexture;
  75474. }
  75475. else if (this._forcedOutputTexture) {
  75476. source = this._forcedOutputTexture;
  75477. }
  75478. else {
  75479. source = this.inputTexture;
  75480. }
  75481. this._effect._bindTexture("textureSampler", source);
  75482. // Parameters
  75483. this._effect.setVector2("scale", this._scaleRatio);
  75484. this.onApplyObservable.notifyObservers(this._effect);
  75485. return this._effect;
  75486. };
  75487. PostProcess.prototype._disposeTextures = function () {
  75488. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  75489. return;
  75490. }
  75491. if (this._textures.length > 0) {
  75492. for (var i = 0; i < this._textures.length; i++) {
  75493. this._engine._releaseTexture(this._textures.data[i]);
  75494. }
  75495. }
  75496. this._textures.dispose();
  75497. };
  75498. /**
  75499. * Disposes the post process.
  75500. * @param camera The camera to dispose the post process on.
  75501. */
  75502. PostProcess.prototype.dispose = function (camera) {
  75503. camera = camera || this._camera;
  75504. this._disposeTextures();
  75505. if (this._scene) {
  75506. var index_1 = this._scene.postProcesses.indexOf(this);
  75507. if (index_1 !== -1) {
  75508. this._scene.postProcesses.splice(index_1, 1);
  75509. }
  75510. }
  75511. else {
  75512. var index_2 = this._engine.postProcesses.indexOf(this);
  75513. if (index_2 !== -1) {
  75514. this._engine.postProcesses.splice(index_2, 1);
  75515. }
  75516. }
  75517. if (!camera) {
  75518. return;
  75519. }
  75520. camera.detachPostProcess(this);
  75521. var index = camera._postProcesses.indexOf(this);
  75522. if (index === 0 && camera._postProcesses.length > 0) {
  75523. var firstPostProcess = this._camera._getFirstPostProcess();
  75524. if (firstPostProcess) {
  75525. firstPostProcess.markTextureDirty();
  75526. }
  75527. }
  75528. this.onActivateObservable.clear();
  75529. this.onAfterRenderObservable.clear();
  75530. this.onApplyObservable.clear();
  75531. this.onBeforeRenderObservable.clear();
  75532. this.onSizeChangedObservable.clear();
  75533. };
  75534. return PostProcess;
  75535. }());
  75536. BABYLON.PostProcess = PostProcess;
  75537. })(BABYLON || (BABYLON = {}));
  75538. //# sourceMappingURL=babylon.postProcess.js.map
  75539. var BABYLON;
  75540. (function (BABYLON) {
  75541. /**
  75542. * PassPostProcess which produces an output the same as it's input
  75543. */
  75544. var PassPostProcess = /** @class */ (function (_super) {
  75545. __extends(PassPostProcess, _super);
  75546. /**
  75547. * Creates the PassPostProcess
  75548. * @param name The name of the effect.
  75549. * @param options The required width/height ratio to downsize to before computing the render pass.
  75550. * @param camera The camera to apply the render pass to.
  75551. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75552. * @param engine The engine which the post process will be applied. (default: current engine)
  75553. * @param reusable If the post process can be reused on the same frame. (default: false)
  75554. * @param textureType The type of texture to be used when performing the post processing.
  75555. * @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)
  75556. */
  75557. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  75558. if (camera === void 0) { camera = null; }
  75559. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75560. if (blockCompilation === void 0) { blockCompilation = false; }
  75561. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  75562. }
  75563. return PassPostProcess;
  75564. }(BABYLON.PostProcess));
  75565. BABYLON.PassPostProcess = PassPostProcess;
  75566. })(BABYLON || (BABYLON = {}));
  75567. //# sourceMappingURL=babylon.passPostProcess.js.map
  75568. var __assign = (this && this.__assign) || function () {
  75569. __assign = Object.assign || function(t) {
  75570. for (var s, i = 1, n = arguments.length; i < n; i++) {
  75571. s = arguments[i];
  75572. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  75573. t[p] = s[p];
  75574. }
  75575. return t;
  75576. };
  75577. return __assign.apply(this, arguments);
  75578. };
  75579. var BABYLON;
  75580. (function (BABYLON) {
  75581. /**
  75582. * Default implementation IShadowGenerator.
  75583. * This is the main object responsible of generating shadows in the framework.
  75584. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  75585. */
  75586. var ShadowGenerator = /** @class */ (function () {
  75587. /**
  75588. * Creates a ShadowGenerator object.
  75589. * A ShadowGenerator is the required tool to use the shadows.
  75590. * Each light casting shadows needs to use its own ShadowGenerator.
  75591. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  75592. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75593. * @param light The light object generating the shadows.
  75594. * @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.
  75595. */
  75596. function ShadowGenerator(mapSize, light, useFullFloatFirst) {
  75597. this._bias = 0.00005;
  75598. this._normalBias = 0;
  75599. this._blurBoxOffset = 1;
  75600. this._blurScale = 2;
  75601. this._blurKernel = 1;
  75602. this._useKernelBlur = false;
  75603. this._filter = ShadowGenerator.FILTER_NONE;
  75604. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  75605. this._contactHardeningLightSizeUVRatio = 0.1;
  75606. this._darkness = 0;
  75607. this._transparencyShadow = false;
  75608. /**
  75609. * Controls the extent to which the shadows fade out at the edge of the frustum
  75610. * Used only by directionals and spots
  75611. */
  75612. this.frustumEdgeFalloff = 0;
  75613. /**
  75614. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75615. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75616. * It might on the other hand introduce peter panning.
  75617. */
  75618. this.forceBackFacesOnly = false;
  75619. this._lightDirection = BABYLON.Vector3.Zero();
  75620. this._viewMatrix = BABYLON.Matrix.Zero();
  75621. this._projectionMatrix = BABYLON.Matrix.Zero();
  75622. this._transformMatrix = BABYLON.Matrix.Zero();
  75623. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  75624. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  75625. this._currentFaceIndex = 0;
  75626. this._currentFaceIndexCache = 0;
  75627. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  75628. this._mapSize = mapSize;
  75629. this._light = light;
  75630. this._scene = light.getScene();
  75631. light._shadowGenerator = this;
  75632. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  75633. if (!component) {
  75634. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  75635. this._scene._addComponent(component);
  75636. }
  75637. // Texture type fallback from float to int if not supported.
  75638. var caps = this._scene.getEngine().getCaps();
  75639. if (!useFullFloatFirst) {
  75640. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  75641. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75642. }
  75643. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  75644. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75645. }
  75646. else {
  75647. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75648. }
  75649. }
  75650. else {
  75651. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  75652. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75653. }
  75654. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  75655. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75656. }
  75657. else {
  75658. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75659. }
  75660. }
  75661. this._initializeGenerator();
  75662. this._applyFilterValues();
  75663. }
  75664. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  75665. /**
  75666. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  75667. */
  75668. get: function () {
  75669. return this._bias;
  75670. },
  75671. /**
  75672. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  75673. */
  75674. set: function (bias) {
  75675. this._bias = bias;
  75676. },
  75677. enumerable: true,
  75678. configurable: true
  75679. });
  75680. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  75681. /**
  75682. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75683. */
  75684. get: function () {
  75685. return this._normalBias;
  75686. },
  75687. /**
  75688. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75689. */
  75690. set: function (normalBias) {
  75691. this._normalBias = normalBias;
  75692. },
  75693. enumerable: true,
  75694. configurable: true
  75695. });
  75696. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  75697. /**
  75698. * Gets the blur box offset: offset applied during the blur pass.
  75699. * Only usefull if useKernelBlur = false
  75700. */
  75701. get: function () {
  75702. return this._blurBoxOffset;
  75703. },
  75704. /**
  75705. * Sets the blur box offset: offset applied during the blur pass.
  75706. * Only usefull if useKernelBlur = false
  75707. */
  75708. set: function (value) {
  75709. if (this._blurBoxOffset === value) {
  75710. return;
  75711. }
  75712. this._blurBoxOffset = value;
  75713. this._disposeBlurPostProcesses();
  75714. },
  75715. enumerable: true,
  75716. configurable: true
  75717. });
  75718. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  75719. /**
  75720. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  75721. * 2 means half of the size.
  75722. */
  75723. get: function () {
  75724. return this._blurScale;
  75725. },
  75726. /**
  75727. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  75728. * 2 means half of the size.
  75729. */
  75730. set: function (value) {
  75731. if (this._blurScale === value) {
  75732. return;
  75733. }
  75734. this._blurScale = value;
  75735. this._disposeBlurPostProcesses();
  75736. },
  75737. enumerable: true,
  75738. configurable: true
  75739. });
  75740. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  75741. /**
  75742. * Gets the blur kernel: kernel size of the blur pass.
  75743. * Only usefull if useKernelBlur = true
  75744. */
  75745. get: function () {
  75746. return this._blurKernel;
  75747. },
  75748. /**
  75749. * Sets the blur kernel: kernel size of the blur pass.
  75750. * Only usefull if useKernelBlur = true
  75751. */
  75752. set: function (value) {
  75753. if (this._blurKernel === value) {
  75754. return;
  75755. }
  75756. this._blurKernel = value;
  75757. this._disposeBlurPostProcesses();
  75758. },
  75759. enumerable: true,
  75760. configurable: true
  75761. });
  75762. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  75763. /**
  75764. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  75765. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  75766. */
  75767. get: function () {
  75768. return this._useKernelBlur;
  75769. },
  75770. /**
  75771. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  75772. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  75773. */
  75774. set: function (value) {
  75775. if (this._useKernelBlur === value) {
  75776. return;
  75777. }
  75778. this._useKernelBlur = value;
  75779. this._disposeBlurPostProcesses();
  75780. },
  75781. enumerable: true,
  75782. configurable: true
  75783. });
  75784. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  75785. /**
  75786. * Gets the depth scale used in ESM mode.
  75787. */
  75788. get: function () {
  75789. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  75790. },
  75791. /**
  75792. * Sets the depth scale used in ESM mode.
  75793. * This can override the scale stored on the light.
  75794. */
  75795. set: function (value) {
  75796. this._depthScale = value;
  75797. },
  75798. enumerable: true,
  75799. configurable: true
  75800. });
  75801. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  75802. /**
  75803. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  75804. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75805. */
  75806. get: function () {
  75807. return this._filter;
  75808. },
  75809. /**
  75810. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  75811. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75812. */
  75813. set: function (value) {
  75814. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  75815. if (this._light.needCube()) {
  75816. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  75817. this.useExponentialShadowMap = true;
  75818. return;
  75819. }
  75820. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  75821. this.useCloseExponentialShadowMap = true;
  75822. return;
  75823. }
  75824. // PCF on cubemap would also be expensive
  75825. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  75826. this.usePoissonSampling = true;
  75827. return;
  75828. }
  75829. }
  75830. // Weblg1 fallback for PCF.
  75831. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  75832. if (this._scene.getEngine().webGLVersion === 1) {
  75833. this.usePoissonSampling = true;
  75834. return;
  75835. }
  75836. }
  75837. if (this._filter === value) {
  75838. return;
  75839. }
  75840. this._filter = value;
  75841. this._disposeBlurPostProcesses();
  75842. this._applyFilterValues();
  75843. this._light._markMeshesAsLightDirty();
  75844. },
  75845. enumerable: true,
  75846. configurable: true
  75847. });
  75848. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  75849. /**
  75850. * Gets if the current filter is set to Poisson Sampling.
  75851. */
  75852. get: function () {
  75853. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  75854. },
  75855. /**
  75856. * Sets the current filter to Poisson Sampling.
  75857. */
  75858. set: function (value) {
  75859. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  75860. return;
  75861. }
  75862. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  75863. },
  75864. enumerable: true,
  75865. configurable: true
  75866. });
  75867. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  75868. /**
  75869. * Gets if the current filter is set to VSM.
  75870. * DEPRECATED. Should use useExponentialShadowMap instead.
  75871. */
  75872. get: function () {
  75873. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  75874. return this.useExponentialShadowMap;
  75875. },
  75876. /**
  75877. * Sets the current filter is to VSM.
  75878. * DEPRECATED. Should use useExponentialShadowMap instead.
  75879. */
  75880. set: function (value) {
  75881. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  75882. this.useExponentialShadowMap = value;
  75883. },
  75884. enumerable: true,
  75885. configurable: true
  75886. });
  75887. Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
  75888. /**
  75889. * Gets if the current filter is set to blurred VSM.
  75890. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  75891. */
  75892. get: function () {
  75893. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  75894. return this.useBlurExponentialShadowMap;
  75895. },
  75896. /**
  75897. * Sets the current filter is to blurred VSM.
  75898. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  75899. */
  75900. set: function (value) {
  75901. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  75902. this.useBlurExponentialShadowMap = value;
  75903. },
  75904. enumerable: true,
  75905. configurable: true
  75906. });
  75907. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  75908. /**
  75909. * Gets if the current filter is set to ESM.
  75910. */
  75911. get: function () {
  75912. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  75913. },
  75914. /**
  75915. * Sets the current filter is to ESM.
  75916. */
  75917. set: function (value) {
  75918. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  75919. return;
  75920. }
  75921. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75922. },
  75923. enumerable: true,
  75924. configurable: true
  75925. });
  75926. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  75927. /**
  75928. * Gets if the current filter is set to filtered ESM.
  75929. */
  75930. get: function () {
  75931. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  75932. },
  75933. /**
  75934. * Gets if the current filter is set to filtered ESM.
  75935. */
  75936. set: function (value) {
  75937. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  75938. return;
  75939. }
  75940. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75941. },
  75942. enumerable: true,
  75943. configurable: true
  75944. });
  75945. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  75946. /**
  75947. * Gets if the current filter is set to "close ESM" (using the inverse of the
  75948. * exponential to prevent steep falloff artifacts).
  75949. */
  75950. get: function () {
  75951. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  75952. },
  75953. /**
  75954. * Sets the current filter to "close ESM" (using the inverse of the
  75955. * exponential to prevent steep falloff artifacts).
  75956. */
  75957. set: function (value) {
  75958. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  75959. return;
  75960. }
  75961. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75962. },
  75963. enumerable: true,
  75964. configurable: true
  75965. });
  75966. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  75967. /**
  75968. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  75969. * exponential to prevent steep falloff artifacts).
  75970. */
  75971. get: function () {
  75972. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  75973. },
  75974. /**
  75975. * Sets the current filter to filtered "close ESM" (using the inverse of the
  75976. * exponential to prevent steep falloff artifacts).
  75977. */
  75978. set: function (value) {
  75979. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  75980. return;
  75981. }
  75982. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75983. },
  75984. enumerable: true,
  75985. configurable: true
  75986. });
  75987. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  75988. /**
  75989. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  75990. */
  75991. get: function () {
  75992. return this.filter === ShadowGenerator.FILTER_PCF;
  75993. },
  75994. /**
  75995. * Sets the current filter to "PCF" (percentage closer filtering).
  75996. */
  75997. set: function (value) {
  75998. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  75999. return;
  76000. }
  76001. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76002. },
  76003. enumerable: true,
  76004. configurable: true
  76005. });
  76006. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76007. /**
  76008. * Gets the PCF or PCSS Quality.
  76009. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76010. */
  76011. get: function () {
  76012. return this._filteringQuality;
  76013. },
  76014. /**
  76015. * Sets the PCF or PCSS Quality.
  76016. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76017. */
  76018. set: function (filteringQuality) {
  76019. this._filteringQuality = filteringQuality;
  76020. },
  76021. enumerable: true,
  76022. configurable: true
  76023. });
  76024. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76025. /**
  76026. * Gets if the current filter is set to "PCSS" (contact hardening).
  76027. */
  76028. get: function () {
  76029. return this.filter === ShadowGenerator.FILTER_PCSS;
  76030. },
  76031. /**
  76032. * Sets the current filter to "PCSS" (contact hardening).
  76033. */
  76034. set: function (value) {
  76035. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76036. return;
  76037. }
  76038. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76039. },
  76040. enumerable: true,
  76041. configurable: true
  76042. });
  76043. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76044. /**
  76045. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76046. * Using a ratio helps keeping shape stability independently of the map size.
  76047. *
  76048. * It does not account for the light projection as it was having too much
  76049. * instability during the light setup or during light position changes.
  76050. *
  76051. * Only valid if useContactHardeningShadow is true.
  76052. */
  76053. get: function () {
  76054. return this._contactHardeningLightSizeUVRatio;
  76055. },
  76056. /**
  76057. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76058. * Using a ratio helps keeping shape stability independently of the map size.
  76059. *
  76060. * It does not account for the light projection as it was having too much
  76061. * instability during the light setup or during light position changes.
  76062. *
  76063. * Only valid if useContactHardeningShadow is true.
  76064. */
  76065. set: function (contactHardeningLightSizeUVRatio) {
  76066. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76067. },
  76068. enumerable: true,
  76069. configurable: true
  76070. });
  76071. /**
  76072. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76073. * 0 means strongest and 1 would means no shadow.
  76074. * @returns the darkness.
  76075. */
  76076. ShadowGenerator.prototype.getDarkness = function () {
  76077. return this._darkness;
  76078. };
  76079. /**
  76080. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76081. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76082. * @returns the shadow generator allowing fluent coding.
  76083. */
  76084. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76085. if (darkness >= 1.0) {
  76086. this._darkness = 1.0;
  76087. }
  76088. else if (darkness <= 0.0) {
  76089. this._darkness = 0.0;
  76090. }
  76091. else {
  76092. this._darkness = darkness;
  76093. }
  76094. return this;
  76095. };
  76096. /**
  76097. * Sets the ability to have transparent shadow (boolean).
  76098. * @param transparent True if transparent else False
  76099. * @returns the shadow generator allowing fluent coding
  76100. */
  76101. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76102. this._transparencyShadow = transparent;
  76103. return this;
  76104. };
  76105. /**
  76106. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76107. * @returns The render target texture if present otherwise, null
  76108. */
  76109. ShadowGenerator.prototype.getShadowMap = function () {
  76110. return this._shadowMap;
  76111. };
  76112. /**
  76113. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76114. * @returns The render target texture if the shadow map is present otherwise, null
  76115. */
  76116. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76117. if (this._shadowMap2) {
  76118. return this._shadowMap2;
  76119. }
  76120. return this._shadowMap;
  76121. };
  76122. /**
  76123. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76124. * @param mesh Mesh to add
  76125. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76126. * @returns the Shadow Generator itself
  76127. */
  76128. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76129. if (includeDescendants === void 0) { includeDescendants = true; }
  76130. var _a;
  76131. if (!this._shadowMap) {
  76132. return this;
  76133. }
  76134. if (!this._shadowMap.renderList) {
  76135. this._shadowMap.renderList = [];
  76136. }
  76137. this._shadowMap.renderList.push(mesh);
  76138. if (includeDescendants) {
  76139. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76140. }
  76141. return this;
  76142. };
  76143. /**
  76144. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76145. * @param mesh Mesh to remove
  76146. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76147. * @returns the Shadow Generator itself
  76148. */
  76149. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76150. if (includeDescendants === void 0) { includeDescendants = true; }
  76151. if (!this._shadowMap || !this._shadowMap.renderList) {
  76152. return this;
  76153. }
  76154. var index = this._shadowMap.renderList.indexOf(mesh);
  76155. if (index !== -1) {
  76156. this._shadowMap.renderList.splice(index, 1);
  76157. }
  76158. if (includeDescendants) {
  76159. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76160. var child = _a[_i];
  76161. this.removeShadowCaster(child);
  76162. }
  76163. }
  76164. return this;
  76165. };
  76166. /**
  76167. * Returns the associated light object.
  76168. * @returns the light generating the shadow
  76169. */
  76170. ShadowGenerator.prototype.getLight = function () {
  76171. return this._light;
  76172. };
  76173. ShadowGenerator.prototype._initializeGenerator = function () {
  76174. this._light._markMeshesAsLightDirty();
  76175. this._initializeShadowMap();
  76176. };
  76177. ShadowGenerator.prototype._initializeShadowMap = function () {
  76178. var _this = this;
  76179. // Render target
  76180. var engine = this._scene.getEngine();
  76181. if (engine.webGLVersion > 1) {
  76182. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76183. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76184. }
  76185. else {
  76186. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76187. }
  76188. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76189. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76190. this._shadowMap.anisotropicFilteringLevel = 1;
  76191. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76192. this._shadowMap.renderParticles = false;
  76193. this._shadowMap.ignoreCameraViewport = true;
  76194. // Record Face Index before render.
  76195. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76196. _this._currentFaceIndex = faceIndex;
  76197. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76198. engine.setColorWrite(false);
  76199. }
  76200. });
  76201. // Custom render function.
  76202. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76203. // Blur if required afer render.
  76204. this._shadowMap.onAfterUnbindObservable.add(function () {
  76205. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76206. engine.setColorWrite(true);
  76207. }
  76208. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76209. return;
  76210. }
  76211. var shadowMap = _this.getShadowMapForRendering();
  76212. if (shadowMap) {
  76213. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  76214. }
  76215. });
  76216. // Clear according to the chosen filter.
  76217. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  76218. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  76219. this._shadowMap.onClearObservable.add(function (engine) {
  76220. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76221. engine.clear(clearOne, false, true, false);
  76222. }
  76223. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  76224. engine.clear(clearZero, true, true, false);
  76225. }
  76226. else {
  76227. engine.clear(clearOne, true, true, false);
  76228. }
  76229. });
  76230. };
  76231. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  76232. var _this = this;
  76233. var engine = this._scene.getEngine();
  76234. var targetSize = this._mapSize / this.blurScale;
  76235. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  76236. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  76237. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76238. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76239. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76240. }
  76241. if (this.useKernelBlur) {
  76242. 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);
  76243. this._kernelBlurXPostprocess.width = targetSize;
  76244. this._kernelBlurXPostprocess.height = targetSize;
  76245. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  76246. effect.setTexture("textureSampler", _this._shadowMap);
  76247. });
  76248. 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);
  76249. this._kernelBlurXPostprocess.autoClear = false;
  76250. this._kernelBlurYPostprocess.autoClear = false;
  76251. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76252. this._kernelBlurXPostprocess.packedFloat = true;
  76253. this._kernelBlurYPostprocess.packedFloat = true;
  76254. }
  76255. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  76256. }
  76257. else {
  76258. 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);
  76259. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  76260. effect.setFloat2("screenSize", targetSize, targetSize);
  76261. effect.setTexture("textureSampler", _this._shadowMap);
  76262. });
  76263. this._boxBlurPostprocess.autoClear = false;
  76264. this._blurPostProcesses = [this._boxBlurPostprocess];
  76265. }
  76266. };
  76267. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76268. var index;
  76269. var engine = this._scene.getEngine();
  76270. if (depthOnlySubMeshes.length) {
  76271. engine.setColorWrite(false);
  76272. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76273. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  76274. }
  76275. engine.setColorWrite(true);
  76276. }
  76277. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76278. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  76279. }
  76280. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76281. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  76282. }
  76283. if (this._transparencyShadow) {
  76284. for (index = 0; index < transparentSubMeshes.length; index++) {
  76285. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  76286. }
  76287. }
  76288. };
  76289. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  76290. var _this = this;
  76291. var mesh = subMesh.getRenderingMesh();
  76292. var scene = this._scene;
  76293. var engine = scene.getEngine();
  76294. var material = subMesh.getMaterial();
  76295. if (!material) {
  76296. return;
  76297. }
  76298. // Culling
  76299. engine.setState(material.backFaceCulling);
  76300. // Managing instances
  76301. var batch = mesh._getInstancesRenderList(subMesh._id);
  76302. if (batch.mustReturn) {
  76303. return;
  76304. }
  76305. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  76306. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  76307. engine.enableEffect(this._effect);
  76308. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  76309. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  76310. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  76311. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76312. this._effect.setVector3("lightData", this._cachedDirection);
  76313. }
  76314. else {
  76315. this._effect.setVector3("lightData", this._cachedPosition);
  76316. }
  76317. if (scene.activeCamera) {
  76318. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  76319. }
  76320. // Alpha test
  76321. if (material && material.needAlphaTesting()) {
  76322. var alphaTexture = material.getAlphaTestTexture();
  76323. if (alphaTexture) {
  76324. this._effect.setTexture("diffuseSampler", alphaTexture);
  76325. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  76326. }
  76327. }
  76328. // Bones
  76329. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  76330. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices((mesh)));
  76331. }
  76332. // Morph targets
  76333. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  76334. if (this.forceBackFacesOnly) {
  76335. engine.setState(true, 0, false, true);
  76336. }
  76337. // Draw
  76338. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  76339. if (this.forceBackFacesOnly) {
  76340. engine.setState(true, 0, false, false);
  76341. }
  76342. }
  76343. else {
  76344. // Need to reset refresh rate of the shadowMap
  76345. if (this._shadowMap) {
  76346. this._shadowMap.resetRefreshCounter();
  76347. }
  76348. }
  76349. };
  76350. ShadowGenerator.prototype._applyFilterValues = function () {
  76351. if (!this._shadowMap) {
  76352. return;
  76353. }
  76354. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  76355. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  76356. }
  76357. else {
  76358. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76359. }
  76360. };
  76361. /**
  76362. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76363. * @param onCompiled Callback triggered at the and of the effects compilation
  76364. * @param options Sets of optional options forcing the compilation with different modes
  76365. */
  76366. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  76367. var _this = this;
  76368. var localOptions = __assign({ useInstances: false }, options);
  76369. var shadowMap = this.getShadowMap();
  76370. if (!shadowMap) {
  76371. if (onCompiled) {
  76372. onCompiled(this);
  76373. }
  76374. return;
  76375. }
  76376. var renderList = shadowMap.renderList;
  76377. if (!renderList) {
  76378. if (onCompiled) {
  76379. onCompiled(this);
  76380. }
  76381. return;
  76382. }
  76383. var subMeshes = new Array();
  76384. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  76385. var mesh = renderList_1[_i];
  76386. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  76387. }
  76388. if (subMeshes.length === 0) {
  76389. if (onCompiled) {
  76390. onCompiled(this);
  76391. }
  76392. return;
  76393. }
  76394. var currentIndex = 0;
  76395. var checkReady = function () {
  76396. if (!_this._scene || !_this._scene.getEngine()) {
  76397. return;
  76398. }
  76399. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  76400. currentIndex++;
  76401. if (currentIndex >= subMeshes.length) {
  76402. if (onCompiled) {
  76403. onCompiled(_this);
  76404. }
  76405. return;
  76406. }
  76407. }
  76408. setTimeout(checkReady, 16);
  76409. };
  76410. checkReady();
  76411. };
  76412. /**
  76413. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76414. * @param options Sets of optional options forcing the compilation with different modes
  76415. * @returns A promise that resolves when the compilation completes
  76416. */
  76417. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  76418. var _this = this;
  76419. return new Promise(function (resolve) {
  76420. _this.forceCompilation(function () {
  76421. resolve();
  76422. }, options);
  76423. });
  76424. };
  76425. /**
  76426. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76427. * @param subMesh The submesh we want to render in the shadow map
  76428. * @param useInstances Defines wether will draw in the map using instances
  76429. * @returns true if ready otherwise, false
  76430. */
  76431. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  76432. var defines = [];
  76433. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76434. defines.push("#define FLOAT");
  76435. }
  76436. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76437. defines.push("#define ESM");
  76438. }
  76439. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  76440. defines.push("#define DEPTHTEXTURE");
  76441. }
  76442. var attribs = [BABYLON.VertexBuffer.PositionKind];
  76443. var mesh = subMesh.getMesh();
  76444. var material = subMesh.getMaterial();
  76445. // Normal bias.
  76446. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  76447. attribs.push(BABYLON.VertexBuffer.NormalKind);
  76448. defines.push("#define NORMAL");
  76449. if (mesh.nonUniformScaling) {
  76450. defines.push("#define NONUNIFORMSCALING");
  76451. }
  76452. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76453. defines.push("#define DIRECTIONINLIGHTDATA");
  76454. }
  76455. }
  76456. // Alpha test
  76457. if (material && material.needAlphaTesting()) {
  76458. var alphaTexture = material.getAlphaTestTexture();
  76459. if (alphaTexture) {
  76460. defines.push("#define ALPHATEST");
  76461. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  76462. attribs.push(BABYLON.VertexBuffer.UVKind);
  76463. defines.push("#define UV1");
  76464. }
  76465. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  76466. if (alphaTexture.coordinatesIndex === 1) {
  76467. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  76468. defines.push("#define UV2");
  76469. }
  76470. }
  76471. }
  76472. }
  76473. // Bones
  76474. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  76475. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  76476. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  76477. if (mesh.numBoneInfluencers > 4) {
  76478. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  76479. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  76480. }
  76481. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  76482. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  76483. }
  76484. else {
  76485. defines.push("#define NUM_BONE_INFLUENCERS 0");
  76486. }
  76487. // Morph targets
  76488. var manager = mesh.morphTargetManager;
  76489. var morphInfluencers = 0;
  76490. if (manager) {
  76491. if (manager.numInfluencers > 0) {
  76492. defines.push("#define MORPHTARGETS");
  76493. morphInfluencers = manager.numInfluencers;
  76494. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  76495. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  76496. }
  76497. }
  76498. // Instances
  76499. if (useInstances) {
  76500. defines.push("#define INSTANCES");
  76501. attribs.push("world0");
  76502. attribs.push("world1");
  76503. attribs.push("world2");
  76504. attribs.push("world3");
  76505. }
  76506. // Get correct effect
  76507. var join = defines.join("\n");
  76508. if (this._cachedDefines !== join) {
  76509. this._cachedDefines = join;
  76510. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences"], ["diffuseSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  76511. }
  76512. if (!this._effect.isReady()) {
  76513. return false;
  76514. }
  76515. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76516. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  76517. this._initializeBlurRTTAndPostProcesses();
  76518. }
  76519. }
  76520. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  76521. return false;
  76522. }
  76523. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  76524. return false;
  76525. }
  76526. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  76527. return false;
  76528. }
  76529. return true;
  76530. };
  76531. /**
  76532. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76533. * @param defines Defines of the material we want to update
  76534. * @param lightIndex Index of the light in the enabled light list of the material
  76535. */
  76536. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  76537. var scene = this._scene;
  76538. var light = this._light;
  76539. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76540. return;
  76541. }
  76542. defines["SHADOW" + lightIndex] = true;
  76543. if (this.useContactHardeningShadow) {
  76544. defines["SHADOWPCSS" + lightIndex] = true;
  76545. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76546. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76547. }
  76548. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76549. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76550. }
  76551. // else default to high.
  76552. }
  76553. if (this.usePercentageCloserFiltering) {
  76554. defines["SHADOWPCF" + lightIndex] = true;
  76555. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76556. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76557. }
  76558. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76559. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76560. }
  76561. // else default to high.
  76562. }
  76563. else if (this.usePoissonSampling) {
  76564. defines["SHADOWPOISSON" + lightIndex] = true;
  76565. }
  76566. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76567. defines["SHADOWESM" + lightIndex] = true;
  76568. }
  76569. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76570. defines["SHADOWCLOSEESM" + lightIndex] = true;
  76571. }
  76572. if (light.needCube()) {
  76573. defines["SHADOWCUBE" + lightIndex] = true;
  76574. }
  76575. };
  76576. /**
  76577. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  76578. * defined in the generator but impacting the effect).
  76579. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  76580. * @param effect The effect we are binfing the information for
  76581. */
  76582. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  76583. var light = this._light;
  76584. var scene = this._scene;
  76585. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76586. return;
  76587. }
  76588. var camera = scene.activeCamera;
  76589. if (!camera) {
  76590. return;
  76591. }
  76592. var shadowMap = this.getShadowMap();
  76593. if (!shadowMap) {
  76594. return;
  76595. }
  76596. if (!light.needCube()) {
  76597. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  76598. }
  76599. // Only PCF uses depth stencil texture.
  76600. if (this._filter === ShadowGenerator.FILTER_PCF) {
  76601. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76602. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  76603. }
  76604. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  76605. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76606. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  76607. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  76608. }
  76609. else {
  76610. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76611. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  76612. }
  76613. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  76614. };
  76615. /**
  76616. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  76617. * (eq to shadow prjection matrix * light transform matrix)
  76618. * @returns The transform matrix used to create the shadow map
  76619. */
  76620. ShadowGenerator.prototype.getTransformMatrix = function () {
  76621. var scene = this._scene;
  76622. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  76623. return this._transformMatrix;
  76624. }
  76625. this._currentRenderID = scene.getRenderId();
  76626. this._currentFaceIndexCache = this._currentFaceIndex;
  76627. var lightPosition = this._light.position;
  76628. if (this._light.computeTransformedInformation()) {
  76629. lightPosition = this._light.transformedPosition;
  76630. }
  76631. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  76632. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  76633. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  76634. }
  76635. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  76636. this._cachedPosition.copyFrom(lightPosition);
  76637. this._cachedDirection.copyFrom(this._lightDirection);
  76638. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  76639. var shadowMap = this.getShadowMap();
  76640. if (shadowMap) {
  76641. var renderList = shadowMap.renderList;
  76642. if (renderList) {
  76643. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  76644. }
  76645. }
  76646. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  76647. }
  76648. return this._transformMatrix;
  76649. };
  76650. /**
  76651. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  76652. * Cube and 2D textures for instance.
  76653. */
  76654. ShadowGenerator.prototype.recreateShadowMap = function () {
  76655. var shadowMap = this._shadowMap;
  76656. if (!shadowMap) {
  76657. return;
  76658. }
  76659. // Track render list.
  76660. var renderList = shadowMap.renderList;
  76661. // Clean up existing data.
  76662. this._disposeRTTandPostProcesses();
  76663. // Reinitializes.
  76664. this._initializeGenerator();
  76665. // Reaffect the filter to ensure a correct fallback if necessary.
  76666. this.filter = this.filter;
  76667. // Reaffect the filter.
  76668. this._applyFilterValues();
  76669. // Reaffect Render List.
  76670. this._shadowMap.renderList = renderList;
  76671. };
  76672. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  76673. if (this._shadowMap2) {
  76674. this._shadowMap2.dispose();
  76675. this._shadowMap2 = null;
  76676. }
  76677. if (this._boxBlurPostprocess) {
  76678. this._boxBlurPostprocess.dispose();
  76679. this._boxBlurPostprocess = null;
  76680. }
  76681. if (this._kernelBlurXPostprocess) {
  76682. this._kernelBlurXPostprocess.dispose();
  76683. this._kernelBlurXPostprocess = null;
  76684. }
  76685. if (this._kernelBlurYPostprocess) {
  76686. this._kernelBlurYPostprocess.dispose();
  76687. this._kernelBlurYPostprocess = null;
  76688. }
  76689. this._blurPostProcesses = [];
  76690. };
  76691. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  76692. if (this._shadowMap) {
  76693. this._shadowMap.dispose();
  76694. this._shadowMap = null;
  76695. }
  76696. this._disposeBlurPostProcesses();
  76697. };
  76698. /**
  76699. * Disposes the ShadowGenerator.
  76700. * Returns nothing.
  76701. */
  76702. ShadowGenerator.prototype.dispose = function () {
  76703. this._disposeRTTandPostProcesses();
  76704. if (this._light) {
  76705. this._light._shadowGenerator = null;
  76706. this._light._markMeshesAsLightDirty();
  76707. }
  76708. };
  76709. /**
  76710. * Serializes the shadow generator setup to a json object.
  76711. * @returns The serialized JSON object
  76712. */
  76713. ShadowGenerator.prototype.serialize = function () {
  76714. var serializationObject = {};
  76715. var shadowMap = this.getShadowMap();
  76716. if (!shadowMap) {
  76717. return serializationObject;
  76718. }
  76719. serializationObject.lightId = this._light.id;
  76720. serializationObject.mapSize = shadowMap.getRenderSize();
  76721. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  76722. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  76723. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  76724. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  76725. serializationObject.usePoissonSampling = this.usePoissonSampling;
  76726. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  76727. serializationObject.depthScale = this.depthScale;
  76728. serializationObject.darkness = this.getDarkness();
  76729. serializationObject.blurBoxOffset = this.blurBoxOffset;
  76730. serializationObject.blurKernel = this.blurKernel;
  76731. serializationObject.blurScale = this.blurScale;
  76732. serializationObject.useKernelBlur = this.useKernelBlur;
  76733. serializationObject.transparencyShadow = this._transparencyShadow;
  76734. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  76735. serializationObject.bias = this.bias;
  76736. serializationObject.normalBias = this.normalBias;
  76737. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  76738. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  76739. serializationObject.filteringQuality = this.filteringQuality;
  76740. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  76741. serializationObject.renderList = [];
  76742. if (shadowMap.renderList) {
  76743. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  76744. var mesh = shadowMap.renderList[meshIndex];
  76745. serializationObject.renderList.push(mesh.id);
  76746. }
  76747. }
  76748. return serializationObject;
  76749. };
  76750. /**
  76751. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  76752. * @param parsedShadowGenerator The JSON object to parse
  76753. * @param scene The scene to create the shadow map for
  76754. * @returns The parsed shadow generator
  76755. */
  76756. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  76757. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  76758. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  76759. var shadowMap = shadowGenerator.getShadowMap();
  76760. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  76761. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  76762. meshes.forEach(function (mesh) {
  76763. if (!shadowMap) {
  76764. return;
  76765. }
  76766. if (!shadowMap.renderList) {
  76767. shadowMap.renderList = [];
  76768. }
  76769. shadowMap.renderList.push(mesh);
  76770. });
  76771. }
  76772. if (parsedShadowGenerator.usePoissonSampling) {
  76773. shadowGenerator.usePoissonSampling = true;
  76774. }
  76775. else if (parsedShadowGenerator.useExponentialShadowMap) {
  76776. shadowGenerator.useExponentialShadowMap = true;
  76777. }
  76778. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  76779. shadowGenerator.useBlurExponentialShadowMap = true;
  76780. }
  76781. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  76782. shadowGenerator.useCloseExponentialShadowMap = true;
  76783. }
  76784. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  76785. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  76786. }
  76787. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  76788. shadowGenerator.usePercentageCloserFiltering = true;
  76789. }
  76790. else if (parsedShadowGenerator.useContactHardeningShadow) {
  76791. shadowGenerator.useContactHardeningShadow = true;
  76792. }
  76793. if (parsedShadowGenerator.filteringQuality) {
  76794. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  76795. }
  76796. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  76797. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  76798. }
  76799. // Backward compat
  76800. else if (parsedShadowGenerator.useVarianceShadowMap) {
  76801. shadowGenerator.useExponentialShadowMap = true;
  76802. }
  76803. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  76804. shadowGenerator.useBlurExponentialShadowMap = true;
  76805. }
  76806. if (parsedShadowGenerator.depthScale) {
  76807. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  76808. }
  76809. if (parsedShadowGenerator.blurScale) {
  76810. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  76811. }
  76812. if (parsedShadowGenerator.blurBoxOffset) {
  76813. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  76814. }
  76815. if (parsedShadowGenerator.useKernelBlur) {
  76816. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  76817. }
  76818. if (parsedShadowGenerator.blurKernel) {
  76819. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  76820. }
  76821. if (parsedShadowGenerator.bias !== undefined) {
  76822. shadowGenerator.bias = parsedShadowGenerator.bias;
  76823. }
  76824. if (parsedShadowGenerator.normalBias !== undefined) {
  76825. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  76826. }
  76827. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  76828. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  76829. }
  76830. if (parsedShadowGenerator.darkness) {
  76831. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  76832. }
  76833. if (parsedShadowGenerator.transparencyShadow) {
  76834. shadowGenerator.setTransparencyShadow(true);
  76835. }
  76836. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  76837. return shadowGenerator;
  76838. };
  76839. /**
  76840. * Shadow generator mode None: no filtering applied.
  76841. */
  76842. ShadowGenerator.FILTER_NONE = 0;
  76843. /**
  76844. * Shadow generator mode ESM: Exponential Shadow Mapping.
  76845. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76846. */
  76847. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  76848. /**
  76849. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  76850. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  76851. */
  76852. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  76853. /**
  76854. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  76855. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76856. */
  76857. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  76858. /**
  76859. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  76860. * edge artifacts on steep falloff.
  76861. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76862. */
  76863. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  76864. /**
  76865. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  76866. * edge artifacts on steep falloff.
  76867. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76868. */
  76869. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  76870. /**
  76871. * Shadow generator mode PCF: Percentage Closer Filtering
  76872. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  76873. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  76874. */
  76875. ShadowGenerator.FILTER_PCF = 6;
  76876. /**
  76877. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  76878. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  76879. * Contact Hardening
  76880. */
  76881. ShadowGenerator.FILTER_PCSS = 7;
  76882. /**
  76883. * Reserved for PCF and PCSS
  76884. * Highest Quality.
  76885. *
  76886. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  76887. *
  76888. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  76889. */
  76890. ShadowGenerator.QUALITY_HIGH = 0;
  76891. /**
  76892. * Reserved for PCF and PCSS
  76893. * Good tradeoff for quality/perf cross devices
  76894. *
  76895. * Execute PCF on a 3*3 kernel.
  76896. *
  76897. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  76898. */
  76899. ShadowGenerator.QUALITY_MEDIUM = 1;
  76900. /**
  76901. * Reserved for PCF and PCSS
  76902. * The lowest quality but the fastest.
  76903. *
  76904. * Execute PCF on a 1*1 kernel.
  76905. *
  76906. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  76907. */
  76908. ShadowGenerator.QUALITY_LOW = 2;
  76909. return ShadowGenerator;
  76910. }());
  76911. BABYLON.ShadowGenerator = ShadowGenerator;
  76912. })(BABYLON || (BABYLON = {}));
  76913. //# sourceMappingURL=babylon.shadowGenerator.js.map
  76914. var BABYLON;
  76915. (function (BABYLON) {
  76916. // Adds the parser to the scene parsers.
  76917. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  76918. // Shadows
  76919. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  76920. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  76921. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  76922. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  76923. // SG would be available on their associated lights
  76924. }
  76925. }
  76926. });
  76927. /**
  76928. * Defines the shadow generator component responsible to manage any shadow generators
  76929. * in a given scene.
  76930. */
  76931. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  76932. /**
  76933. * Creates a new instance of the component for the given scene
  76934. * @param scene Defines the scene to register the component in
  76935. */
  76936. function ShadowGeneratorSceneComponent(scene) {
  76937. /**
  76938. * The component name helpfull to identify the component in the list of scene components.
  76939. */
  76940. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  76941. this.scene = scene;
  76942. }
  76943. /**
  76944. * Registers the component in a given scene
  76945. */
  76946. ShadowGeneratorSceneComponent.prototype.register = function () {
  76947. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  76948. };
  76949. /**
  76950. * Rebuilds the elements related to this component in case of
  76951. * context lost for instance.
  76952. */
  76953. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  76954. // Nothing To Do Here.
  76955. };
  76956. /**
  76957. * Serializes the component data to the specified json object
  76958. * @param serializationObject The object to serialize to
  76959. */
  76960. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  76961. // Shadows
  76962. serializationObject.shadowGenerators = [];
  76963. var lights = this.scene.lights;
  76964. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  76965. var light = lights_1[_i];
  76966. var shadowGenerator = light.getShadowGenerator();
  76967. if (shadowGenerator) {
  76968. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  76969. }
  76970. }
  76971. };
  76972. /**
  76973. * Adds all the element from the container to the scene
  76974. * @param container the container holding the elements
  76975. */
  76976. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  76977. // Nothing To Do Here. (directly attached to a light)
  76978. };
  76979. /**
  76980. * Removes all the elements in the container from the scene
  76981. * @param container contains the elements to remove
  76982. */
  76983. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  76984. // Nothing To Do Here. (directly attached to a light)
  76985. };
  76986. /**
  76987. * Rebuilds the elements related to this component in case of
  76988. * context lost for instance.
  76989. */
  76990. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  76991. // Nothing To Do Here.
  76992. };
  76993. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  76994. // Shadows
  76995. var scene = this.scene;
  76996. if (this.scene.shadowsEnabled) {
  76997. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  76998. var light = scene.lights[lightIndex];
  76999. var shadowGenerator = light.getShadowGenerator();
  77000. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77001. var shadowMap = (shadowGenerator.getShadowMap());
  77002. if (scene.textures.indexOf(shadowMap) !== -1) {
  77003. renderTargets.push(shadowMap);
  77004. }
  77005. }
  77006. }
  77007. }
  77008. };
  77009. return ShadowGeneratorSceneComponent;
  77010. }());
  77011. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77012. })(BABYLON || (BABYLON = {}));
  77013. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77014. var BABYLON;
  77015. (function (BABYLON) {
  77016. /**
  77017. * Class used for the default loading screen
  77018. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77019. */
  77020. var DefaultLoadingScreen = /** @class */ (function () {
  77021. /**
  77022. * Creates a new default loading screen
  77023. * @param _renderingCanvas defines the canvas used to render the scene
  77024. * @param _loadingText defines the default text to display
  77025. * @param _loadingDivBackgroundColor defines the default background color
  77026. */
  77027. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77028. if (_loadingText === void 0) { _loadingText = ""; }
  77029. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77030. var _this = this;
  77031. this._renderingCanvas = _renderingCanvas;
  77032. this._loadingText = _loadingText;
  77033. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77034. // Resize
  77035. this._resizeLoadingUI = function () {
  77036. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77037. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77038. if (!_this._loadingDiv) {
  77039. return;
  77040. }
  77041. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77042. _this._loadingDiv.style.left = canvasRect.left + "px";
  77043. _this._loadingDiv.style.top = canvasRect.top + "px";
  77044. _this._loadingDiv.style.width = canvasRect.width + "px";
  77045. _this._loadingDiv.style.height = canvasRect.height + "px";
  77046. };
  77047. }
  77048. /**
  77049. * Function called to display the loading screen
  77050. */
  77051. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77052. if (this._loadingDiv) {
  77053. // Do not add a loading screen if there is already one
  77054. return;
  77055. }
  77056. this._loadingDiv = document.createElement("div");
  77057. this._loadingDiv.id = "babylonjsLoadingDiv";
  77058. this._loadingDiv.style.opacity = "0";
  77059. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77060. this._loadingDiv.style.pointerEvents = "none";
  77061. // Loading text
  77062. this._loadingTextDiv = document.createElement("div");
  77063. this._loadingTextDiv.style.position = "absolute";
  77064. this._loadingTextDiv.style.left = "0";
  77065. this._loadingTextDiv.style.top = "50%";
  77066. this._loadingTextDiv.style.marginTop = "80px";
  77067. this._loadingTextDiv.style.width = "100%";
  77068. this._loadingTextDiv.style.height = "20px";
  77069. this._loadingTextDiv.style.fontFamily = "Arial";
  77070. this._loadingTextDiv.style.fontSize = "14px";
  77071. this._loadingTextDiv.style.color = "white";
  77072. this._loadingTextDiv.style.textAlign = "center";
  77073. this._loadingTextDiv.innerHTML = "Loading";
  77074. this._loadingDiv.appendChild(this._loadingTextDiv);
  77075. //set the predefined text
  77076. this._loadingTextDiv.innerHTML = this._loadingText;
  77077. // Generating keyframes
  77078. var style = document.createElement('style');
  77079. style.type = 'text/css';
  77080. 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 }";
  77081. style.innerHTML = keyFrames;
  77082. document.getElementsByTagName('head')[0].appendChild(style);
  77083. // Loading img
  77084. var imgBack = new Image();
  77085. imgBack.src = "data:image/png;base64,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";
  77086. imgBack.style.position = "absolute";
  77087. imgBack.style.left = "50%";
  77088. imgBack.style.top = "50%";
  77089. imgBack.style.marginLeft = "-60px";
  77090. imgBack.style.marginTop = "-60px";
  77091. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77092. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77093. imgBack.style.transformOrigin = "50% 50%";
  77094. imgBack.style.webkitTransformOrigin = "50% 50%";
  77095. this._loadingDiv.appendChild(imgBack);
  77096. this._resizeLoadingUI();
  77097. window.addEventListener("resize", this._resizeLoadingUI);
  77098. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77099. document.body.appendChild(this._loadingDiv);
  77100. this._loadingDiv.style.opacity = "1";
  77101. };
  77102. /**
  77103. * Function called to hide the loading screen
  77104. */
  77105. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77106. var _this = this;
  77107. if (!this._loadingDiv) {
  77108. return;
  77109. }
  77110. var onTransitionEnd = function () {
  77111. if (!_this._loadingDiv) {
  77112. return;
  77113. }
  77114. document.body.removeChild(_this._loadingDiv);
  77115. window.removeEventListener("resize", _this._resizeLoadingUI);
  77116. _this._loadingDiv = null;
  77117. };
  77118. this._loadingDiv.style.opacity = "0";
  77119. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77120. };
  77121. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77122. get: function () {
  77123. return this._loadingText;
  77124. },
  77125. /**
  77126. * Gets or sets the text to display while loading
  77127. */
  77128. set: function (text) {
  77129. this._loadingText = text;
  77130. if (this._loadingTextDiv) {
  77131. this._loadingTextDiv.innerHTML = this._loadingText;
  77132. }
  77133. },
  77134. enumerable: true,
  77135. configurable: true
  77136. });
  77137. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77138. /**
  77139. * Gets or sets the color to use for the background
  77140. */
  77141. get: function () {
  77142. return this._loadingDivBackgroundColor;
  77143. },
  77144. set: function (color) {
  77145. this._loadingDivBackgroundColor = color;
  77146. if (!this._loadingDiv) {
  77147. return;
  77148. }
  77149. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77150. },
  77151. enumerable: true,
  77152. configurable: true
  77153. });
  77154. return DefaultLoadingScreen;
  77155. }());
  77156. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77157. })(BABYLON || (BABYLON = {}));
  77158. //# sourceMappingURL=babylon.loadingScreen.js.map
  77159. var BABYLON;
  77160. (function (BABYLON) {
  77161. /**
  77162. * Class used to represent data loading progression
  77163. */
  77164. var SceneLoaderProgressEvent = /** @class */ (function () {
  77165. /**
  77166. * Create a new progress event
  77167. * @param lengthComputable defines if data length to load can be evaluated
  77168. * @param loaded defines the loaded data length
  77169. * @param total defines the data length to load
  77170. */
  77171. function SceneLoaderProgressEvent(
  77172. /** defines if data length to load can be evaluated */
  77173. lengthComputable,
  77174. /** defines the loaded data length */
  77175. loaded,
  77176. /** defines the data length to load */
  77177. total) {
  77178. this.lengthComputable = lengthComputable;
  77179. this.loaded = loaded;
  77180. this.total = total;
  77181. }
  77182. /**
  77183. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77184. * @param event defines the source event
  77185. * @returns a new SceneLoaderProgressEvent
  77186. */
  77187. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77188. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77189. };
  77190. return SceneLoaderProgressEvent;
  77191. }());
  77192. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  77193. /**
  77194. * Class used to load scene from various file formats using registered plugins
  77195. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  77196. */
  77197. var SceneLoader = /** @class */ (function () {
  77198. function SceneLoader() {
  77199. }
  77200. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  77201. /**
  77202. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  77203. */
  77204. get: function () {
  77205. return SceneLoader._ForceFullSceneLoadingForIncremental;
  77206. },
  77207. set: function (value) {
  77208. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  77209. },
  77210. enumerable: true,
  77211. configurable: true
  77212. });
  77213. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  77214. /**
  77215. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  77216. */
  77217. get: function () {
  77218. return SceneLoader._ShowLoadingScreen;
  77219. },
  77220. set: function (value) {
  77221. SceneLoader._ShowLoadingScreen = value;
  77222. },
  77223. enumerable: true,
  77224. configurable: true
  77225. });
  77226. Object.defineProperty(SceneLoader, "loggingLevel", {
  77227. /**
  77228. * Defines the current logging level (while loading the scene)
  77229. * @ignorenaming
  77230. */
  77231. get: function () {
  77232. return SceneLoader._loggingLevel;
  77233. },
  77234. set: function (value) {
  77235. SceneLoader._loggingLevel = value;
  77236. },
  77237. enumerable: true,
  77238. configurable: true
  77239. });
  77240. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  77241. /**
  77242. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  77243. */
  77244. get: function () {
  77245. return SceneLoader._CleanBoneMatrixWeights;
  77246. },
  77247. set: function (value) {
  77248. SceneLoader._CleanBoneMatrixWeights = value;
  77249. },
  77250. enumerable: true,
  77251. configurable: true
  77252. });
  77253. SceneLoader._getDefaultPlugin = function () {
  77254. return SceneLoader._registeredPlugins[".babylon"];
  77255. };
  77256. SceneLoader._getPluginForExtension = function (extension) {
  77257. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  77258. if (registeredPlugin) {
  77259. return registeredPlugin;
  77260. }
  77261. 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");
  77262. return SceneLoader._getDefaultPlugin();
  77263. };
  77264. SceneLoader._getPluginForDirectLoad = function (data) {
  77265. for (var extension in SceneLoader._registeredPlugins) {
  77266. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  77267. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  77268. return SceneLoader._registeredPlugins[extension];
  77269. }
  77270. }
  77271. return SceneLoader._getDefaultPlugin();
  77272. };
  77273. SceneLoader._getPluginForFilename = function (sceneFilename) {
  77274. var queryStringPosition = sceneFilename.indexOf("?");
  77275. if (queryStringPosition !== -1) {
  77276. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  77277. }
  77278. var dotPosition = sceneFilename.lastIndexOf(".");
  77279. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  77280. return SceneLoader._getPluginForExtension(extension);
  77281. };
  77282. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  77283. SceneLoader._getDirectLoad = function (sceneFilename) {
  77284. if (sceneFilename.substr(0, 5) === "data:") {
  77285. return sceneFilename.substr(5);
  77286. }
  77287. return null;
  77288. };
  77289. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  77290. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  77291. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  77292. var plugin;
  77293. if (registeredPlugin.plugin.createPlugin) {
  77294. plugin = registeredPlugin.plugin.createPlugin();
  77295. }
  77296. else {
  77297. plugin = registeredPlugin.plugin;
  77298. }
  77299. var useArrayBuffer = registeredPlugin.isBinary;
  77300. var offlineProvider;
  77301. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  77302. var dataCallback = function (data, responseURL) {
  77303. if (scene.isDisposed) {
  77304. onError("Scene has been disposed");
  77305. return;
  77306. }
  77307. scene.offlineProvider = offlineProvider;
  77308. onSuccess(plugin, data, responseURL);
  77309. };
  77310. var request = null;
  77311. var pluginDisposed = false;
  77312. var onDisposeObservable = plugin.onDisposeObservable;
  77313. if (onDisposeObservable) {
  77314. onDisposeObservable.add(function () {
  77315. pluginDisposed = true;
  77316. if (request) {
  77317. request.abort();
  77318. request = null;
  77319. }
  77320. onDispose();
  77321. });
  77322. }
  77323. var manifestChecked = function () {
  77324. if (pluginDisposed) {
  77325. return;
  77326. }
  77327. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  77328. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  77329. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  77330. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  77331. });
  77332. };
  77333. if (directLoad) {
  77334. dataCallback(directLoad);
  77335. return plugin;
  77336. }
  77337. if (fileInfo.rootUrl.indexOf("file:") === -1) {
  77338. var engine = scene.getEngine();
  77339. var canUseOfflineSupport = engine.enableOfflineSupport;
  77340. if (canUseOfflineSupport) {
  77341. // Also check for exceptions
  77342. var exceptionFound = false;
  77343. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  77344. var regex = _a[_i];
  77345. if (regex.test(fileInfo.url)) {
  77346. exceptionFound = true;
  77347. break;
  77348. }
  77349. }
  77350. canUseOfflineSupport = !exceptionFound;
  77351. }
  77352. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  77353. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  77354. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  77355. }
  77356. else {
  77357. manifestChecked();
  77358. }
  77359. }
  77360. // Loading file from disk via input file or drag'n'drop
  77361. else {
  77362. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  77363. if (file) {
  77364. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  77365. }
  77366. else {
  77367. onError("Unable to find file named " + fileInfo.name);
  77368. }
  77369. }
  77370. return plugin;
  77371. };
  77372. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  77373. var url;
  77374. var name;
  77375. if (!sceneFilename) {
  77376. url = rootUrl;
  77377. name = BABYLON.Tools.GetFilename(rootUrl);
  77378. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  77379. }
  77380. else {
  77381. if (sceneFilename.substr(0, 1) === "/") {
  77382. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  77383. return null;
  77384. }
  77385. url = rootUrl + sceneFilename;
  77386. name = sceneFilename;
  77387. }
  77388. return {
  77389. url: url,
  77390. rootUrl: rootUrl,
  77391. name: name
  77392. };
  77393. };
  77394. // Public functions
  77395. /**
  77396. * Gets a plugin that can load the given extension
  77397. * @param extension defines the extension to load
  77398. * @returns a plugin or null if none works
  77399. */
  77400. SceneLoader.GetPluginForExtension = function (extension) {
  77401. return SceneLoader._getPluginForExtension(extension).plugin;
  77402. };
  77403. /**
  77404. * Gets a boolean indicating that the given extension can be loaded
  77405. * @param extension defines the extension to load
  77406. * @returns true if the extension is supported
  77407. */
  77408. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  77409. return !!SceneLoader._registeredPlugins[extension];
  77410. };
  77411. /**
  77412. * Adds a new plugin to the list of registered plugins
  77413. * @param plugin defines the plugin to add
  77414. */
  77415. SceneLoader.RegisterPlugin = function (plugin) {
  77416. if (typeof plugin.extensions === "string") {
  77417. var extension = plugin.extensions;
  77418. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77419. plugin: plugin,
  77420. isBinary: false
  77421. };
  77422. }
  77423. else {
  77424. var extensions = plugin.extensions;
  77425. Object.keys(extensions).forEach(function (extension) {
  77426. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77427. plugin: plugin,
  77428. isBinary: extensions[extension].isBinary
  77429. };
  77430. });
  77431. }
  77432. };
  77433. /**
  77434. * Import meshes into a scene
  77435. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77436. * @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)
  77437. * @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)
  77438. * @param scene the instance of BABYLON.Scene to append to
  77439. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  77440. * @param onProgress a callback with a progress event for each file being loaded
  77441. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77442. * @param pluginExtension the extension used to determine the plugin
  77443. * @returns The loaded plugin
  77444. */
  77445. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77446. if (sceneFilename === void 0) { sceneFilename = ""; }
  77447. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77448. if (onSuccess === void 0) { onSuccess = null; }
  77449. if (onProgress === void 0) { onProgress = null; }
  77450. if (onError === void 0) { onError = null; }
  77451. if (pluginExtension === void 0) { pluginExtension = null; }
  77452. if (!scene) {
  77453. BABYLON.Tools.Error("No scene available to import mesh to");
  77454. return null;
  77455. }
  77456. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77457. if (!fileInfo) {
  77458. return null;
  77459. }
  77460. var loadingToken = {};
  77461. scene._addPendingData(loadingToken);
  77462. var disposeHandler = function () {
  77463. scene._removePendingData(loadingToken);
  77464. };
  77465. var errorHandler = function (message, exception) {
  77466. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  77467. if (onError) {
  77468. onError(scene, errorMessage, exception);
  77469. }
  77470. else {
  77471. BABYLON.Tools.Error(errorMessage);
  77472. // should the exception be thrown?
  77473. }
  77474. disposeHandler();
  77475. };
  77476. var progressHandler = onProgress ? function (event) {
  77477. try {
  77478. onProgress(event);
  77479. }
  77480. catch (e) {
  77481. errorHandler("Error in onProgress callback", e);
  77482. }
  77483. } : undefined;
  77484. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  77485. scene.importedMeshesFiles.push(fileInfo.url);
  77486. if (onSuccess) {
  77487. try {
  77488. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  77489. }
  77490. catch (e) {
  77491. errorHandler("Error in onSuccess callback", e);
  77492. }
  77493. }
  77494. scene._removePendingData(loadingToken);
  77495. };
  77496. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77497. if (plugin.rewriteRootURL) {
  77498. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  77499. }
  77500. if (plugin.importMesh) {
  77501. var syncedPlugin = plugin;
  77502. var meshes = new Array();
  77503. var particleSystems = new Array();
  77504. var skeletons = new Array();
  77505. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  77506. return;
  77507. }
  77508. scene.loadingPluginName = plugin.name;
  77509. successHandler(meshes, particleSystems, skeletons, []);
  77510. }
  77511. else {
  77512. var asyncedPlugin = plugin;
  77513. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  77514. scene.loadingPluginName = plugin.name;
  77515. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  77516. }).catch(function (error) {
  77517. errorHandler(error.message, error);
  77518. });
  77519. }
  77520. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77521. };
  77522. /**
  77523. * Import meshes into a scene
  77524. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77525. * @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)
  77526. * @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)
  77527. * @param scene the instance of BABYLON.Scene to append to
  77528. * @param onProgress a callback with a progress event for each file being loaded
  77529. * @param pluginExtension the extension used to determine the plugin
  77530. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  77531. */
  77532. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77533. if (sceneFilename === void 0) { sceneFilename = ""; }
  77534. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77535. if (onProgress === void 0) { onProgress = null; }
  77536. if (pluginExtension === void 0) { pluginExtension = null; }
  77537. return new Promise(function (resolve, reject) {
  77538. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  77539. resolve({
  77540. meshes: meshes,
  77541. particleSystems: particleSystems,
  77542. skeletons: skeletons,
  77543. animationGroups: animationGroups
  77544. });
  77545. }, onProgress, function (scene, message, exception) {
  77546. reject(exception || new Error(message));
  77547. }, pluginExtension);
  77548. });
  77549. };
  77550. /**
  77551. * Load a scene
  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 engine is the instance of BABYLON.Engine to use to create the scene
  77555. * @param onSuccess a callback with the scene when import succeeds
  77556. * @param onProgress a callback with a progress event for each file being loaded
  77557. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77558. * @param pluginExtension the extension used to determine the plugin
  77559. * @returns The loaded plugin
  77560. */
  77561. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  77562. if (onSuccess === void 0) { onSuccess = null; }
  77563. if (onProgress === void 0) { onProgress = null; }
  77564. if (onError === void 0) { onError = null; }
  77565. if (pluginExtension === void 0) { pluginExtension = null; }
  77566. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  77567. };
  77568. /**
  77569. * Load a scene
  77570. * @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)
  77571. * @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)
  77572. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77573. * @param onProgress a callback with a progress event for each file being loaded
  77574. * @param pluginExtension the extension used to determine the plugin
  77575. * @returns The loaded scene
  77576. */
  77577. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  77578. if (onProgress === void 0) { onProgress = null; }
  77579. if (pluginExtension === void 0) { pluginExtension = null; }
  77580. return new Promise(function (resolve, reject) {
  77581. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  77582. resolve(scene);
  77583. }, onProgress, function (scene, message, exception) {
  77584. reject(exception || new Error(message));
  77585. }, pluginExtension);
  77586. });
  77587. };
  77588. /**
  77589. * Append a scene
  77590. * @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)
  77591. * @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)
  77592. * @param scene is the instance of BABYLON.Scene to append to
  77593. * @param onSuccess a callback with the scene when import succeeds
  77594. * @param onProgress a callback with a progress event for each file being loaded
  77595. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77596. * @param pluginExtension the extension used to determine the plugin
  77597. * @returns The loaded plugin
  77598. */
  77599. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77600. if (sceneFilename === void 0) { sceneFilename = ""; }
  77601. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77602. if (onSuccess === void 0) { onSuccess = null; }
  77603. if (onProgress === void 0) { onProgress = null; }
  77604. if (onError === void 0) { onError = null; }
  77605. if (pluginExtension === void 0) { pluginExtension = null; }
  77606. if (!scene) {
  77607. BABYLON.Tools.Error("No scene available to append to");
  77608. return null;
  77609. }
  77610. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77611. if (!fileInfo) {
  77612. return null;
  77613. }
  77614. if (SceneLoader.ShowLoadingScreen) {
  77615. scene.getEngine().displayLoadingUI();
  77616. }
  77617. var loadingToken = {};
  77618. scene._addPendingData(loadingToken);
  77619. var disposeHandler = function () {
  77620. scene._removePendingData(loadingToken);
  77621. scene.getEngine().hideLoadingUI();
  77622. };
  77623. var errorHandler = function (message, exception) {
  77624. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  77625. if (onError) {
  77626. onError(scene, errorMessage, exception);
  77627. }
  77628. else {
  77629. BABYLON.Tools.Error(errorMessage);
  77630. // should the exception be thrown?
  77631. }
  77632. disposeHandler();
  77633. };
  77634. var progressHandler = onProgress ? function (event) {
  77635. try {
  77636. onProgress(event);
  77637. }
  77638. catch (e) {
  77639. errorHandler("Error in onProgress callback", e);
  77640. }
  77641. } : undefined;
  77642. var successHandler = function () {
  77643. if (onSuccess) {
  77644. try {
  77645. onSuccess(scene);
  77646. }
  77647. catch (e) {
  77648. errorHandler("Error in onSuccess callback", e);
  77649. }
  77650. }
  77651. scene._removePendingData(loadingToken);
  77652. };
  77653. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77654. if (plugin.load) {
  77655. var syncedPlugin = plugin;
  77656. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  77657. return;
  77658. }
  77659. scene.loadingPluginName = plugin.name;
  77660. successHandler();
  77661. }
  77662. else {
  77663. var asyncedPlugin = plugin;
  77664. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  77665. scene.loadingPluginName = plugin.name;
  77666. successHandler();
  77667. }).catch(function (error) {
  77668. errorHandler(error.message, error);
  77669. });
  77670. }
  77671. if (SceneLoader.ShowLoadingScreen) {
  77672. scene.executeWhenReady(function () {
  77673. scene.getEngine().hideLoadingUI();
  77674. });
  77675. }
  77676. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77677. };
  77678. /**
  77679. * Append a scene
  77680. * @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)
  77681. * @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)
  77682. * @param scene is the instance of BABYLON.Scene to append to
  77683. * @param onProgress a callback with a progress event for each file being loaded
  77684. * @param pluginExtension the extension used to determine the plugin
  77685. * @returns The given scene
  77686. */
  77687. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77688. if (sceneFilename === void 0) { sceneFilename = ""; }
  77689. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77690. if (onProgress === void 0) { onProgress = null; }
  77691. if (pluginExtension === void 0) { pluginExtension = null; }
  77692. return new Promise(function (resolve, reject) {
  77693. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  77694. resolve(scene);
  77695. }, onProgress, function (scene, message, exception) {
  77696. reject(exception || new Error(message));
  77697. }, pluginExtension);
  77698. });
  77699. };
  77700. /**
  77701. * Load a scene into an asset container
  77702. * @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)
  77703. * @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)
  77704. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  77705. * @param onSuccess a callback with the scene when import succeeds
  77706. * @param onProgress a callback with a progress event for each file being loaded
  77707. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77708. * @param pluginExtension the extension used to determine the plugin
  77709. * @returns The loaded plugin
  77710. */
  77711. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77712. if (sceneFilename === void 0) { sceneFilename = ""; }
  77713. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77714. if (onSuccess === void 0) { onSuccess = null; }
  77715. if (onProgress === void 0) { onProgress = null; }
  77716. if (onError === void 0) { onError = null; }
  77717. if (pluginExtension === void 0) { pluginExtension = null; }
  77718. if (!scene) {
  77719. BABYLON.Tools.Error("No scene available to load asset container to");
  77720. return null;
  77721. }
  77722. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77723. if (!fileInfo) {
  77724. return null;
  77725. }
  77726. var loadingToken = {};
  77727. scene._addPendingData(loadingToken);
  77728. var disposeHandler = function () {
  77729. scene._removePendingData(loadingToken);
  77730. };
  77731. var errorHandler = function (message, exception) {
  77732. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  77733. if (onError) {
  77734. onError(scene, errorMessage, exception);
  77735. }
  77736. else {
  77737. BABYLON.Tools.Error(errorMessage);
  77738. // should the exception be thrown?
  77739. }
  77740. disposeHandler();
  77741. };
  77742. var progressHandler = onProgress ? function (event) {
  77743. try {
  77744. onProgress(event);
  77745. }
  77746. catch (e) {
  77747. errorHandler("Error in onProgress callback", e);
  77748. }
  77749. } : undefined;
  77750. var successHandler = function (assets) {
  77751. if (onSuccess) {
  77752. try {
  77753. onSuccess(assets);
  77754. }
  77755. catch (e) {
  77756. errorHandler("Error in onSuccess callback", e);
  77757. }
  77758. }
  77759. scene._removePendingData(loadingToken);
  77760. };
  77761. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77762. if (plugin.loadAssetContainer) {
  77763. var syncedPlugin = plugin;
  77764. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  77765. if (!assetContainer) {
  77766. return;
  77767. }
  77768. scene.loadingPluginName = plugin.name;
  77769. successHandler(assetContainer);
  77770. }
  77771. else if (plugin.loadAssetContainerAsync) {
  77772. var asyncedPlugin = plugin;
  77773. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  77774. scene.loadingPluginName = plugin.name;
  77775. successHandler(assetContainer);
  77776. }).catch(function (error) {
  77777. errorHandler(error.message, error);
  77778. });
  77779. }
  77780. else {
  77781. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  77782. }
  77783. if (SceneLoader.ShowLoadingScreen) {
  77784. scene.executeWhenReady(function () {
  77785. scene.getEngine().hideLoadingUI();
  77786. });
  77787. }
  77788. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77789. };
  77790. /**
  77791. * Load a scene into an asset container
  77792. * @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)
  77793. * @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)
  77794. * @param scene is the instance of BABYLON.Scene to append to
  77795. * @param onProgress a callback with a progress event for each file being loaded
  77796. * @param pluginExtension the extension used to determine the plugin
  77797. * @returns The loaded asset container
  77798. */
  77799. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77800. if (sceneFilename === void 0) { sceneFilename = ""; }
  77801. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77802. if (onProgress === void 0) { onProgress = null; }
  77803. if (pluginExtension === void 0) { pluginExtension = null; }
  77804. return new Promise(function (resolve, reject) {
  77805. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  77806. resolve(assetContainer);
  77807. }, onProgress, function (scene, message, exception) {
  77808. reject(exception || new Error(message));
  77809. }, pluginExtension);
  77810. });
  77811. };
  77812. // Flags
  77813. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  77814. SceneLoader._ShowLoadingScreen = true;
  77815. SceneLoader._CleanBoneMatrixWeights = false;
  77816. /**
  77817. * No logging while loading
  77818. */
  77819. SceneLoader.NO_LOGGING = 0;
  77820. /**
  77821. * Minimal logging while loading
  77822. */
  77823. SceneLoader.MINIMAL_LOGGING = 1;
  77824. /**
  77825. * Summary logging while loading
  77826. */
  77827. SceneLoader.SUMMARY_LOGGING = 2;
  77828. /**
  77829. * Detailled logging while loading
  77830. */
  77831. SceneLoader.DETAILED_LOGGING = 3;
  77832. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  77833. // Members
  77834. /**
  77835. * Event raised when a plugin is used to load a scene
  77836. */
  77837. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  77838. SceneLoader._registeredPlugins = {};
  77839. return SceneLoader;
  77840. }());
  77841. BABYLON.SceneLoader = SceneLoader;
  77842. })(BABYLON || (BABYLON = {}));
  77843. //# sourceMappingURL=babylon.sceneLoader.js.map
  77844. var BABYLON;
  77845. (function (BABYLON) {
  77846. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  77847. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  77848. var parsedMaterial = parsedData.materials[index];
  77849. if (parsedMaterial.id === id) {
  77850. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  77851. }
  77852. }
  77853. return null;
  77854. };
  77855. var isDescendantOf = function (mesh, names, hierarchyIds) {
  77856. for (var i in names) {
  77857. if (mesh.name === names[i]) {
  77858. hierarchyIds.push(mesh.id);
  77859. return true;
  77860. }
  77861. }
  77862. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  77863. hierarchyIds.push(mesh.id);
  77864. return true;
  77865. }
  77866. return false;
  77867. };
  77868. var logOperation = function (operation, producer) {
  77869. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  77870. };
  77871. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  77872. if (addToScene === void 0) { addToScene = false; }
  77873. var container = new BABYLON.AssetContainer(scene);
  77874. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  77875. // when SceneLoader.debugLogging = true (default), or exception encountered.
  77876. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  77877. // and avoid problems with multiple concurrent .babylon loads.
  77878. var log = "importScene has failed JSON parse";
  77879. try {
  77880. var parsedData = JSON.parse(data);
  77881. log = "";
  77882. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  77883. var index;
  77884. var cache;
  77885. // Lights
  77886. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  77887. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  77888. var parsedLight = parsedData.lights[index];
  77889. var light = BABYLON.Light.Parse(parsedLight, scene);
  77890. if (light) {
  77891. container.lights.push(light);
  77892. log += (index === 0 ? "\n\tLights:" : "");
  77893. log += "\n\t\t" + light.toString(fullDetails);
  77894. }
  77895. }
  77896. }
  77897. // Animations
  77898. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  77899. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  77900. var parsedAnimation = parsedData.animations[index];
  77901. var animation = BABYLON.Animation.Parse(parsedAnimation);
  77902. scene.animations.push(animation);
  77903. container.animations.push(animation);
  77904. log += (index === 0 ? "\n\tAnimations:" : "");
  77905. log += "\n\t\t" + animation.toString(fullDetails);
  77906. }
  77907. }
  77908. // Materials
  77909. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  77910. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  77911. var parsedMaterial = parsedData.materials[index];
  77912. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  77913. container.materials.push(mat);
  77914. log += (index === 0 ? "\n\tMaterials:" : "");
  77915. log += "\n\t\t" + mat.toString(fullDetails);
  77916. }
  77917. }
  77918. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  77919. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  77920. var parsedMultiMaterial = parsedData.multiMaterials[index];
  77921. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  77922. container.multiMaterials.push(mmat);
  77923. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  77924. log += "\n\t\t" + mmat.toString(fullDetails);
  77925. }
  77926. }
  77927. // Morph targets
  77928. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  77929. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  77930. var managerData = _a[_i];
  77931. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  77932. }
  77933. }
  77934. // Skeletons
  77935. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  77936. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  77937. var parsedSkeleton = parsedData.skeletons[index];
  77938. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  77939. container.skeletons.push(skeleton);
  77940. log += (index === 0 ? "\n\tSkeletons:" : "");
  77941. log += "\n\t\t" + skeleton.toString(fullDetails);
  77942. }
  77943. }
  77944. // Geometries
  77945. var geometries = parsedData.geometries;
  77946. if (geometries !== undefined && geometries !== null) {
  77947. var addedGeometry = new Array();
  77948. // Boxes
  77949. var boxes = geometries.boxes;
  77950. if (boxes !== undefined && boxes !== null) {
  77951. for (index = 0, cache = boxes.length; index < cache; index++) {
  77952. var parsedBox = boxes[index];
  77953. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  77954. }
  77955. }
  77956. // Spheres
  77957. var spheres = geometries.spheres;
  77958. if (spheres !== undefined && spheres !== null) {
  77959. for (index = 0, cache = spheres.length; index < cache; index++) {
  77960. var parsedSphere = spheres[index];
  77961. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  77962. }
  77963. }
  77964. // Cylinders
  77965. var cylinders = geometries.cylinders;
  77966. if (cylinders !== undefined && cylinders !== null) {
  77967. for (index = 0, cache = cylinders.length; index < cache; index++) {
  77968. var parsedCylinder = cylinders[index];
  77969. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  77970. }
  77971. }
  77972. // Toruses
  77973. var toruses = geometries.toruses;
  77974. if (toruses !== undefined && toruses !== null) {
  77975. for (index = 0, cache = toruses.length; index < cache; index++) {
  77976. var parsedTorus = toruses[index];
  77977. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  77978. }
  77979. }
  77980. // Grounds
  77981. var grounds = geometries.grounds;
  77982. if (grounds !== undefined && grounds !== null) {
  77983. for (index = 0, cache = grounds.length; index < cache; index++) {
  77984. var parsedGround = grounds[index];
  77985. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  77986. }
  77987. }
  77988. // Planes
  77989. var planes = geometries.planes;
  77990. if (planes !== undefined && planes !== null) {
  77991. for (index = 0, cache = planes.length; index < cache; index++) {
  77992. var parsedPlane = planes[index];
  77993. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  77994. }
  77995. }
  77996. // TorusKnots
  77997. var torusKnots = geometries.torusKnots;
  77998. if (torusKnots !== undefined && torusKnots !== null) {
  77999. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78000. var parsedTorusKnot = torusKnots[index];
  78001. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78002. }
  78003. }
  78004. // VertexData
  78005. var vertexData = geometries.vertexData;
  78006. if (vertexData !== undefined && vertexData !== null) {
  78007. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78008. var parsedVertexData = vertexData[index];
  78009. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78010. }
  78011. }
  78012. addedGeometry.forEach(function (g) {
  78013. if (g) {
  78014. container.geometries.push(g);
  78015. }
  78016. });
  78017. }
  78018. // Transform nodes
  78019. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78020. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78021. var parsedTransformNode = parsedData.transformNodes[index];
  78022. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78023. container.transformNodes.push(node);
  78024. }
  78025. }
  78026. // Meshes
  78027. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78028. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78029. var parsedMesh = parsedData.meshes[index];
  78030. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78031. container.meshes.push(mesh);
  78032. log += (index === 0 ? "\n\tMeshes:" : "");
  78033. log += "\n\t\t" + mesh.toString(fullDetails);
  78034. }
  78035. }
  78036. // Cameras
  78037. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78038. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78039. var parsedCamera = parsedData.cameras[index];
  78040. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78041. container.cameras.push(camera);
  78042. log += (index === 0 ? "\n\tCameras:" : "");
  78043. log += "\n\t\t" + camera.toString(fullDetails);
  78044. }
  78045. }
  78046. // Animation Groups
  78047. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78048. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78049. var parsedAnimationGroup = parsedData.animationGroups[index];
  78050. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78051. container.animationGroups.push(animationGroup);
  78052. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78053. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78054. }
  78055. }
  78056. // Browsing all the graph to connect the dots
  78057. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78058. var camera = scene.cameras[index];
  78059. if (camera._waitingParentId) {
  78060. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78061. camera._waitingParentId = null;
  78062. }
  78063. }
  78064. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78065. var light_1 = scene.lights[index];
  78066. if (light_1 && light_1._waitingParentId) {
  78067. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78068. light_1._waitingParentId = null;
  78069. }
  78070. }
  78071. // Connect parents & children and parse actions
  78072. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78073. var transformNode = scene.transformNodes[index];
  78074. if (transformNode._waitingParentId) {
  78075. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78076. transformNode._waitingParentId = null;
  78077. }
  78078. }
  78079. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78080. var mesh = scene.meshes[index];
  78081. if (mesh._waitingParentId) {
  78082. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78083. mesh._waitingParentId = null;
  78084. }
  78085. }
  78086. // freeze world matrix application
  78087. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78088. var currentMesh = scene.meshes[index];
  78089. if (currentMesh._waitingFreezeWorldMatrix) {
  78090. currentMesh.freezeWorldMatrix();
  78091. currentMesh._waitingFreezeWorldMatrix = null;
  78092. }
  78093. else {
  78094. currentMesh.computeWorldMatrix(true);
  78095. }
  78096. }
  78097. // Lights exclusions / inclusions
  78098. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78099. var light_2 = scene.lights[index];
  78100. // Excluded check
  78101. if (light_2._excludedMeshesIds.length > 0) {
  78102. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78103. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78104. if (excludedMesh) {
  78105. light_2.excludedMeshes.push(excludedMesh);
  78106. }
  78107. }
  78108. light_2._excludedMeshesIds = [];
  78109. }
  78110. // Included check
  78111. if (light_2._includedOnlyMeshesIds.length > 0) {
  78112. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78113. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78114. if (includedOnlyMesh) {
  78115. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78116. }
  78117. }
  78118. light_2._includedOnlyMeshesIds = [];
  78119. }
  78120. }
  78121. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78122. // Actions (scene) Done last as it can access other objects.
  78123. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78124. var mesh = scene.meshes[index];
  78125. if (mesh._waitingActions) {
  78126. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78127. mesh._waitingActions = null;
  78128. }
  78129. }
  78130. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78131. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78132. }
  78133. if (!addToScene) {
  78134. container.removeAllFromScene();
  78135. }
  78136. }
  78137. catch (err) {
  78138. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  78139. if (onError) {
  78140. onError(msg, err);
  78141. }
  78142. else {
  78143. BABYLON.Tools.Log(msg);
  78144. throw err;
  78145. }
  78146. }
  78147. finally {
  78148. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78149. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78150. }
  78151. }
  78152. return container;
  78153. };
  78154. BABYLON.SceneLoader.RegisterPlugin({
  78155. name: "babylon.js",
  78156. extensions: ".babylon",
  78157. canDirectLoad: function (data) {
  78158. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78159. return true;
  78160. }
  78161. return false;
  78162. },
  78163. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78164. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78165. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78166. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78167. // and avoid problems with multiple concurrent .babylon loads.
  78168. var log = "importMesh has failed JSON parse";
  78169. try {
  78170. var parsedData = JSON.parse(data);
  78171. log = "";
  78172. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78173. if (!meshesNames) {
  78174. meshesNames = null;
  78175. }
  78176. else if (!Array.isArray(meshesNames)) {
  78177. meshesNames = [meshesNames];
  78178. }
  78179. var hierarchyIds = new Array();
  78180. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78181. var loadedSkeletonsIds = [];
  78182. var loadedMaterialsIds = [];
  78183. var index;
  78184. var cache;
  78185. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78186. var parsedMesh = parsedData.meshes[index];
  78187. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  78188. if (meshesNames !== null) {
  78189. // Remove found mesh name from list.
  78190. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  78191. }
  78192. //Geometry?
  78193. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  78194. //does the file contain geometries?
  78195. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  78196. //find the correct geometry and add it to the scene
  78197. var found = false;
  78198. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  78199. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  78200. return;
  78201. }
  78202. else {
  78203. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  78204. if (parsedGeometryData.id === parsedMesh.geometryId) {
  78205. switch (geometryType) {
  78206. case "boxes":
  78207. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  78208. break;
  78209. case "spheres":
  78210. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  78211. break;
  78212. case "cylinders":
  78213. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  78214. break;
  78215. case "toruses":
  78216. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  78217. break;
  78218. case "grounds":
  78219. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  78220. break;
  78221. case "planes":
  78222. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  78223. break;
  78224. case "torusKnots":
  78225. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  78226. break;
  78227. case "vertexData":
  78228. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  78229. break;
  78230. }
  78231. found = true;
  78232. }
  78233. });
  78234. }
  78235. });
  78236. if (found === false) {
  78237. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  78238. }
  78239. }
  78240. }
  78241. // Material ?
  78242. if (parsedMesh.materialId) {
  78243. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  78244. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78245. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  78246. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  78247. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  78248. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  78249. var subMatId = parsedMultiMaterial.materials[matIndex];
  78250. loadedMaterialsIds.push(subMatId);
  78251. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  78252. if (mat) {
  78253. log += "\n\tMaterial " + mat.toString(fullDetails);
  78254. }
  78255. }
  78256. loadedMaterialsIds.push(parsedMultiMaterial.id);
  78257. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78258. if (mmat) {
  78259. materialFound = true;
  78260. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  78261. }
  78262. break;
  78263. }
  78264. }
  78265. }
  78266. if (materialFound === false) {
  78267. loadedMaterialsIds.push(parsedMesh.materialId);
  78268. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  78269. if (!mat) {
  78270. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  78271. }
  78272. else {
  78273. log += "\n\tMaterial " + mat.toString(fullDetails);
  78274. }
  78275. }
  78276. }
  78277. // Skeleton ?
  78278. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78279. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  78280. if (skeletonAlreadyLoaded === false) {
  78281. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  78282. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  78283. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  78284. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78285. skeletons.push(skeleton);
  78286. loadedSkeletonsIds.push(parsedSkeleton.id);
  78287. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  78288. }
  78289. }
  78290. }
  78291. }
  78292. // Morph targets ?
  78293. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78294. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78295. var managerData = _a[_i];
  78296. BABYLON.MorphTargetManager.Parse(managerData, scene);
  78297. }
  78298. }
  78299. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78300. meshes.push(mesh);
  78301. log += "\n\tMesh " + mesh.toString(fullDetails);
  78302. }
  78303. }
  78304. // Connecting parents
  78305. var currentMesh;
  78306. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78307. currentMesh = scene.meshes[index];
  78308. if (currentMesh._waitingParentId) {
  78309. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  78310. currentMesh._waitingParentId = null;
  78311. }
  78312. }
  78313. // freeze and compute world matrix application
  78314. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78315. currentMesh = scene.meshes[index];
  78316. if (currentMesh._waitingFreezeWorldMatrix) {
  78317. currentMesh.freezeWorldMatrix();
  78318. currentMesh._waitingFreezeWorldMatrix = null;
  78319. }
  78320. else {
  78321. currentMesh.computeWorldMatrix(true);
  78322. }
  78323. }
  78324. }
  78325. // Particles
  78326. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  78327. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  78328. if (parser) {
  78329. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  78330. var parsedParticleSystem = parsedData.particleSystems[index];
  78331. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  78332. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  78333. }
  78334. }
  78335. }
  78336. }
  78337. return true;
  78338. }
  78339. catch (err) {
  78340. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  78341. if (onError) {
  78342. onError(msg, err);
  78343. }
  78344. else {
  78345. BABYLON.Tools.Log(msg);
  78346. throw err;
  78347. }
  78348. }
  78349. finally {
  78350. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78351. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78352. }
  78353. }
  78354. return false;
  78355. },
  78356. load: function (scene, data, rootUrl, onError) {
  78357. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78358. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78359. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78360. // and avoid problems with multiple concurrent .babylon loads.
  78361. var log = "importScene has failed JSON parse";
  78362. try {
  78363. var parsedData = JSON.parse(data);
  78364. log = "";
  78365. // Scene
  78366. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  78367. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  78368. }
  78369. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  78370. scene.autoClear = parsedData.autoClear;
  78371. }
  78372. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  78373. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  78374. }
  78375. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  78376. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  78377. }
  78378. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  78379. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  78380. }
  78381. // Fog
  78382. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  78383. scene.fogMode = parsedData.fogMode;
  78384. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  78385. scene.fogStart = parsedData.fogStart;
  78386. scene.fogEnd = parsedData.fogEnd;
  78387. scene.fogDensity = parsedData.fogDensity;
  78388. log += "\tFog mode for scene: ";
  78389. switch (scene.fogMode) {
  78390. // getters not compiling, so using hardcoded
  78391. case 1:
  78392. log += "exp\n";
  78393. break;
  78394. case 2:
  78395. log += "exp2\n";
  78396. break;
  78397. case 3:
  78398. log += "linear\n";
  78399. break;
  78400. }
  78401. }
  78402. //Physics
  78403. if (parsedData.physicsEnabled) {
  78404. var physicsPlugin;
  78405. if (parsedData.physicsEngine === "cannon") {
  78406. physicsPlugin = new BABYLON.CannonJSPlugin();
  78407. }
  78408. else if (parsedData.physicsEngine === "oimo") {
  78409. physicsPlugin = new BABYLON.OimoJSPlugin();
  78410. }
  78411. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  78412. //else - default engine, which is currently oimo
  78413. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  78414. scene.enablePhysics(physicsGravity, physicsPlugin);
  78415. }
  78416. // Metadata
  78417. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  78418. scene.metadata = parsedData.metadata;
  78419. }
  78420. //collisions, if defined. otherwise, default is true
  78421. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  78422. scene.collisionsEnabled = parsedData.collisionsEnabled;
  78423. }
  78424. scene.workerCollisions = !!parsedData.workerCollisions;
  78425. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  78426. if (!container) {
  78427. return false;
  78428. }
  78429. if (parsedData.autoAnimate) {
  78430. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  78431. }
  78432. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  78433. scene.setActiveCameraByID(parsedData.activeCameraID);
  78434. }
  78435. // Environment texture
  78436. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  78437. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  78438. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  78439. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  78440. if (parsedData.environmentTextureRotationY) {
  78441. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  78442. }
  78443. scene.environmentTexture = hdrTexture;
  78444. }
  78445. else {
  78446. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  78447. if (parsedData.environmentTextureRotationY) {
  78448. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  78449. }
  78450. scene.environmentTexture = cubeTexture;
  78451. }
  78452. if (parsedData.createDefaultSkybox === true) {
  78453. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  78454. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  78455. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  78456. }
  78457. }
  78458. // Finish
  78459. return true;
  78460. }
  78461. catch (err) {
  78462. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  78463. if (onError) {
  78464. onError(msg, err);
  78465. }
  78466. else {
  78467. BABYLON.Tools.Log(msg);
  78468. throw err;
  78469. }
  78470. }
  78471. finally {
  78472. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78473. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78474. }
  78475. }
  78476. return false;
  78477. },
  78478. loadAssetContainer: function (scene, data, rootUrl, onError) {
  78479. var container = loadAssetContainer(scene, data, rootUrl, onError);
  78480. return container;
  78481. }
  78482. });
  78483. })(BABYLON || (BABYLON = {}));
  78484. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  78485. var BABYLON;
  78486. (function (BABYLON) {
  78487. /**
  78488. * Class used to help managing file picking and drag'n'drop
  78489. */
  78490. var FilesInput = /** @class */ (function () {
  78491. /**
  78492. * Creates a new FilesInput
  78493. * @param engine defines the rendering engine
  78494. * @param scene defines the hosting scene
  78495. * @param sceneLoadedCallback callback called when scene is loaded
  78496. * @param progressCallback callback called to track progress
  78497. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  78498. * @param textureLoadingCallback callback called when a texture is loading
  78499. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  78500. * @param onReloadCallback callback called when a reload is requested
  78501. * @param errorCallback callback call if an error occurs
  78502. */
  78503. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  78504. /**
  78505. * Callback called when a file is processed
  78506. */
  78507. this.onProcessFileCallback = function () { return true; };
  78508. this._engine = engine;
  78509. this._currentScene = scene;
  78510. this._sceneLoadedCallback = sceneLoadedCallback;
  78511. this._progressCallback = progressCallback;
  78512. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  78513. this._textureLoadingCallback = textureLoadingCallback;
  78514. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  78515. this._onReloadCallback = onReloadCallback;
  78516. this._errorCallback = errorCallback;
  78517. }
  78518. /**
  78519. * Calls this function to listen to drag'n'drop events on a specific DOM element
  78520. * @param elementToMonitor defines the DOM element to track
  78521. */
  78522. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  78523. var _this = this;
  78524. if (elementToMonitor) {
  78525. this._elementToMonitor = elementToMonitor;
  78526. this._dragEnterHandler = function (e) { _this.drag(e); };
  78527. this._dragOverHandler = function (e) { _this.drag(e); };
  78528. this._dropHandler = function (e) { _this.drop(e); };
  78529. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  78530. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  78531. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  78532. }
  78533. };
  78534. /**
  78535. * Release all associated resources
  78536. */
  78537. FilesInput.prototype.dispose = function () {
  78538. if (!this._elementToMonitor) {
  78539. return;
  78540. }
  78541. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  78542. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  78543. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  78544. };
  78545. FilesInput.prototype.renderFunction = function () {
  78546. if (this._additionalRenderLoopLogicCallback) {
  78547. this._additionalRenderLoopLogicCallback();
  78548. }
  78549. if (this._currentScene) {
  78550. if (this._textureLoadingCallback) {
  78551. var remaining = this._currentScene.getWaitingItemsCount();
  78552. if (remaining > 0) {
  78553. this._textureLoadingCallback(remaining);
  78554. }
  78555. }
  78556. this._currentScene.render();
  78557. }
  78558. };
  78559. FilesInput.prototype.drag = function (e) {
  78560. e.stopPropagation();
  78561. e.preventDefault();
  78562. };
  78563. FilesInput.prototype.drop = function (eventDrop) {
  78564. eventDrop.stopPropagation();
  78565. eventDrop.preventDefault();
  78566. this.loadFiles(eventDrop);
  78567. };
  78568. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  78569. var _this = this;
  78570. var reader = folder.createReader();
  78571. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  78572. reader.readEntries(function (entries) {
  78573. remaining.count += entries.length;
  78574. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  78575. var entry = entries_1[_i];
  78576. if (entry.isFile) {
  78577. entry.file(function (file) {
  78578. file.correctName = relativePath + file.name;
  78579. files.push(file);
  78580. if (--remaining.count === 0) {
  78581. callback();
  78582. }
  78583. });
  78584. }
  78585. else if (entry.isDirectory) {
  78586. _this._traverseFolder(entry, files, remaining, callback);
  78587. }
  78588. }
  78589. if (--remaining.count) {
  78590. callback();
  78591. }
  78592. });
  78593. };
  78594. FilesInput.prototype._processFiles = function (files) {
  78595. for (var i = 0; i < files.length; i++) {
  78596. var name = files[i].correctName.toLowerCase();
  78597. var extension = name.split('.').pop();
  78598. if (!this.onProcessFileCallback(files[i], name, extension)) {
  78599. continue;
  78600. }
  78601. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  78602. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  78603. this._sceneFileToLoad = files[i];
  78604. }
  78605. FilesInput.FilesToLoad[name] = files[i];
  78606. }
  78607. };
  78608. /**
  78609. * Load files from a drop event
  78610. * @param event defines the drop event to use as source
  78611. */
  78612. FilesInput.prototype.loadFiles = function (event) {
  78613. var _this = this;
  78614. // Handling data transfer via drag'n'drop
  78615. if (event && event.dataTransfer && event.dataTransfer.files) {
  78616. this._filesToLoad = event.dataTransfer.files;
  78617. }
  78618. // Handling files from input files
  78619. if (event && event.target && event.target.files) {
  78620. this._filesToLoad = event.target.files;
  78621. }
  78622. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  78623. return;
  78624. }
  78625. if (this._startingProcessingFilesCallback) {
  78626. this._startingProcessingFilesCallback(this._filesToLoad);
  78627. }
  78628. if (this._filesToLoad && this._filesToLoad.length > 0) {
  78629. var files_1 = new Array();
  78630. var folders = [];
  78631. var items = event.dataTransfer ? event.dataTransfer.items : null;
  78632. for (var i = 0; i < this._filesToLoad.length; i++) {
  78633. var fileToLoad = this._filesToLoad[i];
  78634. var name_1 = fileToLoad.name.toLowerCase();
  78635. var entry = void 0;
  78636. fileToLoad.correctName = name_1;
  78637. if (items) {
  78638. var item = items[i];
  78639. if (item.getAsEntry) {
  78640. entry = item.getAsEntry();
  78641. }
  78642. else if (item.webkitGetAsEntry) {
  78643. entry = item.webkitGetAsEntry();
  78644. }
  78645. }
  78646. if (!entry) {
  78647. files_1.push(fileToLoad);
  78648. }
  78649. else {
  78650. if (entry.isDirectory) {
  78651. folders.push(entry);
  78652. }
  78653. else {
  78654. files_1.push(fileToLoad);
  78655. }
  78656. }
  78657. }
  78658. if (folders.length === 0) {
  78659. this._processFiles(files_1);
  78660. this._processReload();
  78661. }
  78662. else {
  78663. var remaining = { count: folders.length };
  78664. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  78665. var folder = folders_1[_i];
  78666. this._traverseFolder(folder, files_1, remaining, function () {
  78667. _this._processFiles(files_1);
  78668. if (remaining.count === 0) {
  78669. _this._processReload();
  78670. }
  78671. });
  78672. }
  78673. }
  78674. }
  78675. };
  78676. FilesInput.prototype._processReload = function () {
  78677. if (this._onReloadCallback) {
  78678. this._onReloadCallback(this._sceneFileToLoad);
  78679. }
  78680. else {
  78681. this.reload();
  78682. }
  78683. };
  78684. /**
  78685. * Reload the current scene from the loaded files
  78686. */
  78687. FilesInput.prototype.reload = function () {
  78688. var _this = this;
  78689. // If a scene file has been provided
  78690. if (this._sceneFileToLoad) {
  78691. if (this._currentScene) {
  78692. if (BABYLON.Tools.errorsCount > 0) {
  78693. BABYLON.Tools.ClearLogCache();
  78694. }
  78695. this._engine.stopRenderLoop();
  78696. }
  78697. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  78698. if (_this._progressCallback) {
  78699. _this._progressCallback(progress);
  78700. }
  78701. }).then(function (scene) {
  78702. if (_this._currentScene) {
  78703. _this._currentScene.dispose();
  78704. }
  78705. _this._currentScene = scene;
  78706. if (_this._sceneLoadedCallback) {
  78707. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  78708. }
  78709. // Wait for textures and shaders to be ready
  78710. _this._currentScene.executeWhenReady(function () {
  78711. _this._engine.runRenderLoop(function () {
  78712. _this.renderFunction();
  78713. });
  78714. });
  78715. }).catch(function (error) {
  78716. if (_this._errorCallback) {
  78717. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  78718. }
  78719. });
  78720. }
  78721. else {
  78722. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  78723. }
  78724. };
  78725. /**
  78726. * List of files ready to be loaded
  78727. */
  78728. FilesInput.FilesToLoad = {};
  78729. return FilesInput;
  78730. }());
  78731. BABYLON.FilesInput = FilesInput;
  78732. })(BABYLON || (BABYLON = {}));
  78733. //# sourceMappingURL=babylon.filesInput.js.map
  78734. var BABYLON;
  78735. (function (BABYLON) {
  78736. /**
  78737. * Class used to store custom tags
  78738. */
  78739. var Tags = /** @class */ (function () {
  78740. function Tags() {
  78741. }
  78742. /**
  78743. * Adds support for tags on the given object
  78744. * @param obj defines the object to use
  78745. */
  78746. Tags.EnableFor = function (obj) {
  78747. obj._tags = obj._tags || {};
  78748. obj.hasTags = function () {
  78749. return Tags.HasTags(obj);
  78750. };
  78751. obj.addTags = function (tagsString) {
  78752. return Tags.AddTagsTo(obj, tagsString);
  78753. };
  78754. obj.removeTags = function (tagsString) {
  78755. return Tags.RemoveTagsFrom(obj, tagsString);
  78756. };
  78757. obj.matchesTagsQuery = function (tagsQuery) {
  78758. return Tags.MatchesQuery(obj, tagsQuery);
  78759. };
  78760. };
  78761. /**
  78762. * Removes tags support
  78763. * @param obj defines the object to use
  78764. */
  78765. Tags.DisableFor = function (obj) {
  78766. delete obj._tags;
  78767. delete obj.hasTags;
  78768. delete obj.addTags;
  78769. delete obj.removeTags;
  78770. delete obj.matchesTagsQuery;
  78771. };
  78772. /**
  78773. * Gets a boolean indicating if the given object has tags
  78774. * @param obj defines the object to use
  78775. * @returns a boolean
  78776. */
  78777. Tags.HasTags = function (obj) {
  78778. if (!obj._tags) {
  78779. return false;
  78780. }
  78781. return !BABYLON.Tools.IsEmpty(obj._tags);
  78782. };
  78783. /**
  78784. * Gets the tags available on a given object
  78785. * @param obj defines the object to use
  78786. * @param asString defines if the tags must be returned as a string instead of an array of strings
  78787. * @returns the tags
  78788. */
  78789. Tags.GetTags = function (obj, asString) {
  78790. if (asString === void 0) { asString = true; }
  78791. if (!obj._tags) {
  78792. return null;
  78793. }
  78794. if (asString) {
  78795. var tagsArray = [];
  78796. for (var tag in obj._tags) {
  78797. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  78798. tagsArray.push(tag);
  78799. }
  78800. }
  78801. return tagsArray.join(" ");
  78802. }
  78803. else {
  78804. return obj._tags;
  78805. }
  78806. };
  78807. /**
  78808. * Adds tags to an object
  78809. * @param obj defines the object to use
  78810. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  78811. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  78812. */
  78813. Tags.AddTagsTo = function (obj, tagsString) {
  78814. if (!tagsString) {
  78815. return;
  78816. }
  78817. if (typeof tagsString !== "string") {
  78818. return;
  78819. }
  78820. var tags = tagsString.split(" ");
  78821. tags.forEach(function (tag, index, array) {
  78822. Tags._AddTagTo(obj, tag);
  78823. });
  78824. };
  78825. /**
  78826. * @hidden
  78827. */
  78828. Tags._AddTagTo = function (obj, tag) {
  78829. tag = tag.trim();
  78830. if (tag === "" || tag === "true" || tag === "false") {
  78831. return;
  78832. }
  78833. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  78834. return;
  78835. }
  78836. Tags.EnableFor(obj);
  78837. obj._tags[tag] = true;
  78838. };
  78839. /**
  78840. * Removes specific tags from a specific object
  78841. * @param obj defines the object to use
  78842. * @param tagsString defines the tags to remove
  78843. */
  78844. Tags.RemoveTagsFrom = function (obj, tagsString) {
  78845. if (!Tags.HasTags(obj)) {
  78846. return;
  78847. }
  78848. var tags = tagsString.split(" ");
  78849. for (var t in tags) {
  78850. Tags._RemoveTagFrom(obj, tags[t]);
  78851. }
  78852. };
  78853. /**
  78854. * @hidden
  78855. */
  78856. Tags._RemoveTagFrom = function (obj, tag) {
  78857. delete obj._tags[tag];
  78858. };
  78859. /**
  78860. * Defines if tags hosted on an object match a given query
  78861. * @param obj defines the object to use
  78862. * @param tagsQuery defines the tag query
  78863. * @returns a boolean
  78864. */
  78865. Tags.MatchesQuery = function (obj, tagsQuery) {
  78866. if (tagsQuery === undefined) {
  78867. return true;
  78868. }
  78869. if (tagsQuery === "") {
  78870. return Tags.HasTags(obj);
  78871. }
  78872. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  78873. };
  78874. return Tags;
  78875. }());
  78876. BABYLON.Tags = Tags;
  78877. })(BABYLON || (BABYLON = {}));
  78878. //# sourceMappingURL=babylon.tags.js.map
  78879. var BABYLON;
  78880. (function (BABYLON) {
  78881. /**
  78882. * Class used to evalaute queries containing `and` and `or` operators
  78883. */
  78884. var AndOrNotEvaluator = /** @class */ (function () {
  78885. function AndOrNotEvaluator() {
  78886. }
  78887. /**
  78888. * Evaluate a query
  78889. * @param query defines the query to evaluate
  78890. * @param evaluateCallback defines the callback used to filter result
  78891. * @returns true if the query matches
  78892. */
  78893. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  78894. if (!query.match(/\([^\(\)]*\)/g)) {
  78895. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  78896. }
  78897. else {
  78898. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  78899. // remove parenthesis
  78900. r = r.slice(1, r.length - 1);
  78901. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  78902. });
  78903. }
  78904. if (query === "true") {
  78905. return true;
  78906. }
  78907. if (query === "false") {
  78908. return false;
  78909. }
  78910. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  78911. };
  78912. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  78913. evaluateCallback = evaluateCallback || (function (r) {
  78914. return r === "true" ? true : false;
  78915. });
  78916. var result;
  78917. var or = parenthesisContent.split("||");
  78918. for (var i in or) {
  78919. if (or.hasOwnProperty(i)) {
  78920. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  78921. var and = ori.split("&&");
  78922. if (and.length > 1) {
  78923. for (var j = 0; j < and.length; ++j) {
  78924. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  78925. if (andj !== "true" && andj !== "false") {
  78926. if (andj[0] === "!") {
  78927. result = !evaluateCallback(andj.substring(1));
  78928. }
  78929. else {
  78930. result = evaluateCallback(andj);
  78931. }
  78932. }
  78933. else {
  78934. result = andj === "true" ? true : false;
  78935. }
  78936. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  78937. ori = "false";
  78938. break;
  78939. }
  78940. }
  78941. }
  78942. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  78943. result = true;
  78944. break;
  78945. }
  78946. // result equals false (or undefined)
  78947. if (ori !== "true" && ori !== "false") {
  78948. if (ori[0] === "!") {
  78949. result = !evaluateCallback(ori.substring(1));
  78950. }
  78951. else {
  78952. result = evaluateCallback(ori);
  78953. }
  78954. }
  78955. else {
  78956. result = ori === "true" ? true : false;
  78957. }
  78958. }
  78959. }
  78960. // the whole parenthesis scope is replaced by 'true' or 'false'
  78961. return result ? "true" : "false";
  78962. };
  78963. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  78964. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  78965. // remove whitespaces
  78966. r = r.replace(/[\s]/g, function () { return ""; });
  78967. return r.length % 2 ? "!" : "";
  78968. });
  78969. booleanString = booleanString.trim();
  78970. if (booleanString === "!true") {
  78971. booleanString = "false";
  78972. }
  78973. else if (booleanString === "!false") {
  78974. booleanString = "true";
  78975. }
  78976. return booleanString;
  78977. };
  78978. return AndOrNotEvaluator;
  78979. }());
  78980. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  78981. })(BABYLON || (BABYLON = {}));
  78982. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  78983. var BABYLON;
  78984. (function (BABYLON) {
  78985. // Sets the default offline provider to Babylon.js
  78986. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  78987. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  78988. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  78989. };
  78990. /**
  78991. * Class used to enable access to IndexedDB
  78992. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  78993. */
  78994. var Database = /** @class */ (function () {
  78995. /**
  78996. * Creates a new Database
  78997. * @param urlToScene defines the url to load the scene
  78998. * @param callbackManifestChecked defines the callback to use when manifest is checked
  78999. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79000. */
  79001. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79002. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79003. var _this = this;
  79004. // Handling various flavors of prefixed version of IndexedDB
  79005. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79006. this._callbackManifestChecked = callbackManifestChecked;
  79007. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79008. this._db = null;
  79009. this._enableSceneOffline = false;
  79010. this._enableTexturesOffline = false;
  79011. this._manifestVersionFound = 0;
  79012. this._mustUpdateRessources = false;
  79013. this._hasReachedQuota = false;
  79014. if (!Database.IDBStorageEnabled) {
  79015. this._callbackManifestChecked(true);
  79016. }
  79017. else {
  79018. if (disableManifestCheck) {
  79019. this._enableSceneOffline = true;
  79020. this._enableTexturesOffline = true;
  79021. this._manifestVersionFound = 1;
  79022. BABYLON.Tools.SetImmediate(function () {
  79023. _this._callbackManifestChecked(true);
  79024. });
  79025. }
  79026. else {
  79027. this._checkManifestFile();
  79028. }
  79029. }
  79030. }
  79031. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79032. /**
  79033. * Gets a boolean indicating if scene must be saved in the database
  79034. */
  79035. get: function () {
  79036. return this._enableSceneOffline;
  79037. },
  79038. enumerable: true,
  79039. configurable: true
  79040. });
  79041. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79042. /**
  79043. * Gets a boolean indicating if textures must be saved in the database
  79044. */
  79045. get: function () {
  79046. return this._enableTexturesOffline;
  79047. },
  79048. enumerable: true,
  79049. configurable: true
  79050. });
  79051. Database.prototype._checkManifestFile = function () {
  79052. var _this = this;
  79053. var noManifestFile = function () {
  79054. _this._enableSceneOffline = false;
  79055. _this._enableTexturesOffline = false;
  79056. _this._callbackManifestChecked(false);
  79057. };
  79058. var timeStampUsed = false;
  79059. var manifestURL = this._currentSceneUrl + ".manifest";
  79060. var xhr = new XMLHttpRequest();
  79061. if (navigator.onLine) {
  79062. // Adding a timestamp to by-pass browsers' cache
  79063. timeStampUsed = true;
  79064. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79065. }
  79066. xhr.open("GET", manifestURL, true);
  79067. xhr.addEventListener("load", function () {
  79068. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79069. try {
  79070. var manifestFile = JSON.parse(xhr.response);
  79071. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79072. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79073. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79074. _this._manifestVersionFound = manifestFile.version;
  79075. }
  79076. if (_this._callbackManifestChecked) {
  79077. _this._callbackManifestChecked(true);
  79078. }
  79079. }
  79080. catch (ex) {
  79081. noManifestFile();
  79082. }
  79083. }
  79084. else {
  79085. noManifestFile();
  79086. }
  79087. }, false);
  79088. xhr.addEventListener("error", function (event) {
  79089. if (timeStampUsed) {
  79090. timeStampUsed = false;
  79091. // Let's retry without the timeStamp
  79092. // It could fail when coupled with HTML5 Offline API
  79093. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79094. xhr.open("GET", retryManifestURL, true);
  79095. xhr.send();
  79096. }
  79097. else {
  79098. noManifestFile();
  79099. }
  79100. }, false);
  79101. try {
  79102. xhr.send();
  79103. }
  79104. catch (ex) {
  79105. BABYLON.Tools.Error("Error on XHR send request.");
  79106. this._callbackManifestChecked(false);
  79107. }
  79108. };
  79109. /**
  79110. * Open the database and make it available
  79111. * @param successCallback defines the callback to call on success
  79112. * @param errorCallback defines the callback to call on error
  79113. */
  79114. Database.prototype.open = function (successCallback, errorCallback) {
  79115. var _this = this;
  79116. var handleError = function () {
  79117. _this._isSupported = false;
  79118. if (errorCallback) {
  79119. errorCallback();
  79120. }
  79121. };
  79122. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79123. // Your browser doesn't support IndexedDB
  79124. this._isSupported = false;
  79125. if (errorCallback) {
  79126. errorCallback();
  79127. }
  79128. }
  79129. else {
  79130. // If the DB hasn't been opened or created yet
  79131. if (!this._db) {
  79132. this._hasReachedQuota = false;
  79133. this._isSupported = true;
  79134. var request = this._idbFactory.open("babylonjs", 1);
  79135. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79136. request.onerror = function (event) {
  79137. handleError();
  79138. };
  79139. // executes when a version change transaction cannot complete due to other active transactions
  79140. request.onblocked = function (event) {
  79141. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79142. handleError();
  79143. };
  79144. // DB has been opened successfully
  79145. request.onsuccess = function (event) {
  79146. _this._db = request.result;
  79147. successCallback();
  79148. };
  79149. // Initialization of the DB. Creating Scenes & Textures stores
  79150. request.onupgradeneeded = function (event) {
  79151. _this._db = (event.target).result;
  79152. if (_this._db) {
  79153. try {
  79154. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79155. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79156. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  79157. }
  79158. catch (ex) {
  79159. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79160. handleError();
  79161. }
  79162. }
  79163. };
  79164. }
  79165. // DB has already been created and opened
  79166. else {
  79167. if (successCallback) {
  79168. successCallback();
  79169. }
  79170. }
  79171. }
  79172. };
  79173. /**
  79174. * Loads an image from the database
  79175. * @param url defines the url to load from
  79176. * @param image defines the target DOM image
  79177. */
  79178. Database.prototype.loadImage = function (url, image) {
  79179. var _this = this;
  79180. var completeURL = Database._ReturnFullUrlLocation(url);
  79181. var saveAndLoadImage = function () {
  79182. if (!_this._hasReachedQuota && _this._db !== null) {
  79183. // the texture is not yet in the DB, let's try to save it
  79184. _this._saveImageIntoDBAsync(completeURL, image);
  79185. }
  79186. // If the texture is not in the DB and we've reached the DB quota limit
  79187. // let's load it directly from the web
  79188. else {
  79189. image.src = url;
  79190. }
  79191. };
  79192. if (!this._mustUpdateRessources) {
  79193. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  79194. }
  79195. // First time we're download the images or update requested in the manifest file by a version change
  79196. else {
  79197. saveAndLoadImage();
  79198. }
  79199. };
  79200. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  79201. if (this._isSupported && this._db !== null) {
  79202. var texture;
  79203. var transaction = this._db.transaction(["textures"]);
  79204. transaction.onabort = function (event) {
  79205. image.src = url;
  79206. };
  79207. transaction.oncomplete = function (event) {
  79208. var blobTextureURL;
  79209. if (texture) {
  79210. var URL = window.URL || window.webkitURL;
  79211. blobTextureURL = URL.createObjectURL(texture.data);
  79212. image.onerror = function () {
  79213. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  79214. image.src = url;
  79215. };
  79216. image.src = blobTextureURL;
  79217. }
  79218. else {
  79219. notInDBCallback();
  79220. }
  79221. };
  79222. var getRequest = transaction.objectStore("textures").get(url);
  79223. getRequest.onsuccess = function (event) {
  79224. texture = (event.target).result;
  79225. };
  79226. getRequest.onerror = function (event) {
  79227. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  79228. image.src = url;
  79229. };
  79230. }
  79231. else {
  79232. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79233. image.src = url;
  79234. }
  79235. };
  79236. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  79237. var _this = this;
  79238. if (this._isSupported) {
  79239. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  79240. var generateBlobUrl = function () {
  79241. var blobTextureURL;
  79242. if (blob) {
  79243. var URL = window.URL || window.webkitURL;
  79244. try {
  79245. blobTextureURL = URL.createObjectURL(blob);
  79246. }
  79247. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  79248. catch (ex) {
  79249. blobTextureURL = URL.createObjectURL(blob);
  79250. }
  79251. }
  79252. if (blobTextureURL) {
  79253. image.src = blobTextureURL;
  79254. }
  79255. };
  79256. if (Database.IsUASupportingBlobStorage) { // Create XHR
  79257. var xhr = new XMLHttpRequest(), blob;
  79258. xhr.open("GET", url, true);
  79259. xhr.responseType = "blob";
  79260. xhr.addEventListener("load", function () {
  79261. if (xhr.status === 200 && _this._db) {
  79262. // Blob as response (XHR2)
  79263. blob = xhr.response;
  79264. var transaction = _this._db.transaction(["textures"], "readwrite");
  79265. // the transaction could abort because of a QuotaExceededError error
  79266. transaction.onabort = function (event) {
  79267. try {
  79268. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79269. var srcElement = (event.srcElement || event.target);
  79270. var error = srcElement.error;
  79271. if (error && error.name === "QuotaExceededError") {
  79272. _this._hasReachedQuota = true;
  79273. }
  79274. }
  79275. catch (ex) { }
  79276. generateBlobUrl();
  79277. };
  79278. transaction.oncomplete = function (event) {
  79279. generateBlobUrl();
  79280. };
  79281. var newTexture = { textureUrl: url, data: blob };
  79282. try {
  79283. // Put the blob into the dabase
  79284. var addRequest = transaction.objectStore("textures").put(newTexture);
  79285. addRequest.onsuccess = function (event) {
  79286. };
  79287. addRequest.onerror = function (event) {
  79288. generateBlobUrl();
  79289. };
  79290. }
  79291. catch (ex) {
  79292. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  79293. if (ex.code === 25) {
  79294. Database.IsUASupportingBlobStorage = false;
  79295. _this._enableTexturesOffline = false;
  79296. }
  79297. image.src = url;
  79298. }
  79299. }
  79300. else {
  79301. image.src = url;
  79302. }
  79303. }, false);
  79304. xhr.addEventListener("error", function (event) {
  79305. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  79306. image.src = url;
  79307. }, false);
  79308. xhr.send();
  79309. }
  79310. else {
  79311. image.src = url;
  79312. }
  79313. }
  79314. else {
  79315. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79316. image.src = url;
  79317. }
  79318. };
  79319. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  79320. var _this = this;
  79321. var updateVersion = function () {
  79322. // the version is not yet in the DB or we need to update it
  79323. _this._saveVersionIntoDBAsync(url, versionLoaded);
  79324. };
  79325. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  79326. };
  79327. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  79328. var _this = this;
  79329. if (this._isSupported && this._db) {
  79330. var version;
  79331. try {
  79332. var transaction = this._db.transaction(["versions"]);
  79333. transaction.oncomplete = function (event) {
  79334. if (version) {
  79335. // If the version in the JSON file is different from the version in DB
  79336. if (_this._manifestVersionFound !== version.data) {
  79337. _this._mustUpdateRessources = true;
  79338. updateInDBCallback();
  79339. }
  79340. else {
  79341. callback(version.data);
  79342. }
  79343. }
  79344. // version was not found in DB
  79345. else {
  79346. _this._mustUpdateRessources = true;
  79347. updateInDBCallback();
  79348. }
  79349. };
  79350. transaction.onabort = function (event) {
  79351. callback(-1);
  79352. };
  79353. var getRequest = transaction.objectStore("versions").get(url);
  79354. getRequest.onsuccess = function (event) {
  79355. version = (event.target).result;
  79356. };
  79357. getRequest.onerror = function (event) {
  79358. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  79359. callback(-1);
  79360. };
  79361. }
  79362. catch (ex) {
  79363. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  79364. callback(-1);
  79365. }
  79366. }
  79367. else {
  79368. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79369. callback(-1);
  79370. }
  79371. };
  79372. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  79373. var _this = this;
  79374. if (this._isSupported && !this._hasReachedQuota && this._db) {
  79375. try {
  79376. // Open a transaction to the database
  79377. var transaction = this._db.transaction(["versions"], "readwrite");
  79378. // the transaction could abort because of a QuotaExceededError error
  79379. transaction.onabort = function (event) {
  79380. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79381. var error = event.srcElement['error'];
  79382. if (error && error.name === "QuotaExceededError") {
  79383. _this._hasReachedQuota = true;
  79384. }
  79385. }
  79386. catch (ex) { }
  79387. callback(-1);
  79388. };
  79389. transaction.oncomplete = function (event) {
  79390. callback(_this._manifestVersionFound);
  79391. };
  79392. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  79393. // Put the scene into the database
  79394. var addRequest = transaction.objectStore("versions").put(newVersion);
  79395. addRequest.onsuccess = function (event) {
  79396. };
  79397. addRequest.onerror = function (event) {
  79398. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  79399. };
  79400. }
  79401. catch (ex) {
  79402. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  79403. callback(-1);
  79404. }
  79405. }
  79406. else {
  79407. callback(-1);
  79408. }
  79409. };
  79410. /**
  79411. * Loads a file from database
  79412. * @param url defines the URL to load from
  79413. * @param sceneLoaded defines a callback to call on success
  79414. * @param progressCallBack defines a callback to call when progress changed
  79415. * @param errorCallback defines a callback to call on error
  79416. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  79417. */
  79418. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  79419. var _this = this;
  79420. var completeUrl = Database._ReturnFullUrlLocation(url);
  79421. var saveAndLoadFile = function () {
  79422. // the scene is not yet in the DB, let's try to save it
  79423. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79424. };
  79425. this._checkVersionFromDB(completeUrl, function (version) {
  79426. if (version !== -1) {
  79427. if (!_this._mustUpdateRessources) {
  79428. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  79429. }
  79430. else {
  79431. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79432. }
  79433. }
  79434. else {
  79435. if (errorCallback) {
  79436. errorCallback();
  79437. }
  79438. }
  79439. });
  79440. };
  79441. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  79442. if (this._isSupported && this._db) {
  79443. var targetStore;
  79444. if (url.indexOf(".babylon") !== -1) {
  79445. targetStore = "scenes";
  79446. }
  79447. else {
  79448. targetStore = "textures";
  79449. }
  79450. var file;
  79451. var transaction = this._db.transaction([targetStore]);
  79452. transaction.oncomplete = function (event) {
  79453. if (file) {
  79454. callback(file.data);
  79455. }
  79456. // file was not found in DB
  79457. else {
  79458. notInDBCallback();
  79459. }
  79460. };
  79461. transaction.onabort = function (event) {
  79462. notInDBCallback();
  79463. };
  79464. var getRequest = transaction.objectStore(targetStore).get(url);
  79465. getRequest.onsuccess = function (event) {
  79466. file = (event.target).result;
  79467. };
  79468. getRequest.onerror = function (event) {
  79469. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  79470. notInDBCallback();
  79471. };
  79472. }
  79473. else {
  79474. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79475. callback();
  79476. }
  79477. };
  79478. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  79479. var _this = this;
  79480. if (this._isSupported) {
  79481. var targetStore;
  79482. if (url.indexOf(".babylon") !== -1) {
  79483. targetStore = "scenes";
  79484. }
  79485. else {
  79486. targetStore = "textures";
  79487. }
  79488. // Create XHR
  79489. var xhr = new XMLHttpRequest();
  79490. var fileData;
  79491. xhr.open("GET", url + "?" + Date.now(), true);
  79492. if (useArrayBuffer) {
  79493. xhr.responseType = "arraybuffer";
  79494. }
  79495. if (progressCallback) {
  79496. xhr.onprogress = progressCallback;
  79497. }
  79498. xhr.addEventListener("load", function () {
  79499. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  79500. // Blob as response (XHR2)
  79501. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  79502. if (!_this._hasReachedQuota && _this._db) {
  79503. // Open a transaction to the database
  79504. var transaction = _this._db.transaction([targetStore], "readwrite");
  79505. // the transaction could abort because of a QuotaExceededError error
  79506. transaction.onabort = function (event) {
  79507. try {
  79508. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79509. var error = event.srcElement['error'];
  79510. if (error && error.name === "QuotaExceededError") {
  79511. _this._hasReachedQuota = true;
  79512. }
  79513. }
  79514. catch (ex) { }
  79515. callback(fileData);
  79516. };
  79517. transaction.oncomplete = function (event) {
  79518. callback(fileData);
  79519. };
  79520. var newFile;
  79521. if (targetStore === "scenes") {
  79522. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  79523. }
  79524. else {
  79525. newFile = { textureUrl: url, data: fileData };
  79526. }
  79527. try {
  79528. // Put the scene into the database
  79529. var addRequest = transaction.objectStore(targetStore).put(newFile);
  79530. addRequest.onsuccess = function (event) {
  79531. };
  79532. addRequest.onerror = function (event) {
  79533. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  79534. };
  79535. }
  79536. catch (ex) {
  79537. callback(fileData);
  79538. }
  79539. }
  79540. else {
  79541. callback(fileData);
  79542. }
  79543. }
  79544. else {
  79545. if (xhr.status >= 400 && errorCallback) {
  79546. errorCallback(xhr);
  79547. }
  79548. else {
  79549. callback();
  79550. }
  79551. }
  79552. }, false);
  79553. xhr.addEventListener("error", function (event) {
  79554. BABYLON.Tools.Error("error on XHR request.");
  79555. callback();
  79556. }, false);
  79557. xhr.send();
  79558. }
  79559. else {
  79560. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  79561. callback();
  79562. }
  79563. };
  79564. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  79565. Database.IsUASupportingBlobStorage = true;
  79566. /**
  79567. * Gets a boolean indicating if Database storate is enabled (off by default)
  79568. */
  79569. Database.IDBStorageEnabled = false;
  79570. Database._ParseURL = function (url) {
  79571. var a = document.createElement('a');
  79572. a.href = url;
  79573. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  79574. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  79575. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  79576. return absLocation;
  79577. };
  79578. Database._ReturnFullUrlLocation = function (url) {
  79579. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  79580. return (Database._ParseURL(window.location.href) + url);
  79581. }
  79582. else {
  79583. return url;
  79584. }
  79585. };
  79586. return Database;
  79587. }());
  79588. BABYLON.Database = Database;
  79589. })(BABYLON || (BABYLON = {}));
  79590. //# sourceMappingURL=babylon.database.js.map
  79591. var BABYLON;
  79592. (function (BABYLON) {
  79593. /**
  79594. * This represents all the required information to add a fresnel effect on a material:
  79595. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  79596. */
  79597. var FresnelParameters = /** @class */ (function () {
  79598. function FresnelParameters() {
  79599. this._isEnabled = true;
  79600. /**
  79601. * Define the color used on edges (grazing angle)
  79602. */
  79603. this.leftColor = BABYLON.Color3.White();
  79604. /**
  79605. * Define the color used on center
  79606. */
  79607. this.rightColor = BABYLON.Color3.Black();
  79608. /**
  79609. * Define bias applied to computed fresnel term
  79610. */
  79611. this.bias = 0;
  79612. /**
  79613. * Defined the power exponent applied to fresnel term
  79614. */
  79615. this.power = 1;
  79616. }
  79617. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  79618. /**
  79619. * Define if the fresnel effect is enable or not.
  79620. */
  79621. get: function () {
  79622. return this._isEnabled;
  79623. },
  79624. set: function (value) {
  79625. if (this._isEnabled === value) {
  79626. return;
  79627. }
  79628. this._isEnabled = value;
  79629. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  79630. },
  79631. enumerable: true,
  79632. configurable: true
  79633. });
  79634. /**
  79635. * Clones the current fresnel and its valuues
  79636. * @returns a clone fresnel configuration
  79637. */
  79638. FresnelParameters.prototype.clone = function () {
  79639. var newFresnelParameters = new FresnelParameters();
  79640. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  79641. return newFresnelParameters;
  79642. };
  79643. /**
  79644. * Serializes the current fresnel parameters to a JSON representation.
  79645. * @return the JSON serialization
  79646. */
  79647. FresnelParameters.prototype.serialize = function () {
  79648. var serializationObject = {};
  79649. serializationObject.isEnabled = this.isEnabled;
  79650. serializationObject.leftColor = this.leftColor.asArray();
  79651. serializationObject.rightColor = this.rightColor.asArray();
  79652. serializationObject.bias = this.bias;
  79653. serializationObject.power = this.power;
  79654. return serializationObject;
  79655. };
  79656. /**
  79657. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  79658. * @param parsedFresnelParameters Define the JSON representation
  79659. * @returns the parsed parameters
  79660. */
  79661. FresnelParameters.Parse = function (parsedFresnelParameters) {
  79662. var fresnelParameters = new FresnelParameters();
  79663. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  79664. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  79665. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  79666. fresnelParameters.bias = parsedFresnelParameters.bias;
  79667. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  79668. return fresnelParameters;
  79669. };
  79670. return FresnelParameters;
  79671. }());
  79672. BABYLON.FresnelParameters = FresnelParameters;
  79673. })(BABYLON || (BABYLON = {}));
  79674. //# sourceMappingURL=babylon.fresnelParameters.js.map
  79675. var BABYLON;
  79676. (function (BABYLON) {
  79677. /**
  79678. * A multi-material is used to apply different materials to different parts of the same object without the need of
  79679. * separate meshes. This can be use to improve performances.
  79680. * @see http://doc.babylonjs.com/how_to/multi_materials
  79681. */
  79682. var MultiMaterial = /** @class */ (function (_super) {
  79683. __extends(MultiMaterial, _super);
  79684. /**
  79685. * Instantiates a new Multi Material
  79686. * A multi-material is used to apply different materials to different parts of the same object without the need of
  79687. * separate meshes. This can be use to improve performances.
  79688. * @see http://doc.babylonjs.com/how_to/multi_materials
  79689. * @param name Define the name in the scene
  79690. * @param scene Define the scene the material belongs to
  79691. */
  79692. function MultiMaterial(name, scene) {
  79693. var _this = _super.call(this, name, scene, true) || this;
  79694. scene.multiMaterials.push(_this);
  79695. _this.subMaterials = new Array();
  79696. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  79697. return _this;
  79698. }
  79699. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  79700. /**
  79701. * Gets or Sets the list of Materials used within the multi material.
  79702. * They need to be ordered according to the submeshes order in the associated mesh
  79703. */
  79704. get: function () {
  79705. return this._subMaterials;
  79706. },
  79707. set: function (value) {
  79708. this._subMaterials = value;
  79709. this._hookArray(value);
  79710. },
  79711. enumerable: true,
  79712. configurable: true
  79713. });
  79714. MultiMaterial.prototype._hookArray = function (array) {
  79715. var _this = this;
  79716. var oldPush = array.push;
  79717. array.push = function () {
  79718. var items = [];
  79719. for (var _i = 0; _i < arguments.length; _i++) {
  79720. items[_i] = arguments[_i];
  79721. }
  79722. var result = oldPush.apply(array, items);
  79723. _this._markAllSubMeshesAsTexturesDirty();
  79724. return result;
  79725. };
  79726. var oldSplice = array.splice;
  79727. array.splice = function (index, deleteCount) {
  79728. var deleted = oldSplice.apply(array, [index, deleteCount]);
  79729. _this._markAllSubMeshesAsTexturesDirty();
  79730. return deleted;
  79731. };
  79732. };
  79733. /**
  79734. * Get one of the submaterial by its index in the submaterials array
  79735. * @param index The index to look the sub material at
  79736. * @returns The Material if the index has been defined
  79737. */
  79738. MultiMaterial.prototype.getSubMaterial = function (index) {
  79739. if (index < 0 || index >= this.subMaterials.length) {
  79740. return this.getScene().defaultMaterial;
  79741. }
  79742. return this.subMaterials[index];
  79743. };
  79744. /**
  79745. * Get the list of active textures for the whole sub materials list.
  79746. * @returns All the textures that will be used during the rendering
  79747. */
  79748. MultiMaterial.prototype.getActiveTextures = function () {
  79749. var _a;
  79750. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  79751. if (subMaterial) {
  79752. return subMaterial.getActiveTextures();
  79753. }
  79754. else {
  79755. return [];
  79756. }
  79757. }));
  79758. };
  79759. /**
  79760. * Gets the current class name of the material e.g. "MultiMaterial"
  79761. * Mainly use in serialization.
  79762. * @returns the class name
  79763. */
  79764. MultiMaterial.prototype.getClassName = function () {
  79765. return "MultiMaterial";
  79766. };
  79767. /**
  79768. * Checks if the material is ready to render the requested sub mesh
  79769. * @param mesh Define the mesh the submesh belongs to
  79770. * @param subMesh Define the sub mesh to look readyness for
  79771. * @param useInstances Define whether or not the material is used with instances
  79772. * @returns true if ready, otherwise false
  79773. */
  79774. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  79775. for (var index = 0; index < this.subMaterials.length; index++) {
  79776. var subMaterial = this.subMaterials[index];
  79777. if (subMaterial) {
  79778. if (subMaterial._storeEffectOnSubMeshes) {
  79779. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  79780. return false;
  79781. }
  79782. continue;
  79783. }
  79784. if (!subMaterial.isReady(mesh)) {
  79785. return false;
  79786. }
  79787. }
  79788. }
  79789. return true;
  79790. };
  79791. /**
  79792. * Clones the current material and its related sub materials
  79793. * @param name Define the name of the newly cloned material
  79794. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  79795. * @returns the cloned material
  79796. */
  79797. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  79798. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  79799. for (var index = 0; index < this.subMaterials.length; index++) {
  79800. var subMaterial = null;
  79801. var current = this.subMaterials[index];
  79802. if (cloneChildren && current) {
  79803. subMaterial = current.clone(name + "-" + current.name);
  79804. }
  79805. else {
  79806. subMaterial = this.subMaterials[index];
  79807. }
  79808. newMultiMaterial.subMaterials.push(subMaterial);
  79809. }
  79810. return newMultiMaterial;
  79811. };
  79812. /**
  79813. * Serializes the materials into a JSON representation.
  79814. * @returns the JSON representation
  79815. */
  79816. MultiMaterial.prototype.serialize = function () {
  79817. var serializationObject = {};
  79818. serializationObject.name = this.name;
  79819. serializationObject.id = this.id;
  79820. if (BABYLON.Tags) {
  79821. serializationObject.tags = BABYLON.Tags.GetTags(this);
  79822. }
  79823. serializationObject.materials = [];
  79824. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  79825. var subMat = this.subMaterials[matIndex];
  79826. if (subMat) {
  79827. serializationObject.materials.push(subMat.id);
  79828. }
  79829. else {
  79830. serializationObject.materials.push(null);
  79831. }
  79832. }
  79833. return serializationObject;
  79834. };
  79835. /**
  79836. * Dispose the material and release its associated resources
  79837. * @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)
  79838. * @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)
  79839. */
  79840. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  79841. var scene = this.getScene();
  79842. if (!scene) {
  79843. return;
  79844. }
  79845. var index = scene.multiMaterials.indexOf(this);
  79846. if (index >= 0) {
  79847. scene.multiMaterials.splice(index, 1);
  79848. }
  79849. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  79850. };
  79851. return MultiMaterial;
  79852. }(BABYLON.Material));
  79853. BABYLON.MultiMaterial = MultiMaterial;
  79854. })(BABYLON || (BABYLON = {}));
  79855. //# sourceMappingURL=babylon.multiMaterial.js.map
  79856. var BABYLON;
  79857. (function (BABYLON) {
  79858. /**
  79859. * Manage the touch inputs to control the movement of a free camera.
  79860. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79861. */
  79862. var FreeCameraTouchInput = /** @class */ (function () {
  79863. function FreeCameraTouchInput() {
  79864. /**
  79865. * Defines the touch sensibility for rotation.
  79866. * The higher the faster.
  79867. */
  79868. this.touchAngularSensibility = 200000.0;
  79869. /**
  79870. * Defines the touch sensibility for move.
  79871. * The higher the faster.
  79872. */
  79873. this.touchMoveSensibility = 250.0;
  79874. this._offsetX = null;
  79875. this._offsetY = null;
  79876. this._pointerPressed = new Array();
  79877. }
  79878. /**
  79879. * Attach the input controls to a specific dom element to get the input from.
  79880. * @param element Defines the element the controls should be listened from
  79881. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79882. */
  79883. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  79884. var _this = this;
  79885. var previousPosition = null;
  79886. if (this._pointerInput === undefined) {
  79887. this._onLostFocus = function (evt) {
  79888. _this._offsetX = null;
  79889. _this._offsetY = null;
  79890. };
  79891. this._pointerInput = function (p, s) {
  79892. var evt = p.event;
  79893. if (evt.pointerType === "mouse") {
  79894. return;
  79895. }
  79896. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  79897. if (!noPreventDefault) {
  79898. evt.preventDefault();
  79899. }
  79900. _this._pointerPressed.push(evt.pointerId);
  79901. if (_this._pointerPressed.length !== 1) {
  79902. return;
  79903. }
  79904. previousPosition = {
  79905. x: evt.clientX,
  79906. y: evt.clientY
  79907. };
  79908. }
  79909. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  79910. if (!noPreventDefault) {
  79911. evt.preventDefault();
  79912. }
  79913. var index = _this._pointerPressed.indexOf(evt.pointerId);
  79914. if (index === -1) {
  79915. return;
  79916. }
  79917. _this._pointerPressed.splice(index, 1);
  79918. if (index != 0) {
  79919. return;
  79920. }
  79921. previousPosition = null;
  79922. _this._offsetX = null;
  79923. _this._offsetY = null;
  79924. }
  79925. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  79926. if (!noPreventDefault) {
  79927. evt.preventDefault();
  79928. }
  79929. if (!previousPosition) {
  79930. return;
  79931. }
  79932. var index = _this._pointerPressed.indexOf(evt.pointerId);
  79933. if (index != 0) {
  79934. return;
  79935. }
  79936. _this._offsetX = evt.clientX - previousPosition.x;
  79937. _this._offsetY = -(evt.clientY - previousPosition.y);
  79938. }
  79939. };
  79940. }
  79941. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  79942. if (this._onLostFocus) {
  79943. element.addEventListener("blur", this._onLostFocus);
  79944. }
  79945. };
  79946. /**
  79947. * Detach the current controls from the specified dom element.
  79948. * @param element Defines the element to stop listening the inputs from
  79949. */
  79950. FreeCameraTouchInput.prototype.detachControl = function (element) {
  79951. if (this._pointerInput && element) {
  79952. if (this._observer) {
  79953. this.camera.getScene().onPointerObservable.remove(this._observer);
  79954. this._observer = null;
  79955. }
  79956. if (this._onLostFocus) {
  79957. element.removeEventListener("blur", this._onLostFocus);
  79958. this._onLostFocus = null;
  79959. }
  79960. this._pointerPressed = [];
  79961. this._offsetX = null;
  79962. this._offsetY = null;
  79963. }
  79964. };
  79965. /**
  79966. * Update the current camera state depending on the inputs that have been used this frame.
  79967. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  79968. */
  79969. FreeCameraTouchInput.prototype.checkInputs = function () {
  79970. if (this._offsetX && this._offsetY) {
  79971. var camera = this.camera;
  79972. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  79973. if (this._pointerPressed.length > 1) {
  79974. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  79975. }
  79976. else {
  79977. var speed = camera._computeLocalCameraSpeed();
  79978. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  79979. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  79980. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  79981. }
  79982. }
  79983. };
  79984. /**
  79985. * Gets the class name of the current intput.
  79986. * @returns the class name
  79987. */
  79988. FreeCameraTouchInput.prototype.getClassName = function () {
  79989. return "FreeCameraTouchInput";
  79990. };
  79991. /**
  79992. * Get the friendly name associated with the input class.
  79993. * @returns the input friendly name
  79994. */
  79995. FreeCameraTouchInput.prototype.getSimpleName = function () {
  79996. return "touch";
  79997. };
  79998. __decorate([
  79999. BABYLON.serialize()
  80000. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80001. __decorate([
  80002. BABYLON.serialize()
  80003. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80004. return FreeCameraTouchInput;
  80005. }());
  80006. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80007. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80008. })(BABYLON || (BABYLON = {}));
  80009. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80010. var BABYLON;
  80011. (function (BABYLON) {
  80012. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80013. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80014. });
  80015. /**
  80016. * This represents a FPS type of camera controlled by touch.
  80017. * This is like a universal camera minus the Gamepad controls.
  80018. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80019. */
  80020. var TouchCamera = /** @class */ (function (_super) {
  80021. __extends(TouchCamera, _super);
  80022. /**
  80023. * Instantiates a new touch camera.
  80024. * This represents a FPS type of camera controlled by touch.
  80025. * This is like a universal camera minus the Gamepad controls.
  80026. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80027. * @param name Define the name of the camera in the scene
  80028. * @param position Define the start position of the camera in the scene
  80029. * @param scene Define the scene the camera belongs to
  80030. */
  80031. function TouchCamera(name, position, scene) {
  80032. var _this = _super.call(this, name, position, scene) || this;
  80033. _this.inputs.addTouch();
  80034. _this._setupInputs();
  80035. return _this;
  80036. }
  80037. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80038. /**
  80039. * Defines the touch sensibility for rotation.
  80040. * The higher the faster.
  80041. */
  80042. get: function () {
  80043. var touch = this.inputs.attached["touch"];
  80044. if (touch) {
  80045. return touch.touchAngularSensibility;
  80046. }
  80047. return 0;
  80048. },
  80049. set: function (value) {
  80050. var touch = this.inputs.attached["touch"];
  80051. if (touch) {
  80052. touch.touchAngularSensibility = value;
  80053. }
  80054. },
  80055. enumerable: true,
  80056. configurable: true
  80057. });
  80058. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80059. /**
  80060. * Defines the touch sensibility for move.
  80061. * The higher the faster.
  80062. */
  80063. get: function () {
  80064. var touch = this.inputs.attached["touch"];
  80065. if (touch) {
  80066. return touch.touchMoveSensibility;
  80067. }
  80068. return 0;
  80069. },
  80070. set: function (value) {
  80071. var touch = this.inputs.attached["touch"];
  80072. if (touch) {
  80073. touch.touchMoveSensibility = value;
  80074. }
  80075. },
  80076. enumerable: true,
  80077. configurable: true
  80078. });
  80079. /**
  80080. * Gets the current object class name.
  80081. * @return the class name
  80082. */
  80083. TouchCamera.prototype.getClassName = function () {
  80084. return "TouchCamera";
  80085. };
  80086. /** @hidden */
  80087. TouchCamera.prototype._setupInputs = function () {
  80088. var mouse = this.inputs.attached["mouse"];
  80089. if (mouse) {
  80090. mouse.touchEnabled = false;
  80091. }
  80092. };
  80093. return TouchCamera;
  80094. }(BABYLON.FreeCamera));
  80095. BABYLON.TouchCamera = TouchCamera;
  80096. })(BABYLON || (BABYLON = {}));
  80097. //# sourceMappingURL=babylon.touchCamera.js.map
  80098. var BABYLON;
  80099. (function (BABYLON) {
  80100. /**
  80101. * 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.
  80102. * This is the base class of any Procedural texture and contains most of the shareable code.
  80103. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80104. */
  80105. var ProceduralTexture = /** @class */ (function (_super) {
  80106. __extends(ProceduralTexture, _super);
  80107. /**
  80108. * Instantiates a new procedural texture.
  80109. * 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.
  80110. * This is the base class of any Procedural texture and contains most of the shareable code.
  80111. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80112. * @param name Define the name of the texture
  80113. * @param size Define the size of the texture to create
  80114. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80115. * @param scene Define the scene the texture belongs to
  80116. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80117. * @param generateMipMaps Define if the texture should creates mip maps or not
  80118. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80119. */
  80120. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80121. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80122. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80123. if (isCube === void 0) { isCube = false; }
  80124. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80125. _this.isCube = isCube;
  80126. /**
  80127. * Define if the texture is enabled or not (disabled texture will not render)
  80128. */
  80129. _this.isEnabled = true;
  80130. /**
  80131. * Define if the texture must be cleared before rendering (default is true)
  80132. */
  80133. _this.autoClear = true;
  80134. /**
  80135. * Event raised when the texture is generated
  80136. */
  80137. _this.onGeneratedObservable = new BABYLON.Observable();
  80138. /** @hidden */
  80139. _this._textures = {};
  80140. _this._currentRefreshId = -1;
  80141. _this._refreshRate = 1;
  80142. _this._vertexBuffers = {};
  80143. _this._uniforms = new Array();
  80144. _this._samplers = new Array();
  80145. _this._floats = {};
  80146. _this._ints = {};
  80147. _this._floatsArrays = {};
  80148. _this._colors3 = {};
  80149. _this._colors4 = {};
  80150. _this._vectors2 = {};
  80151. _this._vectors3 = {};
  80152. _this._matrices = {};
  80153. _this._fallbackTextureUsed = false;
  80154. _this._cachedDefines = "";
  80155. _this._contentUpdateId = -1;
  80156. scene = _this.getScene();
  80157. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80158. if (!component) {
  80159. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80160. scene._addComponent(component);
  80161. }
  80162. scene.proceduralTextures.push(_this);
  80163. _this._engine = scene.getEngine();
  80164. _this.name = name;
  80165. _this.isRenderTarget = true;
  80166. _this._size = size;
  80167. _this._generateMipMaps = generateMipMaps;
  80168. _this.setFragment(fragment);
  80169. _this._fallbackTexture = fallbackTexture;
  80170. if (isCube) {
  80171. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80172. _this.setFloat("face", 0);
  80173. }
  80174. else {
  80175. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80176. }
  80177. // VBO
  80178. var vertices = [];
  80179. vertices.push(1, 1);
  80180. vertices.push(-1, 1);
  80181. vertices.push(-1, -1);
  80182. vertices.push(1, -1);
  80183. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  80184. _this._createIndexBuffer();
  80185. return _this;
  80186. }
  80187. /**
  80188. * The effect that is created when initializing the post process.
  80189. * @returns The created effect corrisponding the the postprocess.
  80190. */
  80191. ProceduralTexture.prototype.getEffect = function () {
  80192. return this._effect;
  80193. };
  80194. /**
  80195. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80196. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80197. */
  80198. ProceduralTexture.prototype.getContent = function () {
  80199. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  80200. return this._contentData;
  80201. }
  80202. this._contentData = this.readPixels(0, 0, this._contentData);
  80203. this._contentUpdateId = this._currentRefreshId;
  80204. return this._contentData;
  80205. };
  80206. ProceduralTexture.prototype._createIndexBuffer = function () {
  80207. var engine = this._engine;
  80208. // Indices
  80209. var indices = [];
  80210. indices.push(0);
  80211. indices.push(1);
  80212. indices.push(2);
  80213. indices.push(0);
  80214. indices.push(2);
  80215. indices.push(3);
  80216. this._indexBuffer = engine.createIndexBuffer(indices);
  80217. };
  80218. /** @hidden */
  80219. ProceduralTexture.prototype._rebuild = function () {
  80220. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80221. if (vb) {
  80222. vb._rebuild();
  80223. }
  80224. this._createIndexBuffer();
  80225. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  80226. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  80227. }
  80228. };
  80229. /**
  80230. * Resets the texture in order to recreate its associated resources.
  80231. * This can be called in case of context loss
  80232. */
  80233. ProceduralTexture.prototype.reset = function () {
  80234. if (this._effect === undefined) {
  80235. return;
  80236. }
  80237. var engine = this._engine;
  80238. engine._releaseEffect(this._effect);
  80239. };
  80240. ProceduralTexture.prototype._getDefines = function () {
  80241. return "";
  80242. };
  80243. /**
  80244. * Is the texture ready to be used ? (rendered at least once)
  80245. * @returns true if ready, otherwise, false.
  80246. */
  80247. ProceduralTexture.prototype.isReady = function () {
  80248. var _this = this;
  80249. var engine = this._engine;
  80250. var shaders;
  80251. if (!this._fragment) {
  80252. return false;
  80253. }
  80254. if (this._fallbackTextureUsed) {
  80255. return true;
  80256. }
  80257. var defines = this._getDefines();
  80258. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  80259. return true;
  80260. }
  80261. if (this._fragment.fragmentElement !== undefined) {
  80262. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  80263. }
  80264. else {
  80265. shaders = { vertex: "procedural", fragment: this._fragment };
  80266. }
  80267. this._cachedDefines = defines;
  80268. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  80269. _this.releaseInternalTexture();
  80270. if (_this._fallbackTexture) {
  80271. _this._texture = _this._fallbackTexture._texture;
  80272. if (_this._texture) {
  80273. _this._texture.incrementReferences();
  80274. }
  80275. }
  80276. _this._fallbackTextureUsed = true;
  80277. });
  80278. return this._effect.isReady();
  80279. };
  80280. /**
  80281. * Resets the refresh counter of the texture and start bak from scratch.
  80282. * Could be usefull to regenerate the texture if it is setup to render only once.
  80283. */
  80284. ProceduralTexture.prototype.resetRefreshCounter = function () {
  80285. this._currentRefreshId = -1;
  80286. };
  80287. /**
  80288. * Set the fragment shader to use in order to render the texture.
  80289. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80290. */
  80291. ProceduralTexture.prototype.setFragment = function (fragment) {
  80292. this._fragment = fragment;
  80293. };
  80294. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  80295. /**
  80296. * Define the refresh rate of the texture or the rendering frequency.
  80297. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80298. */
  80299. get: function () {
  80300. return this._refreshRate;
  80301. },
  80302. set: function (value) {
  80303. this._refreshRate = value;
  80304. this.resetRefreshCounter();
  80305. },
  80306. enumerable: true,
  80307. configurable: true
  80308. });
  80309. /** @hidden */
  80310. ProceduralTexture.prototype._shouldRender = function () {
  80311. if (!this.isEnabled || !this.isReady() || !this._texture) {
  80312. if (this._texture) {
  80313. this._texture.isReady = false;
  80314. }
  80315. return false;
  80316. }
  80317. if (this._fallbackTextureUsed) {
  80318. return false;
  80319. }
  80320. if (this._currentRefreshId === -1) { // At least render once
  80321. this._currentRefreshId = 1;
  80322. return true;
  80323. }
  80324. if (this.refreshRate === this._currentRefreshId) {
  80325. this._currentRefreshId = 1;
  80326. return true;
  80327. }
  80328. this._currentRefreshId++;
  80329. return false;
  80330. };
  80331. /**
  80332. * Get the size the texture is rendering at.
  80333. * @returns the size (texture is always squared)
  80334. */
  80335. ProceduralTexture.prototype.getRenderSize = function () {
  80336. return this._size;
  80337. };
  80338. /**
  80339. * Resize the texture to new value.
  80340. * @param size Define the new size the texture should have
  80341. * @param generateMipMaps Define whether the new texture should create mip maps
  80342. */
  80343. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  80344. if (this._fallbackTextureUsed) {
  80345. return;
  80346. }
  80347. this.releaseInternalTexture();
  80348. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  80349. // Update properties
  80350. this._size = size;
  80351. this._generateMipMaps = generateMipMaps;
  80352. };
  80353. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  80354. if (this._uniforms.indexOf(uniformName) === -1) {
  80355. this._uniforms.push(uniformName);
  80356. }
  80357. };
  80358. /**
  80359. * Set a texture in the shader program used to render.
  80360. * @param name Define the name of the uniform samplers as defined in the shader
  80361. * @param texture Define the texture to bind to this sampler
  80362. * @return the texture itself allowing "fluent" like uniform updates
  80363. */
  80364. ProceduralTexture.prototype.setTexture = function (name, texture) {
  80365. if (this._samplers.indexOf(name) === -1) {
  80366. this._samplers.push(name);
  80367. }
  80368. this._textures[name] = texture;
  80369. return this;
  80370. };
  80371. /**
  80372. * Set a float in the shader.
  80373. * @param name Define the name of the uniform as defined in the shader
  80374. * @param value Define the value to give to the uniform
  80375. * @return the texture itself allowing "fluent" like uniform updates
  80376. */
  80377. ProceduralTexture.prototype.setFloat = function (name, value) {
  80378. this._checkUniform(name);
  80379. this._floats[name] = value;
  80380. return this;
  80381. };
  80382. /**
  80383. * Set a int in the shader.
  80384. * @param name Define the name of the uniform as defined in the shader
  80385. * @param value Define the value to give to the uniform
  80386. * @return the texture itself allowing "fluent" like uniform updates
  80387. */
  80388. ProceduralTexture.prototype.setInt = function (name, value) {
  80389. this._checkUniform(name);
  80390. this._ints[name] = value;
  80391. return this;
  80392. };
  80393. /**
  80394. * Set an array of floats in the shader.
  80395. * @param name Define the name of the uniform as defined in the shader
  80396. * @param value Define the value to give to the uniform
  80397. * @return the texture itself allowing "fluent" like uniform updates
  80398. */
  80399. ProceduralTexture.prototype.setFloats = function (name, value) {
  80400. this._checkUniform(name);
  80401. this._floatsArrays[name] = value;
  80402. return this;
  80403. };
  80404. /**
  80405. * Set a vec3 in the shader from a Color3.
  80406. * @param name Define the name of the uniform as defined in the shader
  80407. * @param value Define the value to give to the uniform
  80408. * @return the texture itself allowing "fluent" like uniform updates
  80409. */
  80410. ProceduralTexture.prototype.setColor3 = function (name, value) {
  80411. this._checkUniform(name);
  80412. this._colors3[name] = value;
  80413. return this;
  80414. };
  80415. /**
  80416. * Set a vec4 in the shader from a Color4.
  80417. * @param name Define the name of the uniform as defined in the shader
  80418. * @param value Define the value to give to the uniform
  80419. * @return the texture itself allowing "fluent" like uniform updates
  80420. */
  80421. ProceduralTexture.prototype.setColor4 = function (name, value) {
  80422. this._checkUniform(name);
  80423. this._colors4[name] = value;
  80424. return this;
  80425. };
  80426. /**
  80427. * Set a vec2 in the shader from a Vector2.
  80428. * @param name Define the name of the uniform as defined in the shader
  80429. * @param value Define the value to give to the uniform
  80430. * @return the texture itself allowing "fluent" like uniform updates
  80431. */
  80432. ProceduralTexture.prototype.setVector2 = function (name, value) {
  80433. this._checkUniform(name);
  80434. this._vectors2[name] = value;
  80435. return this;
  80436. };
  80437. /**
  80438. * Set a vec3 in the shader from a Vector3.
  80439. * @param name Define the name of the uniform as defined in the shader
  80440. * @param value Define the value to give to the uniform
  80441. * @return the texture itself allowing "fluent" like uniform updates
  80442. */
  80443. ProceduralTexture.prototype.setVector3 = function (name, value) {
  80444. this._checkUniform(name);
  80445. this._vectors3[name] = value;
  80446. return this;
  80447. };
  80448. /**
  80449. * Set a mat4 in the shader from a MAtrix.
  80450. * @param name Define the name of the uniform as defined in the shader
  80451. * @param value Define the value to give to the uniform
  80452. * @return the texture itself allowing "fluent" like uniform updates
  80453. */
  80454. ProceduralTexture.prototype.setMatrix = function (name, value) {
  80455. this._checkUniform(name);
  80456. this._matrices[name] = value;
  80457. return this;
  80458. };
  80459. /**
  80460. * Render the texture to its associated render target.
  80461. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80462. */
  80463. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80464. var scene = this.getScene();
  80465. if (!scene) {
  80466. return;
  80467. }
  80468. var engine = this._engine;
  80469. // Render
  80470. engine.enableEffect(this._effect);
  80471. engine.setState(false);
  80472. // Texture
  80473. for (var name in this._textures) {
  80474. this._effect.setTexture(name, this._textures[name]);
  80475. }
  80476. // Float
  80477. for (name in this._ints) {
  80478. this._effect.setInt(name, this._ints[name]);
  80479. }
  80480. // Float
  80481. for (name in this._floats) {
  80482. this._effect.setFloat(name, this._floats[name]);
  80483. }
  80484. // Floats
  80485. for (name in this._floatsArrays) {
  80486. this._effect.setArray(name, this._floatsArrays[name]);
  80487. }
  80488. // Color3
  80489. for (name in this._colors3) {
  80490. this._effect.setColor3(name, this._colors3[name]);
  80491. }
  80492. // Color4
  80493. for (name in this._colors4) {
  80494. var color = this._colors4[name];
  80495. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  80496. }
  80497. // Vector2
  80498. for (name in this._vectors2) {
  80499. this._effect.setVector2(name, this._vectors2[name]);
  80500. }
  80501. // Vector3
  80502. for (name in this._vectors3) {
  80503. this._effect.setVector3(name, this._vectors3[name]);
  80504. }
  80505. // Matrix
  80506. for (name in this._matrices) {
  80507. this._effect.setMatrix(name, this._matrices[name]);
  80508. }
  80509. if (!this._texture) {
  80510. return;
  80511. }
  80512. if (this.isCube) {
  80513. for (var face = 0; face < 6; face++) {
  80514. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  80515. // VBOs
  80516. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80517. this._effect.setFloat("face", face);
  80518. // Clear
  80519. if (this.autoClear) {
  80520. engine.clear(scene.clearColor, true, false, false);
  80521. }
  80522. // Draw order
  80523. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80524. // Mipmaps
  80525. if (face === 5) {
  80526. engine.generateMipMapsForCubemap(this._texture);
  80527. }
  80528. }
  80529. }
  80530. else {
  80531. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  80532. // VBOs
  80533. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80534. // Clear
  80535. if (this.autoClear) {
  80536. engine.clear(scene.clearColor, true, false, false);
  80537. }
  80538. // Draw order
  80539. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80540. }
  80541. // Unbind
  80542. engine.unBindFramebuffer(this._texture, this.isCube);
  80543. if (this.onGenerated) {
  80544. this.onGenerated();
  80545. }
  80546. this.onGeneratedObservable.notifyObservers(this);
  80547. };
  80548. /**
  80549. * Clone the texture.
  80550. * @returns the cloned texture
  80551. */
  80552. ProceduralTexture.prototype.clone = function () {
  80553. var textureSize = this.getSize();
  80554. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  80555. // Base texture
  80556. newTexture.hasAlpha = this.hasAlpha;
  80557. newTexture.level = this.level;
  80558. // RenderTarget Texture
  80559. newTexture.coordinatesMode = this.coordinatesMode;
  80560. return newTexture;
  80561. };
  80562. /**
  80563. * Dispose the texture and release its asoociated resources.
  80564. */
  80565. ProceduralTexture.prototype.dispose = function () {
  80566. var scene = this.getScene();
  80567. if (!scene) {
  80568. return;
  80569. }
  80570. var index = scene.proceduralTextures.indexOf(this);
  80571. if (index >= 0) {
  80572. scene.proceduralTextures.splice(index, 1);
  80573. }
  80574. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80575. if (vertexBuffer) {
  80576. vertexBuffer.dispose();
  80577. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  80578. }
  80579. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  80580. this._indexBuffer = null;
  80581. }
  80582. _super.prototype.dispose.call(this);
  80583. };
  80584. __decorate([
  80585. BABYLON.serialize()
  80586. ], ProceduralTexture.prototype, "isEnabled", void 0);
  80587. __decorate([
  80588. BABYLON.serialize()
  80589. ], ProceduralTexture.prototype, "autoClear", void 0);
  80590. __decorate([
  80591. BABYLON.serialize()
  80592. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  80593. __decorate([
  80594. BABYLON.serialize()
  80595. ], ProceduralTexture.prototype, "_size", void 0);
  80596. __decorate([
  80597. BABYLON.serialize()
  80598. ], ProceduralTexture.prototype, "refreshRate", null);
  80599. return ProceduralTexture;
  80600. }(BABYLON.Texture));
  80601. BABYLON.ProceduralTexture = ProceduralTexture;
  80602. })(BABYLON || (BABYLON = {}));
  80603. //# sourceMappingURL=babylon.proceduralTexture.js.map
  80604. var BABYLON;
  80605. (function (BABYLON) {
  80606. /**
  80607. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80608. * in a given scene.
  80609. */
  80610. var ProceduralTextureSceneComponent = /** @class */ (function () {
  80611. /**
  80612. * Creates a new instance of the component for the given scene
  80613. * @param scene Defines the scene to register the component in
  80614. */
  80615. function ProceduralTextureSceneComponent(scene) {
  80616. /**
  80617. * The component name helpfull to identify the component in the list of scene components.
  80618. */
  80619. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  80620. this.scene = scene;
  80621. this.scene.proceduralTextures = new Array();
  80622. scene.layers = new Array();
  80623. }
  80624. /**
  80625. * Registers the component in a given scene
  80626. */
  80627. ProceduralTextureSceneComponent.prototype.register = function () {
  80628. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  80629. };
  80630. /**
  80631. * Rebuilds the elements related to this component in case of
  80632. * context lost for instance.
  80633. */
  80634. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  80635. // Nothing to do here.
  80636. };
  80637. /**
  80638. * Disposes the component and the associated ressources.
  80639. */
  80640. ProceduralTextureSceneComponent.prototype.dispose = function () {
  80641. // Nothing to do here.
  80642. };
  80643. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  80644. if (this.scene.proceduralTexturesEnabled) {
  80645. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  80646. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  80647. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  80648. if (proceduralTexture._shouldRender()) {
  80649. proceduralTexture.render();
  80650. }
  80651. }
  80652. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  80653. }
  80654. };
  80655. return ProceduralTextureSceneComponent;
  80656. }());
  80657. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  80658. })(BABYLON || (BABYLON = {}));
  80659. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  80660. var BABYLON;
  80661. (function (BABYLON) {
  80662. /**
  80663. * 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.
  80664. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  80665. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  80666. */
  80667. var CustomProceduralTexture = /** @class */ (function (_super) {
  80668. __extends(CustomProceduralTexture, _super);
  80669. /**
  80670. * Instantiates a new Custom Procedural Texture.
  80671. * 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.
  80672. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  80673. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  80674. * @param name Define the name of the texture
  80675. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  80676. * @param size Define the size of the texture to create
  80677. * @param scene Define the scene the texture belongs to
  80678. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80679. * @param generateMipMaps Define if the texture should creates mip maps or not
  80680. */
  80681. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  80682. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  80683. _this._animate = true;
  80684. _this._time = 0;
  80685. _this._texturePath = texturePath;
  80686. //Try to load json
  80687. _this._loadJson(texturePath);
  80688. _this.refreshRate = 1;
  80689. return _this;
  80690. }
  80691. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  80692. var _this = this;
  80693. var noConfigFile = function () {
  80694. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  80695. try {
  80696. _this.setFragment(_this._texturePath);
  80697. }
  80698. catch (ex) {
  80699. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  80700. }
  80701. };
  80702. var configFileUrl = jsonUrl + "/config.json";
  80703. var xhr = new XMLHttpRequest();
  80704. xhr.open("GET", configFileUrl, true);
  80705. xhr.addEventListener("load", function () {
  80706. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80707. try {
  80708. _this._config = JSON.parse(xhr.response);
  80709. _this.updateShaderUniforms();
  80710. _this.updateTextures();
  80711. _this.setFragment(_this._texturePath + "/custom");
  80712. _this._animate = _this._config.animate;
  80713. _this.refreshRate = _this._config.refreshrate;
  80714. }
  80715. catch (ex) {
  80716. noConfigFile();
  80717. }
  80718. }
  80719. else {
  80720. noConfigFile();
  80721. }
  80722. }, false);
  80723. xhr.addEventListener("error", function () {
  80724. noConfigFile();
  80725. }, false);
  80726. try {
  80727. xhr.send();
  80728. }
  80729. catch (ex) {
  80730. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  80731. }
  80732. };
  80733. /**
  80734. * Is the texture ready to be used ? (rendered at least once)
  80735. * @returns true if ready, otherwise, false.
  80736. */
  80737. CustomProceduralTexture.prototype.isReady = function () {
  80738. if (!_super.prototype.isReady.call(this)) {
  80739. return false;
  80740. }
  80741. for (var name in this._textures) {
  80742. var texture = this._textures[name];
  80743. if (!texture.isReady()) {
  80744. return false;
  80745. }
  80746. }
  80747. return true;
  80748. };
  80749. /**
  80750. * Render the texture to its associated render target.
  80751. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80752. */
  80753. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80754. var scene = this.getScene();
  80755. if (this._animate && scene) {
  80756. this._time += scene.getAnimationRatio() * 0.03;
  80757. this.updateShaderUniforms();
  80758. }
  80759. _super.prototype.render.call(this, useCameraPostProcess);
  80760. };
  80761. /**
  80762. * Update the list of dependant textures samplers in the shader.
  80763. */
  80764. CustomProceduralTexture.prototype.updateTextures = function () {
  80765. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  80766. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  80767. }
  80768. };
  80769. /**
  80770. * Update the uniform values of the procedural texture in the shader.
  80771. */
  80772. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  80773. if (this._config) {
  80774. for (var j = 0; j < this._config.uniforms.length; j++) {
  80775. var uniform = this._config.uniforms[j];
  80776. switch (uniform.type) {
  80777. case "float":
  80778. this.setFloat(uniform.name, uniform.value);
  80779. break;
  80780. case "color3":
  80781. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  80782. break;
  80783. case "color4":
  80784. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  80785. break;
  80786. case "vector2":
  80787. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  80788. break;
  80789. case "vector3":
  80790. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  80791. break;
  80792. }
  80793. }
  80794. }
  80795. this.setFloat("time", this._time);
  80796. };
  80797. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  80798. /**
  80799. * Define if the texture animates or not.
  80800. */
  80801. get: function () {
  80802. return this._animate;
  80803. },
  80804. set: function (value) {
  80805. this._animate = value;
  80806. },
  80807. enumerable: true,
  80808. configurable: true
  80809. });
  80810. return CustomProceduralTexture;
  80811. }(BABYLON.ProceduralTexture));
  80812. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  80813. })(BABYLON || (BABYLON = {}));
  80814. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  80815. var BABYLON;
  80816. (function (BABYLON) {
  80817. /**
  80818. * Manage the gamepad inputs to control a free camera.
  80819. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80820. */
  80821. var FreeCameraGamepadInput = /** @class */ (function () {
  80822. function FreeCameraGamepadInput() {
  80823. /**
  80824. * Defines the gamepad rotation sensiblity.
  80825. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  80826. */
  80827. this.gamepadAngularSensibility = 200;
  80828. /**
  80829. * Defines the gamepad move sensiblity.
  80830. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  80831. */
  80832. this.gamepadMoveSensibility = 40;
  80833. this._cameraTransform = BABYLON.Matrix.Identity();
  80834. this._deltaTransform = BABYLON.Vector3.Zero();
  80835. this._vector3 = BABYLON.Vector3.Zero();
  80836. this._vector2 = BABYLON.Vector2.Zero();
  80837. }
  80838. /**
  80839. * Attach the input controls to a specific dom element to get the input from.
  80840. * @param element Defines the element the controls should be listened from
  80841. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80842. */
  80843. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  80844. var _this = this;
  80845. var manager = this.camera.getScene().gamepadManager;
  80846. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  80847. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  80848. // prioritize XBOX gamepads.
  80849. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  80850. _this.gamepad = gamepad;
  80851. }
  80852. }
  80853. });
  80854. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  80855. if (_this.gamepad === gamepad) {
  80856. _this.gamepad = null;
  80857. }
  80858. });
  80859. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  80860. };
  80861. /**
  80862. * Detach the current controls from the specified dom element.
  80863. * @param element Defines the element to stop listening the inputs from
  80864. */
  80865. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  80866. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  80867. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  80868. this.gamepad = null;
  80869. };
  80870. /**
  80871. * Update the current camera state depending on the inputs that have been used this frame.
  80872. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80873. */
  80874. FreeCameraGamepadInput.prototype.checkInputs = function () {
  80875. if (this.gamepad && this.gamepad.leftStick) {
  80876. var camera = this.camera;
  80877. var LSValues = this.gamepad.leftStick;
  80878. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  80879. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  80880. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  80881. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  80882. var RSValues = this.gamepad.rightStick;
  80883. if (RSValues) {
  80884. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  80885. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  80886. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  80887. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  80888. }
  80889. else {
  80890. RSValues = { x: 0, y: 0 };
  80891. }
  80892. if (!camera.rotationQuaternion) {
  80893. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  80894. }
  80895. else {
  80896. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  80897. }
  80898. var speed = camera._computeLocalCameraSpeed() * 50.0;
  80899. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  80900. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  80901. camera.cameraDirection.addInPlace(this._deltaTransform);
  80902. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  80903. camera.cameraRotation.addInPlace(this._vector2);
  80904. }
  80905. };
  80906. /**
  80907. * Gets the class name of the current intput.
  80908. * @returns the class name
  80909. */
  80910. FreeCameraGamepadInput.prototype.getClassName = function () {
  80911. return "FreeCameraGamepadInput";
  80912. };
  80913. /**
  80914. * Get the friendly name associated with the input class.
  80915. * @returns the input friendly name
  80916. */
  80917. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  80918. return "gamepad";
  80919. };
  80920. __decorate([
  80921. BABYLON.serialize()
  80922. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  80923. __decorate([
  80924. BABYLON.serialize()
  80925. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  80926. return FreeCameraGamepadInput;
  80927. }());
  80928. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  80929. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  80930. })(BABYLON || (BABYLON = {}));
  80931. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  80932. var BABYLON;
  80933. (function (BABYLON) {
  80934. /**
  80935. * Manage the gamepad inputs to control an arc rotate camera.
  80936. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80937. */
  80938. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  80939. function ArcRotateCameraGamepadInput() {
  80940. /**
  80941. * Defines the gamepad rotation sensiblity.
  80942. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  80943. */
  80944. this.gamepadRotationSensibility = 80;
  80945. /**
  80946. * Defines the gamepad move sensiblity.
  80947. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  80948. */
  80949. this.gamepadMoveSensibility = 40;
  80950. }
  80951. /**
  80952. * Attach the input controls to a specific dom element to get the input from.
  80953. * @param element Defines the element the controls should be listened from
  80954. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80955. */
  80956. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  80957. var _this = this;
  80958. var manager = this.camera.getScene().gamepadManager;
  80959. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  80960. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  80961. // prioritize XBOX gamepads.
  80962. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  80963. _this.gamepad = gamepad;
  80964. }
  80965. }
  80966. });
  80967. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  80968. if (_this.gamepad === gamepad) {
  80969. _this.gamepad = null;
  80970. }
  80971. });
  80972. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  80973. };
  80974. /**
  80975. * Detach the current controls from the specified dom element.
  80976. * @param element Defines the element to stop listening the inputs from
  80977. */
  80978. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  80979. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  80980. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  80981. this.gamepad = null;
  80982. };
  80983. /**
  80984. * Update the current camera state depending on the inputs that have been used this frame.
  80985. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80986. */
  80987. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  80988. if (this.gamepad) {
  80989. var camera = this.camera;
  80990. var RSValues = this.gamepad.rightStick;
  80991. if (RSValues) {
  80992. if (RSValues.x != 0) {
  80993. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  80994. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  80995. camera.inertialAlphaOffset += normalizedRX;
  80996. }
  80997. }
  80998. if (RSValues.y != 0) {
  80999. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81000. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81001. camera.inertialBetaOffset += normalizedRY;
  81002. }
  81003. }
  81004. }
  81005. var LSValues = this.gamepad.leftStick;
  81006. if (LSValues && LSValues.y != 0) {
  81007. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81008. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81009. this.camera.inertialRadiusOffset -= normalizedLY;
  81010. }
  81011. }
  81012. }
  81013. };
  81014. /**
  81015. * Gets the class name of the current intput.
  81016. * @returns the class name
  81017. */
  81018. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81019. return "ArcRotateCameraGamepadInput";
  81020. };
  81021. /**
  81022. * Get the friendly name associated with the input class.
  81023. * @returns the input friendly name
  81024. */
  81025. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81026. return "gamepad";
  81027. };
  81028. __decorate([
  81029. BABYLON.serialize()
  81030. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81031. __decorate([
  81032. BABYLON.serialize()
  81033. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81034. return ArcRotateCameraGamepadInput;
  81035. }());
  81036. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81037. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81038. })(BABYLON || (BABYLON = {}));
  81039. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81040. var BABYLON;
  81041. (function (BABYLON) {
  81042. /**
  81043. * Manager for handling gamepads
  81044. */
  81045. var GamepadManager = /** @class */ (function () {
  81046. /**
  81047. * Initializes the gamepad manager
  81048. * @param _scene BabylonJS scene
  81049. */
  81050. function GamepadManager(_scene) {
  81051. var _this = this;
  81052. this._scene = _scene;
  81053. this._babylonGamepads = [];
  81054. this._oneGamepadConnected = false;
  81055. /** @hidden */
  81056. this._isMonitoring = false;
  81057. /**
  81058. * observable to be triggered when the gamepad controller has been disconnected
  81059. */
  81060. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81061. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81062. this._gamepadEventSupported = false;
  81063. }
  81064. else {
  81065. this._gamepadEventSupported = 'GamepadEvent' in window;
  81066. this._gamepadSupport = (navigator.getGamepads ||
  81067. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81068. }
  81069. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81070. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81071. for (var i in _this._babylonGamepads) {
  81072. var gamepad = _this._babylonGamepads[i];
  81073. if (gamepad && gamepad._isConnected) {
  81074. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81075. }
  81076. }
  81077. });
  81078. this._onGamepadConnectedEvent = function (evt) {
  81079. var gamepad = evt.gamepad;
  81080. if (gamepad.index in _this._babylonGamepads) {
  81081. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81082. return;
  81083. }
  81084. }
  81085. var newGamepad;
  81086. if (_this._babylonGamepads[gamepad.index]) {
  81087. newGamepad = _this._babylonGamepads[gamepad.index];
  81088. newGamepad.browserGamepad = gamepad;
  81089. newGamepad._isConnected = true;
  81090. }
  81091. else {
  81092. newGamepad = _this._addNewGamepad(gamepad);
  81093. }
  81094. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81095. _this._startMonitoringGamepads();
  81096. };
  81097. this._onGamepadDisconnectedEvent = function (evt) {
  81098. var gamepad = evt.gamepad;
  81099. // Remove the gamepad from the list of gamepads to monitor.
  81100. for (var i in _this._babylonGamepads) {
  81101. if (_this._babylonGamepads[i].index === gamepad.index) {
  81102. var disconnectedGamepad = _this._babylonGamepads[i];
  81103. disconnectedGamepad._isConnected = false;
  81104. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81105. break;
  81106. }
  81107. }
  81108. };
  81109. if (this._gamepadSupport) {
  81110. //first add already-connected gamepads
  81111. this._updateGamepadObjects();
  81112. if (this._babylonGamepads.length) {
  81113. this._startMonitoringGamepads();
  81114. }
  81115. // Checking if the gamepad connected event is supported (like in Firefox)
  81116. if (this._gamepadEventSupported) {
  81117. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81118. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81119. }
  81120. else {
  81121. this._startMonitoringGamepads();
  81122. }
  81123. }
  81124. }
  81125. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81126. /**
  81127. * The gamepads in the game pad manager
  81128. */
  81129. get: function () {
  81130. return this._babylonGamepads;
  81131. },
  81132. enumerable: true,
  81133. configurable: true
  81134. });
  81135. /**
  81136. * Get the gamepad controllers based on type
  81137. * @param type The type of gamepad controller
  81138. * @returns Nullable gamepad
  81139. */
  81140. GamepadManager.prototype.getGamepadByType = function (type) {
  81141. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81142. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81143. var gamepad = _a[_i];
  81144. if (gamepad && gamepad.type === type) {
  81145. return gamepad;
  81146. }
  81147. }
  81148. return null;
  81149. };
  81150. /**
  81151. * Disposes the gamepad manager
  81152. */
  81153. GamepadManager.prototype.dispose = function () {
  81154. if (this._gamepadEventSupported) {
  81155. if (this._onGamepadConnectedEvent) {
  81156. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81157. }
  81158. if (this._onGamepadDisconnectedEvent) {
  81159. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  81160. }
  81161. this._onGamepadConnectedEvent = null;
  81162. this._onGamepadDisconnectedEvent = null;
  81163. }
  81164. this._babylonGamepads.forEach(function (gamepad) {
  81165. gamepad.dispose();
  81166. });
  81167. this.onGamepadConnectedObservable.clear();
  81168. this.onGamepadDisconnectedObservable.clear();
  81169. this._oneGamepadConnected = false;
  81170. this._stopMonitoringGamepads();
  81171. this._babylonGamepads = [];
  81172. };
  81173. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  81174. if (!this._oneGamepadConnected) {
  81175. this._oneGamepadConnected = true;
  81176. }
  81177. var newGamepad;
  81178. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  81179. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  81180. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  81181. }
  81182. // if pose is supported, use the (WebVR) pose enabled controller
  81183. else if (gamepad.pose) {
  81184. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  81185. }
  81186. else {
  81187. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  81188. }
  81189. this._babylonGamepads[newGamepad.index] = newGamepad;
  81190. return newGamepad;
  81191. };
  81192. GamepadManager.prototype._startMonitoringGamepads = function () {
  81193. if (!this._isMonitoring) {
  81194. this._isMonitoring = true;
  81195. //back-comp
  81196. if (!this._scene) {
  81197. this._checkGamepadsStatus();
  81198. }
  81199. }
  81200. };
  81201. GamepadManager.prototype._stopMonitoringGamepads = function () {
  81202. this._isMonitoring = false;
  81203. };
  81204. /** @hidden */
  81205. GamepadManager.prototype._checkGamepadsStatus = function () {
  81206. var _this = this;
  81207. // Hack to be compatible Chrome
  81208. this._updateGamepadObjects();
  81209. for (var i in this._babylonGamepads) {
  81210. var gamepad = this._babylonGamepads[i];
  81211. if (!gamepad || !gamepad.isConnected) {
  81212. continue;
  81213. }
  81214. gamepad.update();
  81215. }
  81216. if (this._isMonitoring && !this._scene) {
  81217. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  81218. }
  81219. };
  81220. // This function is called only on Chrome, which does not properly support
  81221. // connection/disconnection events and forces you to recopy again the gamepad object
  81222. GamepadManager.prototype._updateGamepadObjects = function () {
  81223. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  81224. for (var i = 0; i < gamepads.length; i++) {
  81225. var gamepad = gamepads[i];
  81226. if (gamepad) {
  81227. if (!this._babylonGamepads[gamepad.index]) {
  81228. var newGamepad = this._addNewGamepad(gamepad);
  81229. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81230. }
  81231. else {
  81232. // Forced to copy again this object for Chrome for unknown reason
  81233. this._babylonGamepads[i].browserGamepad = gamepad;
  81234. if (!this._babylonGamepads[i].isConnected) {
  81235. this._babylonGamepads[i]._isConnected = true;
  81236. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  81237. }
  81238. }
  81239. }
  81240. }
  81241. };
  81242. return GamepadManager;
  81243. }());
  81244. BABYLON.GamepadManager = GamepadManager;
  81245. })(BABYLON || (BABYLON = {}));
  81246. //# sourceMappingURL=babylon.gamepadManager.js.map
  81247. var BABYLON;
  81248. (function (BABYLON) {
  81249. /**
  81250. * Represents a gamepad control stick position
  81251. */
  81252. var StickValues = /** @class */ (function () {
  81253. /**
  81254. * Initializes the gamepad x and y control stick values
  81255. * @param x The x component of the gamepad control stick value
  81256. * @param y The y component of the gamepad control stick value
  81257. */
  81258. function StickValues(
  81259. /**
  81260. * The x component of the control stick
  81261. */
  81262. x,
  81263. /**
  81264. * The y component of the control stick
  81265. */
  81266. y) {
  81267. this.x = x;
  81268. this.y = y;
  81269. }
  81270. return StickValues;
  81271. }());
  81272. BABYLON.StickValues = StickValues;
  81273. /**
  81274. * Represents a gamepad
  81275. */
  81276. var Gamepad = /** @class */ (function () {
  81277. /**
  81278. * Initializes the gamepad
  81279. * @param id The id of the gamepad
  81280. * @param index The index of the gamepad
  81281. * @param browserGamepad The browser gamepad
  81282. * @param leftStickX The x component of the left joystick
  81283. * @param leftStickY The y component of the left joystick
  81284. * @param rightStickX The x component of the right joystick
  81285. * @param rightStickY The y component of the right joystick
  81286. */
  81287. function Gamepad(
  81288. /**
  81289. * The id of the gamepad
  81290. */
  81291. id,
  81292. /**
  81293. * The index of the gamepad
  81294. */
  81295. index,
  81296. /**
  81297. * The browser gamepad
  81298. */
  81299. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  81300. if (leftStickX === void 0) { leftStickX = 0; }
  81301. if (leftStickY === void 0) { leftStickY = 1; }
  81302. if (rightStickX === void 0) { rightStickX = 2; }
  81303. if (rightStickY === void 0) { rightStickY = 3; }
  81304. this.id = id;
  81305. this.index = index;
  81306. this.browserGamepad = browserGamepad;
  81307. this._leftStick = { x: 0, y: 0 };
  81308. this._rightStick = { x: 0, y: 0 };
  81309. /** @hidden */
  81310. this._isConnected = true;
  81311. /**
  81312. * Specifies whether the left control stick should be Y-inverted
  81313. */
  81314. this._invertLeftStickY = false;
  81315. this.type = Gamepad.GAMEPAD;
  81316. this._leftStickAxisX = leftStickX;
  81317. this._leftStickAxisY = leftStickY;
  81318. this._rightStickAxisX = rightStickX;
  81319. this._rightStickAxisY = rightStickY;
  81320. if (this.browserGamepad.axes.length >= 2) {
  81321. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81322. }
  81323. if (this.browserGamepad.axes.length >= 4) {
  81324. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81325. }
  81326. }
  81327. Object.defineProperty(Gamepad.prototype, "isConnected", {
  81328. /**
  81329. * Specifies if the gamepad has been connected
  81330. */
  81331. get: function () {
  81332. return this._isConnected;
  81333. },
  81334. enumerable: true,
  81335. configurable: true
  81336. });
  81337. /**
  81338. * Callback triggered when the left joystick has changed
  81339. * @param callback
  81340. */
  81341. Gamepad.prototype.onleftstickchanged = function (callback) {
  81342. this._onleftstickchanged = callback;
  81343. };
  81344. /**
  81345. * Callback triggered when the right joystick has changed
  81346. * @param callback
  81347. */
  81348. Gamepad.prototype.onrightstickchanged = function (callback) {
  81349. this._onrightstickchanged = callback;
  81350. };
  81351. Object.defineProperty(Gamepad.prototype, "leftStick", {
  81352. /**
  81353. * Gets the left joystick
  81354. */
  81355. get: function () {
  81356. return this._leftStick;
  81357. },
  81358. /**
  81359. * Sets the left joystick values
  81360. */
  81361. set: function (newValues) {
  81362. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  81363. this._onleftstickchanged(newValues);
  81364. }
  81365. this._leftStick = newValues;
  81366. },
  81367. enumerable: true,
  81368. configurable: true
  81369. });
  81370. Object.defineProperty(Gamepad.prototype, "rightStick", {
  81371. /**
  81372. * Gets the right joystick
  81373. */
  81374. get: function () {
  81375. return this._rightStick;
  81376. },
  81377. /**
  81378. * Sets the right joystick value
  81379. */
  81380. set: function (newValues) {
  81381. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  81382. this._onrightstickchanged(newValues);
  81383. }
  81384. this._rightStick = newValues;
  81385. },
  81386. enumerable: true,
  81387. configurable: true
  81388. });
  81389. /**
  81390. * Updates the gamepad joystick positions
  81391. */
  81392. Gamepad.prototype.update = function () {
  81393. if (this._leftStick) {
  81394. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81395. if (this._invertLeftStickY) {
  81396. this.leftStick.y *= -1;
  81397. }
  81398. }
  81399. if (this._rightStick) {
  81400. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81401. }
  81402. };
  81403. /**
  81404. * Disposes the gamepad
  81405. */
  81406. Gamepad.prototype.dispose = function () {
  81407. };
  81408. /**
  81409. * Represents a gamepad controller
  81410. */
  81411. Gamepad.GAMEPAD = 0;
  81412. /**
  81413. * Represents a generic controller
  81414. */
  81415. Gamepad.GENERIC = 1;
  81416. /**
  81417. * Represents an XBox controller
  81418. */
  81419. Gamepad.XBOX = 2;
  81420. /**
  81421. * Represents a pose-enabled controller
  81422. */
  81423. Gamepad.POSE_ENABLED = 3;
  81424. return Gamepad;
  81425. }());
  81426. BABYLON.Gamepad = Gamepad;
  81427. /**
  81428. * Represents a generic gamepad
  81429. */
  81430. var GenericPad = /** @class */ (function (_super) {
  81431. __extends(GenericPad, _super);
  81432. /**
  81433. * Initializes the generic gamepad
  81434. * @param id The id of the generic gamepad
  81435. * @param index The index of the generic gamepad
  81436. * @param browserGamepad The browser gamepad
  81437. */
  81438. function GenericPad(id, index, browserGamepad) {
  81439. var _this = _super.call(this, id, index, browserGamepad) || this;
  81440. /**
  81441. * Observable triggered when a button has been pressed
  81442. */
  81443. _this.onButtonDownObservable = new BABYLON.Observable();
  81444. /**
  81445. * Observable triggered when a button has been released
  81446. */
  81447. _this.onButtonUpObservable = new BABYLON.Observable();
  81448. _this.type = Gamepad.GENERIC;
  81449. _this._buttons = new Array(browserGamepad.buttons.length);
  81450. return _this;
  81451. }
  81452. /**
  81453. * Callback triggered when a button has been pressed
  81454. * @param callback Called when a button has been pressed
  81455. */
  81456. GenericPad.prototype.onbuttondown = function (callback) {
  81457. this._onbuttondown = callback;
  81458. };
  81459. /**
  81460. * Callback triggered when a button has been released
  81461. * @param callback Called when a button has been released
  81462. */
  81463. GenericPad.prototype.onbuttonup = function (callback) {
  81464. this._onbuttonup = callback;
  81465. };
  81466. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  81467. if (newValue !== currentValue) {
  81468. if (newValue === 1) {
  81469. if (this._onbuttondown) {
  81470. this._onbuttondown(buttonIndex);
  81471. }
  81472. this.onButtonDownObservable.notifyObservers(buttonIndex);
  81473. }
  81474. if (newValue === 0) {
  81475. if (this._onbuttonup) {
  81476. this._onbuttonup(buttonIndex);
  81477. }
  81478. this.onButtonUpObservable.notifyObservers(buttonIndex);
  81479. }
  81480. }
  81481. return newValue;
  81482. };
  81483. /**
  81484. * Updates the generic gamepad
  81485. */
  81486. GenericPad.prototype.update = function () {
  81487. _super.prototype.update.call(this);
  81488. for (var index = 0; index < this._buttons.length; index++) {
  81489. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  81490. }
  81491. };
  81492. /**
  81493. * Disposes the generic gamepad
  81494. */
  81495. GenericPad.prototype.dispose = function () {
  81496. _super.prototype.dispose.call(this);
  81497. this.onButtonDownObservable.clear();
  81498. this.onButtonUpObservable.clear();
  81499. };
  81500. return GenericPad;
  81501. }(Gamepad));
  81502. BABYLON.GenericPad = GenericPad;
  81503. })(BABYLON || (BABYLON = {}));
  81504. //# sourceMappingURL=babylon.gamepad.js.map
  81505. var BABYLON;
  81506. (function (BABYLON) {
  81507. /**
  81508. * Defines supported buttons for XBox360 compatible gamepads
  81509. */
  81510. var Xbox360Button;
  81511. (function (Xbox360Button) {
  81512. /** A */
  81513. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  81514. /** B */
  81515. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  81516. /** X */
  81517. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  81518. /** Y */
  81519. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  81520. /** Start */
  81521. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  81522. /** Back */
  81523. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  81524. /** Left button */
  81525. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  81526. /** Right button */
  81527. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  81528. /** Left stick */
  81529. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  81530. /** Right stick */
  81531. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  81532. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  81533. /** Defines values for XBox360 DPad */
  81534. var Xbox360Dpad;
  81535. (function (Xbox360Dpad) {
  81536. /** Up */
  81537. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  81538. /** Down */
  81539. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  81540. /** Left */
  81541. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  81542. /** Right */
  81543. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  81544. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  81545. /**
  81546. * Defines a XBox360 gamepad
  81547. */
  81548. var Xbox360Pad = /** @class */ (function (_super) {
  81549. __extends(Xbox360Pad, _super);
  81550. /**
  81551. * Creates a new XBox360 gamepad object
  81552. * @param id defines the id of this gamepad
  81553. * @param index defines its index
  81554. * @param gamepad defines the internal HTML gamepad object
  81555. * @param xboxOne defines if it is a XBox One gamepad
  81556. */
  81557. function Xbox360Pad(id, index, gamepad, xboxOne) {
  81558. if (xboxOne === void 0) { xboxOne = false; }
  81559. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  81560. _this._leftTrigger = 0;
  81561. _this._rightTrigger = 0;
  81562. /** Observable raised when a button is pressed */
  81563. _this.onButtonDownObservable = new BABYLON.Observable();
  81564. /** Observable raised when a button is released */
  81565. _this.onButtonUpObservable = new BABYLON.Observable();
  81566. /** Observable raised when a pad is pressed */
  81567. _this.onPadDownObservable = new BABYLON.Observable();
  81568. /** Observable raised when a pad is released */
  81569. _this.onPadUpObservable = new BABYLON.Observable();
  81570. _this._buttonA = 0;
  81571. _this._buttonB = 0;
  81572. _this._buttonX = 0;
  81573. _this._buttonY = 0;
  81574. _this._buttonBack = 0;
  81575. _this._buttonStart = 0;
  81576. _this._buttonLB = 0;
  81577. _this._buttonRB = 0;
  81578. _this._buttonLeftStick = 0;
  81579. _this._buttonRightStick = 0;
  81580. _this._dPadUp = 0;
  81581. _this._dPadDown = 0;
  81582. _this._dPadLeft = 0;
  81583. _this._dPadRight = 0;
  81584. _this._isXboxOnePad = false;
  81585. _this.type = BABYLON.Gamepad.XBOX;
  81586. _this._isXboxOnePad = xboxOne;
  81587. return _this;
  81588. }
  81589. /**
  81590. * Defines the callback to call when left trigger is pressed
  81591. * @param callback defines the callback to use
  81592. */
  81593. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  81594. this._onlefttriggerchanged = callback;
  81595. };
  81596. /**
  81597. * Defines the callback to call when right trigger is pressed
  81598. * @param callback defines the callback to use
  81599. */
  81600. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  81601. this._onrighttriggerchanged = callback;
  81602. };
  81603. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  81604. /**
  81605. * Gets the left trigger value
  81606. */
  81607. get: function () {
  81608. return this._leftTrigger;
  81609. },
  81610. /**
  81611. * Sets the left trigger value
  81612. */
  81613. set: function (newValue) {
  81614. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  81615. this._onlefttriggerchanged(newValue);
  81616. }
  81617. this._leftTrigger = newValue;
  81618. },
  81619. enumerable: true,
  81620. configurable: true
  81621. });
  81622. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  81623. /**
  81624. * Gets the right trigger value
  81625. */
  81626. get: function () {
  81627. return this._rightTrigger;
  81628. },
  81629. /**
  81630. * Sets the right trigger value
  81631. */
  81632. set: function (newValue) {
  81633. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  81634. this._onrighttriggerchanged(newValue);
  81635. }
  81636. this._rightTrigger = newValue;
  81637. },
  81638. enumerable: true,
  81639. configurable: true
  81640. });
  81641. /**
  81642. * Defines the callback to call when a button is pressed
  81643. * @param callback defines the callback to use
  81644. */
  81645. Xbox360Pad.prototype.onbuttondown = function (callback) {
  81646. this._onbuttondown = callback;
  81647. };
  81648. /**
  81649. * Defines the callback to call when a button is released
  81650. * @param callback defines the callback to use
  81651. */
  81652. Xbox360Pad.prototype.onbuttonup = function (callback) {
  81653. this._onbuttonup = callback;
  81654. };
  81655. /**
  81656. * Defines the callback to call when a pad is pressed
  81657. * @param callback defines the callback to use
  81658. */
  81659. Xbox360Pad.prototype.ondpaddown = function (callback) {
  81660. this._ondpaddown = callback;
  81661. };
  81662. /**
  81663. * Defines the callback to call when a pad is released
  81664. * @param callback defines the callback to use
  81665. */
  81666. Xbox360Pad.prototype.ondpadup = function (callback) {
  81667. this._ondpadup = callback;
  81668. };
  81669. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  81670. if (newValue !== currentValue) {
  81671. if (newValue === 1) {
  81672. if (this._onbuttondown) {
  81673. this._onbuttondown(buttonType);
  81674. }
  81675. this.onButtonDownObservable.notifyObservers(buttonType);
  81676. }
  81677. if (newValue === 0) {
  81678. if (this._onbuttonup) {
  81679. this._onbuttonup(buttonType);
  81680. }
  81681. this.onButtonUpObservable.notifyObservers(buttonType);
  81682. }
  81683. }
  81684. return newValue;
  81685. };
  81686. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  81687. if (newValue !== currentValue) {
  81688. if (newValue === 1) {
  81689. if (this._ondpaddown) {
  81690. this._ondpaddown(buttonType);
  81691. }
  81692. this.onPadDownObservable.notifyObservers(buttonType);
  81693. }
  81694. if (newValue === 0) {
  81695. if (this._ondpadup) {
  81696. this._ondpadup(buttonType);
  81697. }
  81698. this.onPadUpObservable.notifyObservers(buttonType);
  81699. }
  81700. }
  81701. return newValue;
  81702. };
  81703. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  81704. /**
  81705. * Gets the value of the `A` button
  81706. */
  81707. get: function () {
  81708. return this._buttonA;
  81709. },
  81710. /**
  81711. * Sets the value of the `A` button
  81712. */
  81713. set: function (value) {
  81714. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  81715. },
  81716. enumerable: true,
  81717. configurable: true
  81718. });
  81719. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  81720. /**
  81721. * Gets the value of the `B` button
  81722. */
  81723. get: function () {
  81724. return this._buttonB;
  81725. },
  81726. /**
  81727. * Sets the value of the `B` button
  81728. */
  81729. set: function (value) {
  81730. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  81731. },
  81732. enumerable: true,
  81733. configurable: true
  81734. });
  81735. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  81736. /**
  81737. * Gets the value of the `X` button
  81738. */
  81739. get: function () {
  81740. return this._buttonX;
  81741. },
  81742. /**
  81743. * Sets the value of the `X` button
  81744. */
  81745. set: function (value) {
  81746. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  81747. },
  81748. enumerable: true,
  81749. configurable: true
  81750. });
  81751. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  81752. /**
  81753. * Gets the value of the `Y` button
  81754. */
  81755. get: function () {
  81756. return this._buttonY;
  81757. },
  81758. /**
  81759. * Sets the value of the `Y` button
  81760. */
  81761. set: function (value) {
  81762. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  81763. },
  81764. enumerable: true,
  81765. configurable: true
  81766. });
  81767. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  81768. /**
  81769. * Gets the value of the `Start` button
  81770. */
  81771. get: function () {
  81772. return this._buttonStart;
  81773. },
  81774. /**
  81775. * Sets the value of the `Start` button
  81776. */
  81777. set: function (value) {
  81778. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  81779. },
  81780. enumerable: true,
  81781. configurable: true
  81782. });
  81783. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  81784. /**
  81785. * Gets the value of the `Back` button
  81786. */
  81787. get: function () {
  81788. return this._buttonBack;
  81789. },
  81790. /**
  81791. * Sets the value of the `Back` button
  81792. */
  81793. set: function (value) {
  81794. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  81795. },
  81796. enumerable: true,
  81797. configurable: true
  81798. });
  81799. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  81800. /**
  81801. * Gets the value of the `Left` button
  81802. */
  81803. get: function () {
  81804. return this._buttonLB;
  81805. },
  81806. /**
  81807. * Sets the value of the `Left` button
  81808. */
  81809. set: function (value) {
  81810. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  81811. },
  81812. enumerable: true,
  81813. configurable: true
  81814. });
  81815. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  81816. /**
  81817. * Gets the value of the `Right` button
  81818. */
  81819. get: function () {
  81820. return this._buttonRB;
  81821. },
  81822. /**
  81823. * Sets the value of the `Right` button
  81824. */
  81825. set: function (value) {
  81826. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  81827. },
  81828. enumerable: true,
  81829. configurable: true
  81830. });
  81831. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  81832. /**
  81833. * Gets the value of the Left joystick
  81834. */
  81835. get: function () {
  81836. return this._buttonLeftStick;
  81837. },
  81838. /**
  81839. * Sets the value of the Left joystick
  81840. */
  81841. set: function (value) {
  81842. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  81843. },
  81844. enumerable: true,
  81845. configurable: true
  81846. });
  81847. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  81848. /**
  81849. * Gets the value of the Right joystick
  81850. */
  81851. get: function () {
  81852. return this._buttonRightStick;
  81853. },
  81854. /**
  81855. * Sets the value of the Right joystick
  81856. */
  81857. set: function (value) {
  81858. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  81859. },
  81860. enumerable: true,
  81861. configurable: true
  81862. });
  81863. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  81864. /**
  81865. * Gets the value of D-pad up
  81866. */
  81867. get: function () {
  81868. return this._dPadUp;
  81869. },
  81870. /**
  81871. * Sets the value of D-pad up
  81872. */
  81873. set: function (value) {
  81874. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  81875. },
  81876. enumerable: true,
  81877. configurable: true
  81878. });
  81879. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  81880. /**
  81881. * Gets the value of D-pad down
  81882. */
  81883. get: function () {
  81884. return this._dPadDown;
  81885. },
  81886. /**
  81887. * Sets the value of D-pad down
  81888. */
  81889. set: function (value) {
  81890. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  81891. },
  81892. enumerable: true,
  81893. configurable: true
  81894. });
  81895. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  81896. /**
  81897. * Gets the value of D-pad left
  81898. */
  81899. get: function () {
  81900. return this._dPadLeft;
  81901. },
  81902. /**
  81903. * Sets the value of D-pad left
  81904. */
  81905. set: function (value) {
  81906. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  81907. },
  81908. enumerable: true,
  81909. configurable: true
  81910. });
  81911. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  81912. /**
  81913. * Gets the value of D-pad right
  81914. */
  81915. get: function () {
  81916. return this._dPadRight;
  81917. },
  81918. /**
  81919. * Sets the value of D-pad right
  81920. */
  81921. set: function (value) {
  81922. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  81923. },
  81924. enumerable: true,
  81925. configurable: true
  81926. });
  81927. /**
  81928. * Force the gamepad to synchronize with device values
  81929. */
  81930. Xbox360Pad.prototype.update = function () {
  81931. _super.prototype.update.call(this);
  81932. if (this._isXboxOnePad) {
  81933. this.buttonA = this.browserGamepad.buttons[0].value;
  81934. this.buttonB = this.browserGamepad.buttons[1].value;
  81935. this.buttonX = this.browserGamepad.buttons[2].value;
  81936. this.buttonY = this.browserGamepad.buttons[3].value;
  81937. this.buttonLB = this.browserGamepad.buttons[4].value;
  81938. this.buttonRB = this.browserGamepad.buttons[5].value;
  81939. this.leftTrigger = this.browserGamepad.axes[2];
  81940. this.rightTrigger = this.browserGamepad.axes[5];
  81941. this.buttonBack = this.browserGamepad.buttons[9].value;
  81942. this.buttonStart = this.browserGamepad.buttons[8].value;
  81943. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  81944. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  81945. this.dPadUp = this.browserGamepad.buttons[11].value;
  81946. this.dPadDown = this.browserGamepad.buttons[12].value;
  81947. this.dPadLeft = this.browserGamepad.buttons[13].value;
  81948. this.dPadRight = this.browserGamepad.buttons[14].value;
  81949. }
  81950. else {
  81951. this.buttonA = this.browserGamepad.buttons[0].value;
  81952. this.buttonB = this.browserGamepad.buttons[1].value;
  81953. this.buttonX = this.browserGamepad.buttons[2].value;
  81954. this.buttonY = this.browserGamepad.buttons[3].value;
  81955. this.buttonLB = this.browserGamepad.buttons[4].value;
  81956. this.buttonRB = this.browserGamepad.buttons[5].value;
  81957. this.leftTrigger = this.browserGamepad.buttons[6].value;
  81958. this.rightTrigger = this.browserGamepad.buttons[7].value;
  81959. this.buttonBack = this.browserGamepad.buttons[8].value;
  81960. this.buttonStart = this.browserGamepad.buttons[9].value;
  81961. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  81962. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  81963. this.dPadUp = this.browserGamepad.buttons[12].value;
  81964. this.dPadDown = this.browserGamepad.buttons[13].value;
  81965. this.dPadLeft = this.browserGamepad.buttons[14].value;
  81966. this.dPadRight = this.browserGamepad.buttons[15].value;
  81967. }
  81968. };
  81969. /**
  81970. * Disposes the gamepad
  81971. */
  81972. Xbox360Pad.prototype.dispose = function () {
  81973. _super.prototype.dispose.call(this);
  81974. this.onButtonDownObservable.clear();
  81975. this.onButtonUpObservable.clear();
  81976. this.onPadDownObservable.clear();
  81977. this.onPadUpObservable.clear();
  81978. };
  81979. return Xbox360Pad;
  81980. }(BABYLON.Gamepad));
  81981. BABYLON.Xbox360Pad = Xbox360Pad;
  81982. })(BABYLON || (BABYLON = {}));
  81983. //# sourceMappingURL=babylon.xboxGamepad.js.map
  81984. var BABYLON;
  81985. (function (BABYLON) {
  81986. /**
  81987. * Defines the types of pose enabled controllers that are supported
  81988. */
  81989. var PoseEnabledControllerType;
  81990. (function (PoseEnabledControllerType) {
  81991. /**
  81992. * HTC Vive
  81993. */
  81994. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  81995. /**
  81996. * Oculus Rift
  81997. */
  81998. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  81999. /**
  82000. * Windows mixed reality
  82001. */
  82002. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82003. /**
  82004. * Samsung gear VR
  82005. */
  82006. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82007. /**
  82008. * Google Daydream
  82009. */
  82010. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82011. /**
  82012. * Generic
  82013. */
  82014. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82015. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82016. /**
  82017. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82018. */
  82019. var PoseEnabledControllerHelper = /** @class */ (function () {
  82020. function PoseEnabledControllerHelper() {
  82021. }
  82022. /**
  82023. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82024. * @param vrGamepad the gamepad to initialized
  82025. * @returns a vr controller of the type the gamepad identified as
  82026. */
  82027. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82028. // Oculus Touch
  82029. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82030. return new BABYLON.OculusTouchController(vrGamepad);
  82031. }
  82032. // Windows Mixed Reality controllers
  82033. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82034. return new BABYLON.WindowsMotionController(vrGamepad);
  82035. }
  82036. // HTC Vive
  82037. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82038. return new BABYLON.ViveController(vrGamepad);
  82039. }
  82040. // Samsung/Oculus Gear VR or Oculus Go
  82041. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82042. return new BABYLON.GearVRController(vrGamepad);
  82043. }
  82044. // Google Daydream
  82045. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82046. return new BABYLON.DaydreamController(vrGamepad);
  82047. }
  82048. // Generic
  82049. else {
  82050. return new BABYLON.GenericController(vrGamepad);
  82051. }
  82052. };
  82053. return PoseEnabledControllerHelper;
  82054. }());
  82055. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82056. /**
  82057. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82058. */
  82059. var PoseEnabledController = /** @class */ (function (_super) {
  82060. __extends(PoseEnabledController, _super);
  82061. /**
  82062. * Creates a new PoseEnabledController from a gamepad
  82063. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82064. */
  82065. function PoseEnabledController(browserGamepad) {
  82066. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82067. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82068. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82069. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82070. /**
  82071. * The device position in babylon space
  82072. */
  82073. _this.devicePosition = BABYLON.Vector3.Zero();
  82074. /**
  82075. * The device rotation in babylon space
  82076. */
  82077. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82078. /**
  82079. * The scale factor of the device in babylon space
  82080. */
  82081. _this.deviceScaleFactor = 1;
  82082. // Used to convert 6dof controllers to 3dof
  82083. _this._trackPosition = true;
  82084. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82085. _this._draggedRoomRotation = 0;
  82086. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82087. /**
  82088. * Internal, matrix used to convert room space to babylon space
  82089. * @hidden
  82090. */
  82091. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82092. /**
  82093. * Node to be used when casting a ray from the controller
  82094. * @hidden
  82095. */
  82096. _this._pointingPoseNode = null;
  82097. _this._workingMatrix = BABYLON.Matrix.Identity();
  82098. /**
  82099. * @hidden
  82100. */
  82101. _this._meshAttachedObservable = new BABYLON.Observable();
  82102. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82103. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82104. _this.position = BABYLON.Vector3.Zero();
  82105. _this.rotationQuaternion = new BABYLON.Quaternion();
  82106. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82107. _this._calculatedRotation = new BABYLON.Quaternion();
  82108. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82109. return _this;
  82110. }
  82111. /**
  82112. * @hidden
  82113. */
  82114. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82115. if (this._trackPosition) {
  82116. this._calculatedPosition.copyFrom(fixedPosition);
  82117. this._trackPosition = false;
  82118. }
  82119. };
  82120. /**
  82121. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82122. */
  82123. PoseEnabledController.prototype.update = function () {
  82124. _super.prototype.update.call(this);
  82125. this._updatePoseAndMesh();
  82126. };
  82127. /**
  82128. * Updates only the pose device and mesh without doing any button event checking
  82129. */
  82130. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82131. var pose = this.browserGamepad.pose;
  82132. this.updateFromDevice(pose);
  82133. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82134. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82135. camera._computeDevicePosition();
  82136. this._deviceToWorld.setTranslation(camera.devicePosition);
  82137. if (camera.deviceRotationQuaternion) {
  82138. var camera = camera;
  82139. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82140. // Find the radian distance away that the headset is from the controllers rotation
  82141. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82142. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82143. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82144. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82145. this._draggedRoomRotation += rotationAmount;
  82146. // Rotate controller around headset
  82147. var sin = Math.sin(-rotationAmount);
  82148. var cos = Math.cos(-rotationAmount);
  82149. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82150. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82151. }
  82152. }
  82153. }
  82154. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82155. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82156. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82157. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  82158. if (this._mesh) {
  82159. this._mesh.position.copyFrom(this.devicePosition);
  82160. if (this._mesh.rotationQuaternion) {
  82161. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  82162. }
  82163. }
  82164. };
  82165. /**
  82166. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82167. * @param poseData raw pose fromthe device
  82168. */
  82169. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  82170. if (poseData) {
  82171. this.rawPose = poseData;
  82172. if (poseData.position) {
  82173. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  82174. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  82175. this._deviceRoomPosition.z *= -1;
  82176. }
  82177. if (this._trackPosition) {
  82178. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  82179. }
  82180. this._calculatedPosition.addInPlace(this.position);
  82181. }
  82182. var pose = this.rawPose;
  82183. if (poseData.orientation && pose.orientation) {
  82184. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  82185. if (this._mesh) {
  82186. if (this._mesh.getScene().useRightHandedSystem) {
  82187. this._deviceRoomRotationQuaternion.z *= -1;
  82188. this._deviceRoomRotationQuaternion.w *= -1;
  82189. }
  82190. else {
  82191. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  82192. }
  82193. }
  82194. // if the camera is set, rotate to the camera's rotation
  82195. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  82196. }
  82197. }
  82198. };
  82199. /**
  82200. * Attaches a mesh to the controller
  82201. * @param mesh the mesh to be attached
  82202. */
  82203. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  82204. if (this._mesh) {
  82205. this._mesh.parent = null;
  82206. }
  82207. this._mesh = mesh;
  82208. if (this._poseControlledCamera) {
  82209. this._mesh.parent = this._poseControlledCamera;
  82210. }
  82211. if (!this._mesh.rotationQuaternion) {
  82212. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  82213. }
  82214. // 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
  82215. this._updatePoseAndMesh();
  82216. if (this._pointingPoseNode) {
  82217. var parents = [];
  82218. var obj = this._pointingPoseNode;
  82219. while (obj.parent) {
  82220. parents.push(obj.parent);
  82221. obj = obj.parent;
  82222. }
  82223. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  82224. }
  82225. this._meshAttachedObservable.notifyObservers(mesh);
  82226. };
  82227. /**
  82228. * Attaches the controllers mesh to a camera
  82229. * @param camera the camera the mesh should be attached to
  82230. */
  82231. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  82232. this._poseControlledCamera = camera;
  82233. if (this._mesh) {
  82234. this._mesh.parent = this._poseControlledCamera;
  82235. }
  82236. };
  82237. /**
  82238. * Disposes of the controller
  82239. */
  82240. PoseEnabledController.prototype.dispose = function () {
  82241. if (this._mesh) {
  82242. this._mesh.dispose();
  82243. }
  82244. this._mesh = null;
  82245. _super.prototype.dispose.call(this);
  82246. };
  82247. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  82248. /**
  82249. * The mesh that is attached to the controller
  82250. */
  82251. get: function () {
  82252. return this._mesh;
  82253. },
  82254. enumerable: true,
  82255. configurable: true
  82256. });
  82257. /**
  82258. * Gets the ray of the controller in the direction the controller is pointing
  82259. * @param length the length the resulting ray should be
  82260. * @returns a ray in the direction the controller is pointing
  82261. */
  82262. PoseEnabledController.prototype.getForwardRay = function (length) {
  82263. if (length === void 0) { length = 100; }
  82264. if (!this.mesh) {
  82265. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  82266. }
  82267. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  82268. var origin = m.getTranslation();
  82269. var forward = new BABYLON.Vector3(0, 0, -1);
  82270. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  82271. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  82272. return new BABYLON.Ray(origin, direction, length);
  82273. };
  82274. /**
  82275. * Name of the child mesh that can be used to cast a ray from the controller
  82276. */
  82277. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  82278. return PoseEnabledController;
  82279. }(BABYLON.Gamepad));
  82280. BABYLON.PoseEnabledController = PoseEnabledController;
  82281. })(BABYLON || (BABYLON = {}));
  82282. //# sourceMappingURL=babylon.poseEnabledController.js.map
  82283. var BABYLON;
  82284. (function (BABYLON) {
  82285. /**
  82286. * Defines the WebVRController object that represents controllers tracked in 3D space
  82287. */
  82288. var WebVRController = /** @class */ (function (_super) {
  82289. __extends(WebVRController, _super);
  82290. /**
  82291. * Creates a new WebVRController from a gamepad
  82292. * @param vrGamepad the gamepad that the WebVRController should be created from
  82293. */
  82294. function WebVRController(vrGamepad) {
  82295. var _this = _super.call(this, vrGamepad) || this;
  82296. // Observables
  82297. /**
  82298. * Fired when the trigger state has changed
  82299. */
  82300. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  82301. /**
  82302. * Fired when the main button state has changed
  82303. */
  82304. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  82305. /**
  82306. * Fired when the secondary button state has changed
  82307. */
  82308. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  82309. /**
  82310. * Fired when the pad state has changed
  82311. */
  82312. _this.onPadStateChangedObservable = new BABYLON.Observable();
  82313. /**
  82314. * Fired when controllers stick values have changed
  82315. */
  82316. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  82317. /**
  82318. * X and Y axis corrisponding to the controllers joystick
  82319. */
  82320. _this.pad = { x: 0, y: 0 };
  82321. // avoid GC, store state in a tmp object
  82322. _this._changes = {
  82323. pressChanged: false,
  82324. touchChanged: false,
  82325. valueChanged: false,
  82326. changed: false
  82327. };
  82328. _this._buttons = new Array(vrGamepad.buttons.length);
  82329. _this.hand = vrGamepad.hand;
  82330. return _this;
  82331. }
  82332. /**
  82333. * Fired when a controller button's state has changed
  82334. * @param callback the callback containing the button that was modified
  82335. */
  82336. WebVRController.prototype.onButtonStateChange = function (callback) {
  82337. this._onButtonStateChange = callback;
  82338. };
  82339. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  82340. /**
  82341. * The default controller model for the controller
  82342. */
  82343. get: function () {
  82344. return this._defaultModel;
  82345. },
  82346. enumerable: true,
  82347. configurable: true
  82348. });
  82349. /**
  82350. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82351. */
  82352. WebVRController.prototype.update = function () {
  82353. _super.prototype.update.call(this);
  82354. for (var index = 0; index < this._buttons.length; index++) {
  82355. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  82356. }
  82357. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  82358. this.pad.x = this.leftStick.x;
  82359. this.pad.y = this.leftStick.y;
  82360. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  82361. }
  82362. };
  82363. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  82364. if (!newState) {
  82365. newState = {
  82366. pressed: false,
  82367. touched: false,
  82368. value: 0
  82369. };
  82370. }
  82371. if (!currentState) {
  82372. this._buttons[buttonIndex] = {
  82373. pressed: newState.pressed,
  82374. touched: newState.touched,
  82375. value: newState.value
  82376. };
  82377. return;
  82378. }
  82379. this._checkChanges(newState, currentState);
  82380. if (this._changes.changed) {
  82381. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  82382. this._handleButtonChange(buttonIndex, newState, this._changes);
  82383. }
  82384. this._buttons[buttonIndex].pressed = newState.pressed;
  82385. this._buttons[buttonIndex].touched = newState.touched;
  82386. // oculus triggers are never 0, thou not touched.
  82387. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  82388. };
  82389. WebVRController.prototype._checkChanges = function (newState, currentState) {
  82390. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  82391. this._changes.touchChanged = newState.touched !== currentState.touched;
  82392. this._changes.valueChanged = newState.value !== currentState.value;
  82393. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  82394. return this._changes;
  82395. };
  82396. /**
  82397. * Disposes of th webVRCOntroller
  82398. */
  82399. WebVRController.prototype.dispose = function () {
  82400. _super.prototype.dispose.call(this);
  82401. this.onTriggerStateChangedObservable.clear();
  82402. this.onMainButtonStateChangedObservable.clear();
  82403. this.onSecondaryButtonStateChangedObservable.clear();
  82404. this.onPadStateChangedObservable.clear();
  82405. this.onPadValuesChangedObservable.clear();
  82406. };
  82407. return WebVRController;
  82408. }(BABYLON.PoseEnabledController));
  82409. BABYLON.WebVRController = WebVRController;
  82410. })(BABYLON || (BABYLON = {}));
  82411. //# sourceMappingURL=babylon.webVRController.js.map
  82412. var BABYLON;
  82413. (function (BABYLON) {
  82414. /**
  82415. * Oculus Touch Controller
  82416. */
  82417. var OculusTouchController = /** @class */ (function (_super) {
  82418. __extends(OculusTouchController, _super);
  82419. /**
  82420. * Creates a new OculusTouchController from a gamepad
  82421. * @param vrGamepad the gamepad that the controller should be created from
  82422. */
  82423. function OculusTouchController(vrGamepad) {
  82424. var _this = _super.call(this, vrGamepad) || this;
  82425. /**
  82426. * Fired when the secondary trigger on this controller is modified
  82427. */
  82428. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  82429. /**
  82430. * Fired when the thumb rest on this controller is modified
  82431. */
  82432. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  82433. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  82434. return _this;
  82435. }
  82436. /**
  82437. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82438. * @param scene scene in which to add meshes
  82439. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82440. */
  82441. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82442. var _this = this;
  82443. var meshName;
  82444. // Hand
  82445. if (this.hand === 'left') {
  82446. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  82447. }
  82448. else { // Right is the default if no hand is specified
  82449. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  82450. }
  82451. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  82452. /*
  82453. Parent Mesh name: oculus_touch_left
  82454. - body
  82455. - trigger
  82456. - thumbstick
  82457. - grip
  82458. - button_y
  82459. - button_x
  82460. - button_enter
  82461. */
  82462. _this._defaultModel = newMeshes[1];
  82463. _this.attachToMesh(_this._defaultModel);
  82464. if (meshLoaded) {
  82465. meshLoaded(_this._defaultModel);
  82466. }
  82467. });
  82468. };
  82469. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  82470. /**
  82471. * Fired when the A button on this controller is modified
  82472. */
  82473. get: function () {
  82474. if (this.hand === 'right') {
  82475. return this.onMainButtonStateChangedObservable;
  82476. }
  82477. else {
  82478. throw new Error('No A button on left hand');
  82479. }
  82480. },
  82481. enumerable: true,
  82482. configurable: true
  82483. });
  82484. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  82485. /**
  82486. * Fired when the B button on this controller is modified
  82487. */
  82488. get: function () {
  82489. if (this.hand === 'right') {
  82490. return this.onSecondaryButtonStateChangedObservable;
  82491. }
  82492. else {
  82493. throw new Error('No B button on left hand');
  82494. }
  82495. },
  82496. enumerable: true,
  82497. configurable: true
  82498. });
  82499. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  82500. /**
  82501. * Fired when the X button on this controller is modified
  82502. */
  82503. get: function () {
  82504. if (this.hand === 'left') {
  82505. return this.onMainButtonStateChangedObservable;
  82506. }
  82507. else {
  82508. throw new Error('No X button on right hand');
  82509. }
  82510. },
  82511. enumerable: true,
  82512. configurable: true
  82513. });
  82514. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  82515. /**
  82516. * Fired when the Y button on this controller is modified
  82517. */
  82518. get: function () {
  82519. if (this.hand === 'left') {
  82520. return this.onSecondaryButtonStateChangedObservable;
  82521. }
  82522. else {
  82523. throw new Error('No Y button on right hand');
  82524. }
  82525. },
  82526. enumerable: true,
  82527. configurable: true
  82528. });
  82529. /**
  82530. * Called once for each button that changed state since the last frame
  82531. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  82532. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  82533. * 2) secondary trigger (same)
  82534. * 3) A (right) X (left), touch, pressed = value
  82535. * 4) B / Y
  82536. * 5) thumb rest
  82537. * @param buttonIdx Which button index changed
  82538. * @param state New state of the button
  82539. * @param changes Which properties on the state changed since last frame
  82540. */
  82541. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82542. var notifyObject = state; //{ state: state, changes: changes };
  82543. var triggerDirection = this.hand === 'right' ? -1 : 1;
  82544. switch (buttonIdx) {
  82545. case 0:
  82546. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  82547. return;
  82548. case 1: // index trigger
  82549. if (this._defaultModel) {
  82550. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  82551. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  82552. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  82553. }
  82554. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  82555. return;
  82556. case 2: // secondary trigger
  82557. if (this._defaultModel) {
  82558. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  82559. }
  82560. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  82561. return;
  82562. case 3:
  82563. if (this._defaultModel) {
  82564. if (notifyObject.pressed) {
  82565. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  82566. }
  82567. else {
  82568. (this._defaultModel.getChildren()[1]).position.y = 0;
  82569. }
  82570. }
  82571. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  82572. return;
  82573. case 4:
  82574. if (this._defaultModel) {
  82575. if (notifyObject.pressed) {
  82576. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  82577. }
  82578. else {
  82579. (this._defaultModel.getChildren()[2]).position.y = 0;
  82580. }
  82581. }
  82582. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  82583. return;
  82584. case 5:
  82585. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  82586. return;
  82587. }
  82588. };
  82589. /**
  82590. * Base Url for the controller model.
  82591. */
  82592. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  82593. /**
  82594. * File name for the left controller model.
  82595. */
  82596. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  82597. /**
  82598. * File name for the right controller model.
  82599. */
  82600. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  82601. return OculusTouchController;
  82602. }(BABYLON.WebVRController));
  82603. BABYLON.OculusTouchController = OculusTouchController;
  82604. })(BABYLON || (BABYLON = {}));
  82605. //# sourceMappingURL=babylon.oculusTouchController.js.map
  82606. var BABYLON;
  82607. (function (BABYLON) {
  82608. /**
  82609. * Vive Controller
  82610. */
  82611. var ViveController = /** @class */ (function (_super) {
  82612. __extends(ViveController, _super);
  82613. /**
  82614. * Creates a new ViveController from a gamepad
  82615. * @param vrGamepad the gamepad that the controller should be created from
  82616. */
  82617. function ViveController(vrGamepad) {
  82618. var _this = _super.call(this, vrGamepad) || this;
  82619. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  82620. _this._invertLeftStickY = true;
  82621. return _this;
  82622. }
  82623. /**
  82624. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82625. * @param scene scene in which to add meshes
  82626. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82627. */
  82628. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82629. var _this = this;
  82630. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  82631. /*
  82632. Parent Mesh name: ViveWand
  82633. - body
  82634. - r_gripper
  82635. - l_gripper
  82636. - menu_button
  82637. - system_button
  82638. - trackpad
  82639. - trigger
  82640. - LED
  82641. */
  82642. _this._defaultModel = newMeshes[1];
  82643. _this.attachToMesh(_this._defaultModel);
  82644. if (meshLoaded) {
  82645. meshLoaded(_this._defaultModel);
  82646. }
  82647. });
  82648. };
  82649. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  82650. /**
  82651. * Fired when the left button on this controller is modified
  82652. */
  82653. get: function () {
  82654. return this.onMainButtonStateChangedObservable;
  82655. },
  82656. enumerable: true,
  82657. configurable: true
  82658. });
  82659. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  82660. /**
  82661. * Fired when the right button on this controller is modified
  82662. */
  82663. get: function () {
  82664. return this.onMainButtonStateChangedObservable;
  82665. },
  82666. enumerable: true,
  82667. configurable: true
  82668. });
  82669. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  82670. /**
  82671. * Fired when the menu button on this controller is modified
  82672. */
  82673. get: function () {
  82674. return this.onSecondaryButtonStateChangedObservable;
  82675. },
  82676. enumerable: true,
  82677. configurable: true
  82678. });
  82679. /**
  82680. * Called once for each button that changed state since the last frame
  82681. * Vive mapping:
  82682. * 0: touchpad
  82683. * 1: trigger
  82684. * 2: left AND right buttons
  82685. * 3: menu button
  82686. * @param buttonIdx Which button index changed
  82687. * @param state New state of the button
  82688. * @param changes Which properties on the state changed since last frame
  82689. */
  82690. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82691. var notifyObject = state; //{ state: state, changes: changes };
  82692. switch (buttonIdx) {
  82693. case 0:
  82694. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  82695. return;
  82696. case 1: // index trigger
  82697. if (this._defaultModel) {
  82698. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  82699. }
  82700. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  82701. return;
  82702. case 2: // left AND right button
  82703. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  82704. return;
  82705. case 3:
  82706. if (this._defaultModel) {
  82707. if (notifyObject.pressed) {
  82708. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  82709. }
  82710. else {
  82711. (this._defaultModel.getChildren()[2]).position.y = 0;
  82712. }
  82713. }
  82714. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  82715. return;
  82716. }
  82717. };
  82718. /**
  82719. * Base Url for the controller model.
  82720. */
  82721. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  82722. /**
  82723. * File name for the controller model.
  82724. */
  82725. ViveController.MODEL_FILENAME = 'wand.babylon';
  82726. return ViveController;
  82727. }(BABYLON.WebVRController));
  82728. BABYLON.ViveController = ViveController;
  82729. })(BABYLON || (BABYLON = {}));
  82730. //# sourceMappingURL=babylon.viveController.js.map
  82731. var BABYLON;
  82732. (function (BABYLON) {
  82733. /**
  82734. * Generic Controller
  82735. */
  82736. var GenericController = /** @class */ (function (_super) {
  82737. __extends(GenericController, _super);
  82738. /**
  82739. * Creates a new GenericController from a gamepad
  82740. * @param vrGamepad the gamepad that the controller should be created from
  82741. */
  82742. function GenericController(vrGamepad) {
  82743. return _super.call(this, vrGamepad) || this;
  82744. }
  82745. /**
  82746. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82747. * @param scene scene in which to add meshes
  82748. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82749. */
  82750. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82751. var _this = this;
  82752. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  82753. _this._defaultModel = newMeshes[1];
  82754. _this.attachToMesh(_this._defaultModel);
  82755. if (meshLoaded) {
  82756. meshLoaded(_this._defaultModel);
  82757. }
  82758. });
  82759. };
  82760. /**
  82761. * Called once for each button that changed state since the last frame
  82762. * @param buttonIdx Which button index changed
  82763. * @param state New state of the button
  82764. * @param changes Which properties on the state changed since last frame
  82765. */
  82766. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82767. console.log("Button id: " + buttonIdx + "state: ");
  82768. console.dir(state);
  82769. };
  82770. /**
  82771. * Base Url for the controller model.
  82772. */
  82773. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  82774. /**
  82775. * File name for the controller model.
  82776. */
  82777. GenericController.MODEL_FILENAME = 'generic.babylon';
  82778. return GenericController;
  82779. }(BABYLON.WebVRController));
  82780. BABYLON.GenericController = GenericController;
  82781. })(BABYLON || (BABYLON = {}));
  82782. //# sourceMappingURL=babylon.genericController.js.map
  82783. var BABYLON;
  82784. (function (BABYLON) {
  82785. /**
  82786. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  82787. */
  82788. var LoadedMeshInfo = /** @class */ (function () {
  82789. function LoadedMeshInfo() {
  82790. /**
  82791. * Map of the button meshes contained in the controller
  82792. */
  82793. this.buttonMeshes = {};
  82794. /**
  82795. * Map of the axis meshes contained in the controller
  82796. */
  82797. this.axisMeshes = {};
  82798. }
  82799. return LoadedMeshInfo;
  82800. }());
  82801. /**
  82802. * Defines the WindowsMotionController object that the state of the windows motion controller
  82803. */
  82804. var WindowsMotionController = /** @class */ (function (_super) {
  82805. __extends(WindowsMotionController, _super);
  82806. /**
  82807. * Creates a new WindowsMotionController from a gamepad
  82808. * @param vrGamepad the gamepad that the controller should be created from
  82809. */
  82810. function WindowsMotionController(vrGamepad) {
  82811. var _this = _super.call(this, vrGamepad) || this;
  82812. _this._mapping = {
  82813. // Semantic button names
  82814. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  82815. // A mapping of the button name to glTF model node name
  82816. // that should be transformed by button value.
  82817. buttonMeshNames: {
  82818. 'trigger': 'SELECT',
  82819. 'menu': 'MENU',
  82820. 'grip': 'GRASP',
  82821. 'thumbstick': 'THUMBSTICK_PRESS',
  82822. 'trackpad': 'TOUCHPAD_PRESS'
  82823. },
  82824. // This mapping is used to translate from the Motion Controller to Babylon semantics
  82825. buttonObservableNames: {
  82826. 'trigger': 'onTriggerStateChangedObservable',
  82827. 'menu': 'onSecondaryButtonStateChangedObservable',
  82828. 'grip': 'onMainButtonStateChangedObservable',
  82829. 'thumbstick': 'onPadStateChangedObservable',
  82830. 'trackpad': 'onTrackpadChangedObservable'
  82831. },
  82832. // A mapping of the axis name to glTF model node name
  82833. // that should be transformed by axis value.
  82834. // This array mirrors the browserGamepad.axes array, such that
  82835. // the mesh corresponding to axis 0 is in this array index 0.
  82836. axisMeshNames: [
  82837. 'THUMBSTICK_X',
  82838. 'THUMBSTICK_Y',
  82839. 'TOUCHPAD_TOUCH_X',
  82840. 'TOUCHPAD_TOUCH_Y'
  82841. ],
  82842. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  82843. };
  82844. /**
  82845. * Fired when the trackpad on this controller is clicked
  82846. */
  82847. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  82848. /**
  82849. * Fired when the trackpad on this controller is modified
  82850. */
  82851. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  82852. /**
  82853. * The current x and y values of this controller's trackpad
  82854. */
  82855. _this.trackpad = { x: 0, y: 0 };
  82856. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  82857. _this._loadedMeshInfo = null;
  82858. return _this;
  82859. }
  82860. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  82861. /**
  82862. * Fired when the trigger on this controller is modified
  82863. */
  82864. get: function () {
  82865. return this.onTriggerStateChangedObservable;
  82866. },
  82867. enumerable: true,
  82868. configurable: true
  82869. });
  82870. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  82871. /**
  82872. * Fired when the menu button on this controller is modified
  82873. */
  82874. get: function () {
  82875. return this.onSecondaryButtonStateChangedObservable;
  82876. },
  82877. enumerable: true,
  82878. configurable: true
  82879. });
  82880. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  82881. /**
  82882. * Fired when the grip button on this controller is modified
  82883. */
  82884. get: function () {
  82885. return this.onMainButtonStateChangedObservable;
  82886. },
  82887. enumerable: true,
  82888. configurable: true
  82889. });
  82890. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  82891. /**
  82892. * Fired when the thumbstick button on this controller is modified
  82893. */
  82894. get: function () {
  82895. return this.onPadStateChangedObservable;
  82896. },
  82897. enumerable: true,
  82898. configurable: true
  82899. });
  82900. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  82901. /**
  82902. * Fired when the touchpad button on this controller is modified
  82903. */
  82904. get: function () {
  82905. return this.onTrackpadChangedObservable;
  82906. },
  82907. enumerable: true,
  82908. configurable: true
  82909. });
  82910. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  82911. /**
  82912. * Fired when the touchpad values on this controller are modified
  82913. */
  82914. get: function () {
  82915. return this.onTrackpadValuesChangedObservable;
  82916. },
  82917. enumerable: true,
  82918. configurable: true
  82919. });
  82920. WindowsMotionController.prototype._updateTrackpad = function () {
  82921. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  82922. this.trackpad.x = this.browserGamepad["axes"][2];
  82923. this.trackpad.y = this.browserGamepad["axes"][3];
  82924. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  82925. }
  82926. };
  82927. /**
  82928. * Called once per frame by the engine.
  82929. */
  82930. WindowsMotionController.prototype.update = function () {
  82931. _super.prototype.update.call(this);
  82932. if (this.browserGamepad.axes) {
  82933. this._updateTrackpad();
  82934. // Only need to animate axes if there is a loaded mesh
  82935. if (this._loadedMeshInfo) {
  82936. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  82937. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  82938. }
  82939. }
  82940. }
  82941. };
  82942. /**
  82943. * Called once for each button that changed state since the last frame
  82944. * @param buttonIdx Which button index changed
  82945. * @param state New state of the button
  82946. * @param changes Which properties on the state changed since last frame
  82947. */
  82948. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82949. var buttonName = this._mapping.buttons[buttonIdx];
  82950. if (!buttonName) {
  82951. return;
  82952. }
  82953. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  82954. this._updateTrackpad();
  82955. // Only emit events for buttons that we know how to map from index to name
  82956. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  82957. if (observable) {
  82958. observable.notifyObservers(state);
  82959. }
  82960. this._lerpButtonTransform(buttonName, state.value);
  82961. };
  82962. /**
  82963. * Moves the buttons on the controller mesh based on their current state
  82964. * @param buttonName the name of the button to move
  82965. * @param buttonValue the value of the button which determines the buttons new position
  82966. */
  82967. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  82968. // If there is no loaded mesh, there is nothing to transform.
  82969. if (!this._loadedMeshInfo) {
  82970. return;
  82971. }
  82972. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  82973. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  82974. return;
  82975. }
  82976. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  82977. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  82978. };
  82979. /**
  82980. * Moves the axis on the controller mesh based on its current state
  82981. * @param axis the index of the axis
  82982. * @param axisValue the value of the axis which determines the meshes new position
  82983. * @hidden
  82984. */
  82985. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  82986. if (!this._loadedMeshInfo) {
  82987. return;
  82988. }
  82989. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  82990. if (!meshInfo) {
  82991. return;
  82992. }
  82993. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  82994. return;
  82995. }
  82996. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  82997. var lerpValue = axisValue * 0.5 + 0.5;
  82998. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  82999. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83000. };
  83001. /**
  83002. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83003. * @param scene scene in which to add meshes
  83004. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83005. */
  83006. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83007. var _this = this;
  83008. if (forceDefault === void 0) { forceDefault = false; }
  83009. var path;
  83010. var filename;
  83011. // Checking if GLB loader is present
  83012. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83013. // Determine the device specific folder based on the ID suffix
  83014. var device = 'default';
  83015. if (this.id && !forceDefault) {
  83016. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83017. device = ((match && match[0]) || device);
  83018. }
  83019. // Hand
  83020. if (this.hand === 'left') {
  83021. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83022. }
  83023. else { // Right is the default if no hand is specified
  83024. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83025. }
  83026. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83027. }
  83028. else {
  83029. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83030. path = BABYLON.GenericController.MODEL_BASE_URL;
  83031. filename = BABYLON.GenericController.MODEL_FILENAME;
  83032. }
  83033. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83034. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83035. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83036. if (!_this._loadedMeshInfo) {
  83037. return;
  83038. }
  83039. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83040. _this.attachToMesh(_this._defaultModel);
  83041. if (meshLoaded) {
  83042. meshLoaded(_this._defaultModel);
  83043. }
  83044. }, null, function (scene, message) {
  83045. BABYLON.Tools.Log(message);
  83046. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83047. if (!forceDefault) {
  83048. _this.initControllerMesh(scene, meshLoaded, true);
  83049. }
  83050. });
  83051. };
  83052. /**
  83053. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83054. * can be transformed by button presses and axes values, based on this._mapping.
  83055. *
  83056. * @param scene scene in which the meshes exist
  83057. * @param meshes list of meshes that make up the controller model to process
  83058. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83059. */
  83060. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83061. var loadedMeshInfo = null;
  83062. // Create a new mesh to contain the glTF hierarchy
  83063. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83064. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83065. var childMesh = null;
  83066. for (var i = 0; i < meshes.length; i++) {
  83067. var mesh = meshes[i];
  83068. if (!mesh.parent) {
  83069. // Exclude controller meshes from picking results
  83070. mesh.isPickable = false;
  83071. // Handle root node, attach to the new parentMesh
  83072. childMesh = mesh;
  83073. break;
  83074. }
  83075. }
  83076. if (childMesh) {
  83077. childMesh.setParent(parentMesh);
  83078. // Create our mesh info. Note that this method will always return non-null.
  83079. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83080. }
  83081. else {
  83082. BABYLON.Tools.Warn('Could not find root node in model file.');
  83083. }
  83084. return loadedMeshInfo;
  83085. };
  83086. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83087. var loadedMeshInfo = new LoadedMeshInfo();
  83088. var i;
  83089. loadedMeshInfo.rootNode = rootNode;
  83090. // Reset the caches
  83091. loadedMeshInfo.buttonMeshes = {};
  83092. loadedMeshInfo.axisMeshes = {};
  83093. // Button Meshes
  83094. for (i = 0; i < this._mapping.buttons.length; i++) {
  83095. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83096. if (!buttonMeshName) {
  83097. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83098. continue;
  83099. }
  83100. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83101. if (!buttonMesh) {
  83102. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83103. continue;
  83104. }
  83105. var buttonMeshInfo = {
  83106. index: i,
  83107. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83108. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83109. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83110. };
  83111. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83112. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83113. }
  83114. else {
  83115. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83116. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83117. '(VALUE: ' + !!buttonMeshInfo.value +
  83118. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83119. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83120. ')');
  83121. }
  83122. }
  83123. // Axis Meshes
  83124. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83125. var axisMeshName = this._mapping.axisMeshNames[i];
  83126. if (!axisMeshName) {
  83127. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83128. continue;
  83129. }
  83130. var axisMesh = getChildByName(rootNode, axisMeshName);
  83131. if (!axisMesh) {
  83132. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83133. continue;
  83134. }
  83135. var axisMeshInfo = {
  83136. index: i,
  83137. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83138. min: getImmediateChildByName(axisMesh, 'MIN'),
  83139. max: getImmediateChildByName(axisMesh, 'MAX')
  83140. };
  83141. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83142. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83143. }
  83144. else {
  83145. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83146. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83147. '(VALUE: ' + !!axisMeshInfo.value +
  83148. ', MIN: ' + !!axisMeshInfo.min +
  83149. ', MAX:' + !!axisMeshInfo.max +
  83150. ')');
  83151. }
  83152. }
  83153. // Pointing Ray
  83154. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83155. if (!loadedMeshInfo.pointingPoseNode) {
  83156. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83157. }
  83158. else {
  83159. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  83160. }
  83161. return loadedMeshInfo;
  83162. // Look through all children recursively. This will return null if no mesh exists with the given name.
  83163. function getChildByName(node, name) {
  83164. return node.getChildMeshes(false, function (n) { return n.name === name; })[0];
  83165. }
  83166. // Look through only immediate children. This will return null if no mesh exists with the given name.
  83167. function getImmediateChildByName(node, name) {
  83168. return node.getChildMeshes(true, function (n) { return n.name == name; })[0];
  83169. }
  83170. };
  83171. /**
  83172. * Gets the ray of the controller in the direction the controller is pointing
  83173. * @param length the length the resulting ray should be
  83174. * @returns a ray in the direction the controller is pointing
  83175. */
  83176. WindowsMotionController.prototype.getForwardRay = function (length) {
  83177. if (length === void 0) { length = 100; }
  83178. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  83179. return _super.prototype.getForwardRay.call(this, length);
  83180. }
  83181. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  83182. var origin = m.getTranslation();
  83183. var forward = new BABYLON.Vector3(0, 0, -1);
  83184. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83185. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83186. return new BABYLON.Ray(origin, direction, length);
  83187. };
  83188. /**
  83189. * Disposes of the controller
  83190. */
  83191. WindowsMotionController.prototype.dispose = function () {
  83192. _super.prototype.dispose.call(this);
  83193. this.onTrackpadChangedObservable.clear();
  83194. };
  83195. /**
  83196. * The base url used to load the left and right controller models
  83197. */
  83198. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  83199. /**
  83200. * The name of the left controller model file
  83201. */
  83202. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  83203. /**
  83204. * The name of the right controller model file
  83205. */
  83206. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  83207. /**
  83208. * The controller name prefix for this controller type
  83209. */
  83210. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  83211. /**
  83212. * The controller id pattern for this controller type
  83213. */
  83214. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  83215. return WindowsMotionController;
  83216. }(BABYLON.WebVRController));
  83217. BABYLON.WindowsMotionController = WindowsMotionController;
  83218. })(BABYLON || (BABYLON = {}));
  83219. //# sourceMappingURL=babylon.windowsMotionController.js.map
  83220. var BABYLON;
  83221. (function (BABYLON) {
  83222. /**
  83223. * Gear VR Controller
  83224. */
  83225. var GearVRController = /** @class */ (function (_super) {
  83226. __extends(GearVRController, _super);
  83227. /**
  83228. * Creates a new GearVRController from a gamepad
  83229. * @param vrGamepad the gamepad that the controller should be created from
  83230. */
  83231. function GearVRController(vrGamepad) {
  83232. var _this = _super.call(this, vrGamepad) || this;
  83233. _this._buttonIndexToObservableNameMap = [
  83234. 'onTrackpadChangedObservable',
  83235. 'onTriggerStateChangedObservable' // Trigger
  83236. ];
  83237. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  83238. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  83239. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  83240. _this._disableTrackPosition(_this._calculatedPosition);
  83241. return _this;
  83242. }
  83243. /**
  83244. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83245. * @param scene scene in which to add meshes
  83246. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83247. */
  83248. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83249. var _this = this;
  83250. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  83251. // Offset the controller so it will rotate around the users wrist
  83252. var mesh = new BABYLON.Mesh("", scene);
  83253. newMeshes[1].parent = mesh;
  83254. newMeshes[1].position.z = -0.15;
  83255. _this._defaultModel = mesh;
  83256. _this.attachToMesh(_this._defaultModel);
  83257. if (meshLoaded) {
  83258. meshLoaded(_this._defaultModel);
  83259. }
  83260. });
  83261. };
  83262. /**
  83263. * Called once for each button that changed state since the last frame
  83264. * @param buttonIdx Which button index changed
  83265. * @param state New state of the button
  83266. * @param changes Which properties on the state changed since last frame
  83267. */
  83268. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83269. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  83270. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  83271. // Only emit events for buttons that we know how to map from index to observable
  83272. var observable = this[observableName];
  83273. if (observable) {
  83274. observable.notifyObservers(state);
  83275. }
  83276. }
  83277. };
  83278. /**
  83279. * Base Url for the controller model.
  83280. */
  83281. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83282. /**
  83283. * File name for the controller model.
  83284. */
  83285. GearVRController.MODEL_FILENAME = 'generic.babylon';
  83286. /**
  83287. * Gamepad Id prefix used to identify this controller.
  83288. */
  83289. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  83290. return GearVRController;
  83291. }(BABYLON.WebVRController));
  83292. BABYLON.GearVRController = GearVRController;
  83293. })(BABYLON || (BABYLON = {}));
  83294. //# sourceMappingURL=babylon.gearVRController.js.map
  83295. var BABYLON;
  83296. (function (BABYLON) {
  83297. /**
  83298. * Google Daydream controller
  83299. */
  83300. var DaydreamController = /** @class */ (function (_super) {
  83301. __extends(DaydreamController, _super);
  83302. /**
  83303. * Creates a new DaydreamController from a gamepad
  83304. * @param vrGamepad the gamepad that the controller should be created from
  83305. */
  83306. function DaydreamController(vrGamepad) {
  83307. var _this = _super.call(this, vrGamepad) || this;
  83308. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  83309. return _this;
  83310. }
  83311. /**
  83312. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83313. * @param scene scene in which to add meshes
  83314. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83315. */
  83316. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83317. var _this = this;
  83318. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  83319. _this._defaultModel = newMeshes[1];
  83320. _this.attachToMesh(_this._defaultModel);
  83321. if (meshLoaded) {
  83322. meshLoaded(_this._defaultModel);
  83323. }
  83324. });
  83325. };
  83326. /**
  83327. * Called once for each button that changed state since the last frame
  83328. * @param buttonIdx Which button index changed
  83329. * @param state New state of the button
  83330. * @param changes Which properties on the state changed since last frame
  83331. */
  83332. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83333. // Daydream controller only has 1 GamepadButton (on the trackpad).
  83334. if (buttonIdx === 0) {
  83335. var observable = this.onTriggerStateChangedObservable;
  83336. if (observable) {
  83337. observable.notifyObservers(state);
  83338. }
  83339. }
  83340. else {
  83341. // If the app or home buttons are ever made available
  83342. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  83343. }
  83344. };
  83345. /**
  83346. * Base Url for the controller model.
  83347. */
  83348. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83349. /**
  83350. * File name for the controller model.
  83351. */
  83352. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  83353. /**
  83354. * Gamepad Id prefix used to identify Daydream Controller.
  83355. */
  83356. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  83357. return DaydreamController;
  83358. }(BABYLON.WebVRController));
  83359. BABYLON.DaydreamController = DaydreamController;
  83360. })(BABYLON || (BABYLON = {}));
  83361. //# sourceMappingURL=babylon.daydreamController.js.map
  83362. var BABYLON;
  83363. (function (BABYLON) {
  83364. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  83365. get: function () {
  83366. if (!this._gamepadManager) {
  83367. this._gamepadManager = new BABYLON.GamepadManager(this);
  83368. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  83369. if (!component) {
  83370. component = new GamepadSystemSceneComponent(this);
  83371. this._addComponent(component);
  83372. }
  83373. }
  83374. return this._gamepadManager;
  83375. },
  83376. enumerable: true,
  83377. configurable: true
  83378. });
  83379. /**
  83380. * Adds a gamepad to the free camera inputs manager
  83381. */
  83382. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  83383. this.add(new BABYLON.FreeCameraGamepadInput());
  83384. return this;
  83385. };
  83386. /**
  83387. * Adds a gamepad to the arc rotate camera inputs manager
  83388. */
  83389. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  83390. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  83391. return this;
  83392. };
  83393. /**
  83394. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  83395. */
  83396. var GamepadSystemSceneComponent = /** @class */ (function () {
  83397. /**
  83398. * Creates a new instance of the component for the given scene
  83399. * @param scene Defines the scene to register the component in
  83400. */
  83401. function GamepadSystemSceneComponent(scene) {
  83402. /**
  83403. * The component name helpfull to identify the component in the list of scene components.
  83404. */
  83405. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  83406. this.scene = scene;
  83407. }
  83408. /**
  83409. * Registers the component in a given scene
  83410. */
  83411. GamepadSystemSceneComponent.prototype.register = function () {
  83412. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  83413. };
  83414. /**
  83415. * Rebuilds the elements related to this component in case of
  83416. * context lost for instance.
  83417. */
  83418. GamepadSystemSceneComponent.prototype.rebuild = function () {
  83419. // Nothing to do for gamepads
  83420. };
  83421. /**
  83422. * Disposes the component and the associated ressources
  83423. */
  83424. GamepadSystemSceneComponent.prototype.dispose = function () {
  83425. var gamepadManager = this.scene._gamepadManager;
  83426. if (gamepadManager) {
  83427. gamepadManager.dispose();
  83428. this.scene._gamepadManager = null;
  83429. }
  83430. };
  83431. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  83432. var gamepadManager = this.scene._gamepadManager;
  83433. if (gamepadManager && gamepadManager._isMonitoring) {
  83434. gamepadManager._checkGamepadsStatus();
  83435. }
  83436. };
  83437. return GamepadSystemSceneComponent;
  83438. }());
  83439. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  83440. })(BABYLON || (BABYLON = {}));
  83441. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  83442. var BABYLON;
  83443. (function (BABYLON) {
  83444. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  83445. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  83446. });
  83447. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  83448. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  83449. });
  83450. /**
  83451. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  83452. * an arc rotate version arcFollowCamera are available.
  83453. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83454. */
  83455. var FollowCamera = /** @class */ (function (_super) {
  83456. __extends(FollowCamera, _super);
  83457. /**
  83458. * Instantiates the follow camera.
  83459. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83460. * @param name Define the name of the camera in the scene
  83461. * @param position Define the position of the camera
  83462. * @param scene Define the scene the camera belong to
  83463. * @param lockedTarget Define the target of the camera
  83464. */
  83465. function FollowCamera(name, position, scene, lockedTarget) {
  83466. if (lockedTarget === void 0) { lockedTarget = null; }
  83467. var _this = _super.call(this, name, position, scene) || this;
  83468. /**
  83469. * Distance the follow camera should follow an object at
  83470. */
  83471. _this.radius = 12;
  83472. /**
  83473. * Define a rotation offset between the camera and the object it follows
  83474. */
  83475. _this.rotationOffset = 0;
  83476. /**
  83477. * Define a height offset between the camera and the object it follows.
  83478. * It can help following an object from the top (like a car chaing a plane)
  83479. */
  83480. _this.heightOffset = 4;
  83481. /**
  83482. * Define how fast the camera can accelerate to follow it s target.
  83483. */
  83484. _this.cameraAcceleration = 0.05;
  83485. /**
  83486. * Define the speed limit of the camera following an object.
  83487. */
  83488. _this.maxCameraSpeed = 20;
  83489. _this.lockedTarget = lockedTarget;
  83490. return _this;
  83491. }
  83492. FollowCamera.prototype._follow = function (cameraTarget) {
  83493. if (!cameraTarget) {
  83494. return;
  83495. }
  83496. var yRotation;
  83497. if (cameraTarget.rotationQuaternion) {
  83498. var rotMatrix = new BABYLON.Matrix();
  83499. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  83500. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  83501. }
  83502. else {
  83503. yRotation = cameraTarget.rotation.y;
  83504. }
  83505. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  83506. var targetPosition = cameraTarget.getAbsolutePosition();
  83507. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  83508. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  83509. var dx = targetX - this.position.x;
  83510. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  83511. var dz = (targetZ) - this.position.z;
  83512. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  83513. var vy = dy * this.cameraAcceleration;
  83514. var vz = dz * this.cameraAcceleration * 2;
  83515. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  83516. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83517. }
  83518. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  83519. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83520. }
  83521. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  83522. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83523. }
  83524. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  83525. this.setTarget(targetPosition);
  83526. };
  83527. /** @hidden */
  83528. FollowCamera.prototype._checkInputs = function () {
  83529. _super.prototype._checkInputs.call(this);
  83530. if (this.lockedTarget) {
  83531. this._follow(this.lockedTarget);
  83532. }
  83533. };
  83534. /**
  83535. * Gets the camera class name.
  83536. * @returns the class name
  83537. */
  83538. FollowCamera.prototype.getClassName = function () {
  83539. return "FollowCamera";
  83540. };
  83541. __decorate([
  83542. BABYLON.serialize()
  83543. ], FollowCamera.prototype, "radius", void 0);
  83544. __decorate([
  83545. BABYLON.serialize()
  83546. ], FollowCamera.prototype, "rotationOffset", void 0);
  83547. __decorate([
  83548. BABYLON.serialize()
  83549. ], FollowCamera.prototype, "heightOffset", void 0);
  83550. __decorate([
  83551. BABYLON.serialize()
  83552. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  83553. __decorate([
  83554. BABYLON.serialize()
  83555. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  83556. __decorate([
  83557. BABYLON.serializeAsMeshReference("lockedTargetId")
  83558. ], FollowCamera.prototype, "lockedTarget", void 0);
  83559. return FollowCamera;
  83560. }(BABYLON.TargetCamera));
  83561. BABYLON.FollowCamera = FollowCamera;
  83562. /**
  83563. * Arc Rotate version of the follow camera.
  83564. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  83565. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83566. */
  83567. var ArcFollowCamera = /** @class */ (function (_super) {
  83568. __extends(ArcFollowCamera, _super);
  83569. /**
  83570. * Instantiates a new ArcFollowCamera
  83571. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83572. * @param name Define the name of the camera
  83573. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  83574. * @param beta Define the rotation angle of the camera around the elevation axis
  83575. * @param radius Define the radius of the camera from its target point
  83576. * @param target Define the target of the camera
  83577. * @param scene Define the scene the camera belongs to
  83578. */
  83579. function ArcFollowCamera(name,
  83580. /** The longitudinal angle of the camera */
  83581. alpha,
  83582. /** The latitudinal angle of the camera */
  83583. beta,
  83584. /** The radius of the camera from its target */
  83585. radius,
  83586. /** Define the camera target (the messh it should follow) */
  83587. target, scene) {
  83588. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  83589. _this.alpha = alpha;
  83590. _this.beta = beta;
  83591. _this.radius = radius;
  83592. _this.target = target;
  83593. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  83594. _this._follow();
  83595. return _this;
  83596. }
  83597. ArcFollowCamera.prototype._follow = function () {
  83598. if (!this.target) {
  83599. return;
  83600. }
  83601. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  83602. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  83603. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  83604. var targetPosition = this.target.getAbsolutePosition();
  83605. this.position = targetPosition.add(this._cartesianCoordinates);
  83606. this.setTarget(targetPosition);
  83607. };
  83608. /** @hidden */
  83609. ArcFollowCamera.prototype._checkInputs = function () {
  83610. _super.prototype._checkInputs.call(this);
  83611. this._follow();
  83612. };
  83613. /**
  83614. * Returns the class name of the object.
  83615. * It is mostly used internally for serialization purposes.
  83616. */
  83617. ArcFollowCamera.prototype.getClassName = function () {
  83618. return "ArcFollowCamera";
  83619. };
  83620. return ArcFollowCamera;
  83621. }(BABYLON.TargetCamera));
  83622. BABYLON.ArcFollowCamera = ArcFollowCamera;
  83623. })(BABYLON || (BABYLON = {}));
  83624. //# sourceMappingURL=babylon.followCamera.js.map
  83625. var BABYLON;
  83626. (function (BABYLON) {
  83627. /**
  83628. * 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,
  83629. * which still works and will still be found in many Playgrounds.
  83630. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83631. */
  83632. var UniversalCamera = /** @class */ (function (_super) {
  83633. __extends(UniversalCamera, _super);
  83634. /**
  83635. * 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,
  83636. * which still works and will still be found in many Playgrounds.
  83637. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83638. * @param name Define the name of the camera in the scene
  83639. * @param position Define the start position of the camera in the scene
  83640. * @param scene Define the scene the camera belongs to
  83641. */
  83642. function UniversalCamera(name, position, scene) {
  83643. var _this = _super.call(this, name, position, scene) || this;
  83644. _this.inputs.addGamepad();
  83645. return _this;
  83646. }
  83647. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  83648. /**
  83649. * Defines the gamepad rotation sensiblity.
  83650. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  83651. */
  83652. get: function () {
  83653. var gamepad = this.inputs.attached["gamepad"];
  83654. if (gamepad) {
  83655. return gamepad.gamepadAngularSensibility;
  83656. }
  83657. return 0;
  83658. },
  83659. set: function (value) {
  83660. var gamepad = this.inputs.attached["gamepad"];
  83661. if (gamepad) {
  83662. gamepad.gamepadAngularSensibility = value;
  83663. }
  83664. },
  83665. enumerable: true,
  83666. configurable: true
  83667. });
  83668. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  83669. /**
  83670. * Defines the gamepad move sensiblity.
  83671. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  83672. */
  83673. get: function () {
  83674. var gamepad = this.inputs.attached["gamepad"];
  83675. if (gamepad) {
  83676. return gamepad.gamepadMoveSensibility;
  83677. }
  83678. return 0;
  83679. },
  83680. set: function (value) {
  83681. var gamepad = this.inputs.attached["gamepad"];
  83682. if (gamepad) {
  83683. gamepad.gamepadMoveSensibility = value;
  83684. }
  83685. },
  83686. enumerable: true,
  83687. configurable: true
  83688. });
  83689. /**
  83690. * Gets the current object class name.
  83691. * @return the class name
  83692. */
  83693. UniversalCamera.prototype.getClassName = function () {
  83694. return "UniversalCamera";
  83695. };
  83696. return UniversalCamera;
  83697. }(BABYLON.TouchCamera));
  83698. BABYLON.UniversalCamera = UniversalCamera;
  83699. })(BABYLON || (BABYLON = {}));
  83700. //# sourceMappingURL=babylon.universalCamera.js.map
  83701. var BABYLON;
  83702. (function (BABYLON) {
  83703. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  83704. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  83705. });
  83706. /**
  83707. * This represents a FPS type of camera. This is only here for back compat purpose.
  83708. * Please use the UniversalCamera instead as both are identical.
  83709. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83710. */
  83711. var GamepadCamera = /** @class */ (function (_super) {
  83712. __extends(GamepadCamera, _super);
  83713. /**
  83714. * Instantiates a new Gamepad Camera
  83715. * This represents a FPS type of camera. This is only here for back compat purpose.
  83716. * Please use the UniversalCamera instead as both are identical.
  83717. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83718. * @param name Define the name of the camera in the scene
  83719. * @param position Define the start position of the camera in the scene
  83720. * @param scene Define the scene the camera belongs to
  83721. */
  83722. function GamepadCamera(name, position, scene) {
  83723. return _super.call(this, name, position, scene) || this;
  83724. }
  83725. /**
  83726. * Gets the current object class name.
  83727. * @return the class name
  83728. */
  83729. GamepadCamera.prototype.getClassName = function () {
  83730. return "GamepadCamera";
  83731. };
  83732. return GamepadCamera;
  83733. }(BABYLON.UniversalCamera));
  83734. BABYLON.GamepadCamera = GamepadCamera;
  83735. })(BABYLON || (BABYLON = {}));
  83736. //# sourceMappingURL=babylon.gamepadCamera.js.map
  83737. var BABYLON;
  83738. (function (BABYLON) {
  83739. /**
  83740. * PostProcessRenderPipelineManager class
  83741. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83742. */
  83743. var PostProcessRenderPipelineManager = /** @class */ (function () {
  83744. /**
  83745. * Initializes a PostProcessRenderPipelineManager
  83746. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83747. */
  83748. function PostProcessRenderPipelineManager() {
  83749. this._renderPipelines = {};
  83750. }
  83751. /**
  83752. * Adds a pipeline to the manager
  83753. * @param renderPipeline The pipeline to add
  83754. */
  83755. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  83756. this._renderPipelines[renderPipeline._name] = renderPipeline;
  83757. };
  83758. /**
  83759. * Attaches a camera to the pipeline
  83760. * @param renderPipelineName The name of the pipeline to attach to
  83761. * @param cameras the camera to attach
  83762. * @param unique if the camera can be attached multiple times to the pipeline
  83763. */
  83764. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  83765. if (unique === void 0) { unique = false; }
  83766. var renderPipeline = this._renderPipelines[renderPipelineName];
  83767. if (!renderPipeline) {
  83768. return;
  83769. }
  83770. renderPipeline._attachCameras(cameras, unique);
  83771. };
  83772. /**
  83773. * Detaches a camera from the pipeline
  83774. * @param renderPipelineName The name of the pipeline to detach from
  83775. * @param cameras the camera to detach
  83776. */
  83777. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  83778. var renderPipeline = this._renderPipelines[renderPipelineName];
  83779. if (!renderPipeline) {
  83780. return;
  83781. }
  83782. renderPipeline._detachCameras(cameras);
  83783. };
  83784. /**
  83785. * Enables an effect by name on a pipeline
  83786. * @param renderPipelineName the name of the pipeline to enable the effect in
  83787. * @param renderEffectName the name of the effect to enable
  83788. * @param cameras the cameras that the effect should be enabled on
  83789. */
  83790. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  83791. var renderPipeline = this._renderPipelines[renderPipelineName];
  83792. if (!renderPipeline) {
  83793. return;
  83794. }
  83795. renderPipeline._enableEffect(renderEffectName, cameras);
  83796. };
  83797. /**
  83798. * Disables an effect by name on a pipeline
  83799. * @param renderPipelineName the name of the pipeline to disable the effect in
  83800. * @param renderEffectName the name of the effect to disable
  83801. * @param cameras the cameras that the effect should be disabled on
  83802. */
  83803. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  83804. var renderPipeline = this._renderPipelines[renderPipelineName];
  83805. if (!renderPipeline) {
  83806. return;
  83807. }
  83808. renderPipeline._disableEffect(renderEffectName, cameras);
  83809. };
  83810. /**
  83811. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  83812. */
  83813. PostProcessRenderPipelineManager.prototype.update = function () {
  83814. for (var renderPipelineName in this._renderPipelines) {
  83815. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  83816. var pipeline = this._renderPipelines[renderPipelineName];
  83817. if (!pipeline.isSupported) {
  83818. pipeline.dispose();
  83819. delete this._renderPipelines[renderPipelineName];
  83820. }
  83821. else {
  83822. pipeline._update();
  83823. }
  83824. }
  83825. }
  83826. };
  83827. /** @hidden */
  83828. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  83829. for (var renderPipelineName in this._renderPipelines) {
  83830. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  83831. var pipeline = this._renderPipelines[renderPipelineName];
  83832. pipeline._rebuild();
  83833. }
  83834. }
  83835. };
  83836. /**
  83837. * Disposes of the manager and pipelines
  83838. */
  83839. PostProcessRenderPipelineManager.prototype.dispose = function () {
  83840. for (var renderPipelineName in this._renderPipelines) {
  83841. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  83842. var pipeline = this._renderPipelines[renderPipelineName];
  83843. pipeline.dispose();
  83844. }
  83845. }
  83846. };
  83847. return PostProcessRenderPipelineManager;
  83848. }());
  83849. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  83850. })(BABYLON || (BABYLON = {}));
  83851. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  83852. var BABYLON;
  83853. (function (BABYLON) {
  83854. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  83855. get: function () {
  83856. if (!this._postProcessRenderPipelineManager) {
  83857. // Register the G Buffer component to the scene.
  83858. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  83859. if (!component) {
  83860. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  83861. this._addComponent(component);
  83862. }
  83863. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  83864. }
  83865. return this._postProcessRenderPipelineManager;
  83866. },
  83867. enumerable: true,
  83868. configurable: true
  83869. });
  83870. /**
  83871. * Defines the Render Pipeline scene component responsible to rendering pipelines
  83872. */
  83873. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  83874. /**
  83875. * Creates a new instance of the component for the given scene
  83876. * @param scene Defines the scene to register the component in
  83877. */
  83878. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  83879. /**
  83880. * The component name helpfull to identify the component in the list of scene components.
  83881. */
  83882. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  83883. this.scene = scene;
  83884. }
  83885. /**
  83886. * Registers the component in a given scene
  83887. */
  83888. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  83889. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  83890. };
  83891. /**
  83892. * Rebuilds the elements related to this component in case of
  83893. * context lost for instance.
  83894. */
  83895. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  83896. if (this.scene._postProcessRenderPipelineManager) {
  83897. this.scene._postProcessRenderPipelineManager._rebuild();
  83898. }
  83899. };
  83900. /**
  83901. * Disposes the component and the associated ressources
  83902. */
  83903. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  83904. if (this.scene._postProcessRenderPipelineManager) {
  83905. this.scene._postProcessRenderPipelineManager.dispose();
  83906. }
  83907. };
  83908. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  83909. if (this.scene._postProcessRenderPipelineManager) {
  83910. this.scene._postProcessRenderPipelineManager.update();
  83911. }
  83912. };
  83913. return PostProcessRenderPipelineManagerSceneComponent;
  83914. }());
  83915. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  83916. })(BABYLON || (BABYLON = {}));
  83917. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  83918. var BABYLON;
  83919. (function (BABYLON) {
  83920. /**
  83921. * This represents a set of one or more post processes in Babylon.
  83922. * A post process can be used to apply a shader to a texture after it is rendered.
  83923. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83924. */
  83925. var PostProcessRenderEffect = /** @class */ (function () {
  83926. /**
  83927. * Instantiates a post process render effect.
  83928. * A post process can be used to apply a shader to a texture after it is rendered.
  83929. * @param engine The engine the effect is tied to
  83930. * @param name The name of the effect
  83931. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  83932. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  83933. */
  83934. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  83935. this._name = name;
  83936. this._singleInstance = singleInstance || true;
  83937. this._getPostProcesses = getPostProcesses;
  83938. this._cameras = {};
  83939. this._indicesForCamera = {};
  83940. this._postProcesses = {};
  83941. }
  83942. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  83943. /**
  83944. * Checks if all the post processes in the effect are supported.
  83945. */
  83946. get: function () {
  83947. for (var index in this._postProcesses) {
  83948. if (this._postProcesses.hasOwnProperty(index)) {
  83949. var pps = this._postProcesses[index];
  83950. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  83951. if (!pps[ppIndex].isSupported) {
  83952. return false;
  83953. }
  83954. }
  83955. }
  83956. }
  83957. return true;
  83958. },
  83959. enumerable: true,
  83960. configurable: true
  83961. });
  83962. /**
  83963. * Updates the current state of the effect
  83964. * @hidden
  83965. */
  83966. PostProcessRenderEffect.prototype._update = function () {
  83967. };
  83968. /**
  83969. * Attaches the effect on cameras
  83970. * @param cameras The camera to attach to.
  83971. * @hidden
  83972. */
  83973. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  83974. var _this = this;
  83975. var cameraKey;
  83976. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  83977. if (!cams) {
  83978. return;
  83979. }
  83980. for (var i = 0; i < cams.length; i++) {
  83981. var camera = cams[i];
  83982. var cameraName = camera.name;
  83983. if (this._singleInstance) {
  83984. cameraKey = 0;
  83985. }
  83986. else {
  83987. cameraKey = cameraName;
  83988. }
  83989. if (!this._postProcesses[cameraKey]) {
  83990. var postProcess = this._getPostProcesses();
  83991. if (postProcess) {
  83992. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  83993. }
  83994. }
  83995. if (!this._indicesForCamera[cameraName]) {
  83996. this._indicesForCamera[cameraName] = [];
  83997. }
  83998. this._postProcesses[cameraKey].forEach(function (postProcess) {
  83999. var index = camera.attachPostProcess(postProcess);
  84000. _this._indicesForCamera[cameraName].push(index);
  84001. });
  84002. if (!this._cameras[cameraName]) {
  84003. this._cameras[cameraName] = camera;
  84004. }
  84005. }
  84006. };
  84007. /**
  84008. * Detatches the effect on cameras
  84009. * @param cameras The camera to detatch from.
  84010. * @hidden
  84011. */
  84012. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84013. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84014. if (!cams) {
  84015. return;
  84016. }
  84017. for (var i = 0; i < cams.length; i++) {
  84018. var camera = cams[i];
  84019. var cameraName = camera.name;
  84020. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84021. camera.detachPostProcess(postProcess);
  84022. });
  84023. if (this._cameras[cameraName]) {
  84024. //this._indicesForCamera.splice(index, 1);
  84025. this._cameras[cameraName] = null;
  84026. }
  84027. }
  84028. };
  84029. /**
  84030. * Enables the effect on given cameras
  84031. * @param cameras The camera to enable.
  84032. * @hidden
  84033. */
  84034. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84035. var _this = this;
  84036. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84037. if (!cams) {
  84038. return;
  84039. }
  84040. for (var i = 0; i < cams.length; i++) {
  84041. var camera = cams[i];
  84042. var cameraName = camera.name;
  84043. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84044. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84045. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84046. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84047. });
  84048. }
  84049. }
  84050. }
  84051. };
  84052. /**
  84053. * Disables the effect on the given cameras
  84054. * @param cameras The camera to disable.
  84055. * @hidden
  84056. */
  84057. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84058. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84059. if (!cams) {
  84060. return;
  84061. }
  84062. for (var i = 0; i < cams.length; i++) {
  84063. var camera = cams[i];
  84064. var cameraName = camera.name;
  84065. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84066. camera.detachPostProcess(postProcess);
  84067. });
  84068. }
  84069. };
  84070. /**
  84071. * Gets a list of the post processes contained in the effect.
  84072. * @param camera The camera to get the post processes on.
  84073. * @returns The list of the post processes in the effect.
  84074. */
  84075. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84076. if (this._singleInstance) {
  84077. return this._postProcesses[0];
  84078. }
  84079. else {
  84080. if (!camera) {
  84081. return null;
  84082. }
  84083. return this._postProcesses[camera.name];
  84084. }
  84085. };
  84086. return PostProcessRenderEffect;
  84087. }());
  84088. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84089. })(BABYLON || (BABYLON = {}));
  84090. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84091. var BABYLON;
  84092. (function (BABYLON) {
  84093. /**
  84094. * PostProcessRenderPipeline
  84095. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84096. */
  84097. var PostProcessRenderPipeline = /** @class */ (function () {
  84098. /**
  84099. * Initializes a PostProcessRenderPipeline
  84100. * @param engine engine to add the pipeline to
  84101. * @param name name of the pipeline
  84102. */
  84103. function PostProcessRenderPipeline(engine, name) {
  84104. this.engine = engine;
  84105. this._name = name;
  84106. this._renderEffects = {};
  84107. this._renderEffectsForIsolatedPass = new Array();
  84108. this._cameras = [];
  84109. }
  84110. /**
  84111. * "PostProcessRenderPipeline"
  84112. * @returns "PostProcessRenderPipeline"
  84113. */
  84114. PostProcessRenderPipeline.prototype.getClassName = function () {
  84115. return "PostProcessRenderPipeline";
  84116. };
  84117. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84118. /**
  84119. * If all the render effects in the pipeline are support
  84120. */
  84121. get: function () {
  84122. for (var renderEffectName in this._renderEffects) {
  84123. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84124. if (!this._renderEffects[renderEffectName].isSupported) {
  84125. return false;
  84126. }
  84127. }
  84128. }
  84129. return true;
  84130. },
  84131. enumerable: true,
  84132. configurable: true
  84133. });
  84134. /**
  84135. * Adds an effect to the pipeline
  84136. * @param renderEffect the effect to add
  84137. */
  84138. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84139. this._renderEffects[renderEffect._name] = renderEffect;
  84140. };
  84141. // private
  84142. /** @hidden */
  84143. PostProcessRenderPipeline.prototype._rebuild = function () {
  84144. };
  84145. /** @hidden */
  84146. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84147. var renderEffects = this._renderEffects[renderEffectName];
  84148. if (!renderEffects) {
  84149. return;
  84150. }
  84151. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84152. };
  84153. /** @hidden */
  84154. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84155. var renderEffects = this._renderEffects[renderEffectName];
  84156. if (!renderEffects) {
  84157. return;
  84158. }
  84159. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84160. };
  84161. /** @hidden */
  84162. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  84163. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84164. if (!cams) {
  84165. return;
  84166. }
  84167. var indicesToDelete = [];
  84168. var i;
  84169. for (i = 0; i < cams.length; i++) {
  84170. var camera = cams[i];
  84171. var cameraName = camera.name;
  84172. if (this._cameras.indexOf(camera) === -1) {
  84173. this._cameras[cameraName] = camera;
  84174. }
  84175. else if (unique) {
  84176. indicesToDelete.push(i);
  84177. }
  84178. }
  84179. for (i = 0; i < indicesToDelete.length; i++) {
  84180. cameras.splice(indicesToDelete[i], 1);
  84181. }
  84182. for (var renderEffectName in this._renderEffects) {
  84183. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84184. this._renderEffects[renderEffectName]._attachCameras(cams);
  84185. }
  84186. }
  84187. };
  84188. /** @hidden */
  84189. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  84190. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84191. if (!cams) {
  84192. return;
  84193. }
  84194. for (var renderEffectName in this._renderEffects) {
  84195. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84196. this._renderEffects[renderEffectName]._detachCameras(cams);
  84197. }
  84198. }
  84199. for (var i = 0; i < cams.length; i++) {
  84200. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  84201. }
  84202. };
  84203. /** @hidden */
  84204. PostProcessRenderPipeline.prototype._update = function () {
  84205. for (var renderEffectName in this._renderEffects) {
  84206. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84207. this._renderEffects[renderEffectName]._update();
  84208. }
  84209. }
  84210. for (var i = 0; i < this._cameras.length; i++) {
  84211. var cameraName = this._cameras[i].name;
  84212. if (this._renderEffectsForIsolatedPass[cameraName]) {
  84213. this._renderEffectsForIsolatedPass[cameraName]._update();
  84214. }
  84215. }
  84216. };
  84217. /** @hidden */
  84218. PostProcessRenderPipeline.prototype._reset = function () {
  84219. this._renderEffects = {};
  84220. this._renderEffectsForIsolatedPass = new Array();
  84221. };
  84222. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  84223. // 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)
  84224. var effectKeys = Object.keys(this._renderEffects);
  84225. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  84226. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  84227. if (postProcesses) {
  84228. postProcesses[0].samples = sampleCount;
  84229. return true;
  84230. }
  84231. }
  84232. return false;
  84233. };
  84234. /**
  84235. * Disposes of the pipeline
  84236. */
  84237. PostProcessRenderPipeline.prototype.dispose = function () {
  84238. // Must be implemented by children
  84239. };
  84240. __decorate([
  84241. BABYLON.serialize()
  84242. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  84243. return PostProcessRenderPipeline;
  84244. }());
  84245. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  84246. })(BABYLON || (BABYLON = {}));
  84247. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  84248. var BABYLON;
  84249. (function (BABYLON) {
  84250. /**
  84251. * This represents a depth renderer in Babylon.
  84252. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  84253. */
  84254. var DepthRenderer = /** @class */ (function () {
  84255. /**
  84256. * Instantiates a depth renderer
  84257. * @param scene The scene the renderer belongs to
  84258. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  84259. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  84260. */
  84261. function DepthRenderer(scene, type, camera) {
  84262. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  84263. if (camera === void 0) { camera = null; }
  84264. var _this = this;
  84265. /**
  84266. * Specifiess that the depth renderer will only be used within
  84267. * the camera it is created for.
  84268. * This can help forcing its rendering during the camera processing.
  84269. */
  84270. this.useOnlyInActiveCamera = false;
  84271. this._scene = scene;
  84272. // Register the G Buffer component to the scene.
  84273. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  84274. if (!component) {
  84275. component = new BABYLON.DepthRendererSceneComponent(scene);
  84276. scene._addComponent(component);
  84277. }
  84278. this._camera = camera;
  84279. var engine = scene.getEngine();
  84280. // Render target
  84281. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  84282. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84283. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84284. this._depthMap.refreshRate = 1;
  84285. this._depthMap.renderParticles = false;
  84286. this._depthMap.renderList = null;
  84287. // Camera to get depth map from to support multiple concurrent cameras
  84288. this._depthMap.activeCamera = this._camera;
  84289. this._depthMap.ignoreCameraViewport = true;
  84290. this._depthMap.useCameraPostProcesses = false;
  84291. // set default depth value to 1.0 (far away)
  84292. this._depthMap.onClearObservable.add(function (engine) {
  84293. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  84294. });
  84295. // Custom render function
  84296. var renderSubMesh = function (subMesh) {
  84297. var mesh = subMesh.getRenderingMesh();
  84298. var scene = _this._scene;
  84299. var engine = scene.getEngine();
  84300. var material = subMesh.getMaterial();
  84301. if (!material) {
  84302. return;
  84303. }
  84304. // Culling and reverse (right handed system)
  84305. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84306. // Managing instances
  84307. var batch = mesh._getInstancesRenderList(subMesh._id);
  84308. if (batch.mustReturn) {
  84309. return;
  84310. }
  84311. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84312. var camera = _this._camera || scene.activeCamera;
  84313. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  84314. engine.enableEffect(_this._effect);
  84315. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84316. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84317. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  84318. // Alpha test
  84319. if (material && material.needAlphaTesting()) {
  84320. var alphaTexture = material.getAlphaTestTexture();
  84321. if (alphaTexture) {
  84322. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84323. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84324. }
  84325. }
  84326. // Bones
  84327. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84328. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84329. }
  84330. // Draw
  84331. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84332. }
  84333. };
  84334. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84335. var index;
  84336. if (depthOnlySubMeshes.length) {
  84337. engine.setColorWrite(false);
  84338. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84339. renderSubMesh(depthOnlySubMeshes.data[index]);
  84340. }
  84341. engine.setColorWrite(true);
  84342. }
  84343. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84344. renderSubMesh(opaqueSubMeshes.data[index]);
  84345. }
  84346. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84347. renderSubMesh(alphaTestSubMeshes.data[index]);
  84348. }
  84349. };
  84350. }
  84351. /**
  84352. * Creates the depth rendering effect and checks if the effect is ready.
  84353. * @param subMesh The submesh to be used to render the depth map of
  84354. * @param useInstances If multiple world instances should be used
  84355. * @returns if the depth renderer is ready to render the depth map
  84356. */
  84357. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  84358. var material = subMesh.getMaterial();
  84359. if (material.disableDepthWrite) {
  84360. return false;
  84361. }
  84362. var defines = [];
  84363. var attribs = [BABYLON.VertexBuffer.PositionKind];
  84364. var mesh = subMesh.getMesh();
  84365. // Alpha test
  84366. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  84367. defines.push("#define ALPHATEST");
  84368. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84369. attribs.push(BABYLON.VertexBuffer.UVKind);
  84370. defines.push("#define UV1");
  84371. }
  84372. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84373. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84374. defines.push("#define UV2");
  84375. }
  84376. }
  84377. // Bones
  84378. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84379. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84380. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84381. if (mesh.numBoneInfluencers > 4) {
  84382. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84383. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84384. }
  84385. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84386. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84387. }
  84388. else {
  84389. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84390. }
  84391. // Instances
  84392. if (useInstances) {
  84393. defines.push("#define INSTANCES");
  84394. attribs.push("world0");
  84395. attribs.push("world1");
  84396. attribs.push("world2");
  84397. attribs.push("world3");
  84398. }
  84399. // Get correct effect
  84400. var join = defines.join("\n");
  84401. if (this._cachedDefines !== join) {
  84402. this._cachedDefines = join;
  84403. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  84404. }
  84405. return this._effect.isReady();
  84406. };
  84407. /**
  84408. * Gets the texture which the depth map will be written to.
  84409. * @returns The depth map texture
  84410. */
  84411. DepthRenderer.prototype.getDepthMap = function () {
  84412. return this._depthMap;
  84413. };
  84414. /**
  84415. * Disposes of the depth renderer.
  84416. */
  84417. DepthRenderer.prototype.dispose = function () {
  84418. this._depthMap.dispose();
  84419. };
  84420. return DepthRenderer;
  84421. }());
  84422. BABYLON.DepthRenderer = DepthRenderer;
  84423. })(BABYLON || (BABYLON = {}));
  84424. //# sourceMappingURL=babylon.depthRenderer.js.map
  84425. var BABYLON;
  84426. (function (BABYLON) {
  84427. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  84428. camera = camera || this.activeCamera;
  84429. if (!camera) {
  84430. throw "No camera available to enable depth renderer";
  84431. }
  84432. if (!this._depthRenderer) {
  84433. this._depthRenderer = {};
  84434. }
  84435. if (!this._depthRenderer[camera.id]) {
  84436. var textureType = 0;
  84437. if (this.getEngine().getCaps().textureHalfFloatRender) {
  84438. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  84439. }
  84440. else if (this.getEngine().getCaps().textureFloatRender) {
  84441. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  84442. }
  84443. else {
  84444. throw "Depth renderer does not support int texture type";
  84445. }
  84446. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  84447. }
  84448. return this._depthRenderer[camera.id];
  84449. };
  84450. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  84451. camera = camera || this.activeCamera;
  84452. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  84453. return;
  84454. }
  84455. this._depthRenderer[camera.id].dispose();
  84456. delete this._depthRenderer[camera.id];
  84457. };
  84458. /**
  84459. * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
  84460. * in several rendering techniques.
  84461. */
  84462. var DepthRendererSceneComponent = /** @class */ (function () {
  84463. /**
  84464. * Creates a new instance of the component for the given scene
  84465. * @param scene Defines the scene to register the component in
  84466. */
  84467. function DepthRendererSceneComponent(scene) {
  84468. /**
  84469. * The component name helpfull to identify the component in the list of scene components.
  84470. */
  84471. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  84472. this.scene = scene;
  84473. }
  84474. /**
  84475. * Registers the component in a given scene
  84476. */
  84477. DepthRendererSceneComponent.prototype.register = function () {
  84478. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  84479. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  84480. };
  84481. /**
  84482. * Rebuilds the elements related to this component in case of
  84483. * context lost for instance.
  84484. */
  84485. DepthRendererSceneComponent.prototype.rebuild = function () {
  84486. // Nothing to do for this component
  84487. };
  84488. /**
  84489. * Disposes the component and the associated ressources
  84490. */
  84491. DepthRendererSceneComponent.prototype.dispose = function () {
  84492. for (var key in this.scene._depthRenderer) {
  84493. this.scene._depthRenderer[key].dispose();
  84494. }
  84495. };
  84496. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84497. if (this.scene._depthRenderer) {
  84498. for (var key in this.scene._depthRenderer) {
  84499. var depthRenderer = this.scene._depthRenderer[key];
  84500. if (!depthRenderer.useOnlyInActiveCamera) {
  84501. renderTargets.push(depthRenderer.getDepthMap());
  84502. }
  84503. }
  84504. }
  84505. };
  84506. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  84507. if (this.scene._depthRenderer) {
  84508. for (var key in this.scene._depthRenderer) {
  84509. var depthRenderer = this.scene._depthRenderer[key];
  84510. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  84511. renderTargets.push(depthRenderer.getDepthMap());
  84512. }
  84513. }
  84514. }
  84515. };
  84516. return DepthRendererSceneComponent;
  84517. }());
  84518. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  84519. })(BABYLON || (BABYLON = {}));
  84520. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  84521. var BABYLON;
  84522. (function (BABYLON) {
  84523. /**
  84524. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  84525. */
  84526. var GeometryBufferRenderer = /** @class */ (function () {
  84527. /**
  84528. * Creates a new G Buffer for the scene
  84529. * @param scene The scene the buffer belongs to
  84530. * @param ratio How big is the buffer related to the main canvas.
  84531. */
  84532. function GeometryBufferRenderer(scene, ratio) {
  84533. if (ratio === void 0) { ratio = 1; }
  84534. /**
  84535. * Dictionary used to store the previous transformation matrices of each rendered mesh
  84536. * in order to compute objects velocities when enableVelocity is set to "true"
  84537. * @hidden
  84538. */
  84539. this._previousTransformationMatrices = {};
  84540. this._enablePosition = false;
  84541. this._enableVelocity = false;
  84542. this._positionIndex = -1;
  84543. this._velocityIndex = -1;
  84544. this._scene = scene;
  84545. this._ratio = ratio;
  84546. // Register the G Buffer component to the scene.
  84547. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  84548. if (!component) {
  84549. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  84550. scene._addComponent(component);
  84551. }
  84552. // Render target
  84553. this._createRenderTargets();
  84554. }
  84555. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  84556. /**
  84557. * Set the render list (meshes to be rendered) used in the G buffer.
  84558. */
  84559. set: function (meshes) {
  84560. this._multiRenderTarget.renderList = meshes;
  84561. },
  84562. enumerable: true,
  84563. configurable: true
  84564. });
  84565. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  84566. /**
  84567. * Gets wether or not G buffer are supported by the running hardware.
  84568. * This requires draw buffer supports
  84569. */
  84570. get: function () {
  84571. return this._multiRenderTarget.isSupported;
  84572. },
  84573. enumerable: true,
  84574. configurable: true
  84575. });
  84576. /**
  84577. * Returns the index of the given texture type in the G-Buffer textures array
  84578. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  84579. * @returns the index of the given texture type in the G-Buffer textures array
  84580. */
  84581. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  84582. switch (textureType) {
  84583. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  84584. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  84585. default: return -1;
  84586. }
  84587. };
  84588. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  84589. /**
  84590. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  84591. */
  84592. get: function () {
  84593. return this._enablePosition;
  84594. },
  84595. /**
  84596. * Sets whether or not objects positions are enabled for the G buffer.
  84597. */
  84598. set: function (enable) {
  84599. this._enablePosition = enable;
  84600. this.dispose();
  84601. this._createRenderTargets();
  84602. },
  84603. enumerable: true,
  84604. configurable: true
  84605. });
  84606. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  84607. /**
  84608. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  84609. */
  84610. get: function () {
  84611. return this._enableVelocity;
  84612. },
  84613. /**
  84614. * Sets wether or not objects velocities are enabled for the G buffer.
  84615. */
  84616. set: function (enable) {
  84617. this._enableVelocity = enable;
  84618. this.dispose();
  84619. this._createRenderTargets();
  84620. },
  84621. enumerable: true,
  84622. configurable: true
  84623. });
  84624. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  84625. /**
  84626. * Gets the scene associated with the buffer.
  84627. */
  84628. get: function () {
  84629. return this._scene;
  84630. },
  84631. enumerable: true,
  84632. configurable: true
  84633. });
  84634. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  84635. /**
  84636. * Gets the ratio used by the buffer during its creation.
  84637. * How big is the buffer related to the main canvas.
  84638. */
  84639. get: function () {
  84640. return this._ratio;
  84641. },
  84642. enumerable: true,
  84643. configurable: true
  84644. });
  84645. /**
  84646. * Checks wether everything is ready to render a submesh to the G buffer.
  84647. * @param subMesh the submesh to check readiness for
  84648. * @param useInstances is the mesh drawn using instance or not
  84649. * @returns true if ready otherwise false
  84650. */
  84651. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  84652. var material = subMesh.getMaterial();
  84653. if (material && material.disableDepthWrite) {
  84654. return false;
  84655. }
  84656. var defines = [];
  84657. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  84658. var mesh = subMesh.getMesh();
  84659. // Alpha test
  84660. if (material && material.needAlphaTesting()) {
  84661. defines.push("#define ALPHATEST");
  84662. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84663. attribs.push(BABYLON.VertexBuffer.UVKind);
  84664. defines.push("#define UV1");
  84665. }
  84666. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84667. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84668. defines.push("#define UV2");
  84669. }
  84670. }
  84671. // Buffers
  84672. if (this._enablePosition) {
  84673. defines.push("#define POSITION");
  84674. defines.push("#define POSITION_INDEX " + this._positionIndex);
  84675. }
  84676. if (this._enableVelocity) {
  84677. defines.push("#define VELOCITY");
  84678. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  84679. }
  84680. // Bones
  84681. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84682. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84683. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84684. if (mesh.numBoneInfluencers > 4) {
  84685. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84686. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84687. }
  84688. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84689. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84690. }
  84691. else {
  84692. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84693. }
  84694. // Instances
  84695. if (useInstances) {
  84696. defines.push("#define INSTANCES");
  84697. attribs.push("world0");
  84698. attribs.push("world1");
  84699. attribs.push("world2");
  84700. attribs.push("world3");
  84701. }
  84702. // Setup textures count
  84703. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  84704. // Get correct effect
  84705. var join = defines.join("\n");
  84706. if (this._cachedDefines !== join) {
  84707. this._cachedDefines = join;
  84708. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  84709. }
  84710. return this._effect.isReady();
  84711. };
  84712. /**
  84713. * Gets the current underlying G Buffer.
  84714. * @returns the buffer
  84715. */
  84716. GeometryBufferRenderer.prototype.getGBuffer = function () {
  84717. return this._multiRenderTarget;
  84718. };
  84719. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  84720. /**
  84721. * Gets the number of samples used to render the buffer (anti aliasing).
  84722. */
  84723. get: function () {
  84724. return this._multiRenderTarget.samples;
  84725. },
  84726. /**
  84727. * Sets the number of samples used to render the buffer (anti aliasing).
  84728. */
  84729. set: function (value) {
  84730. this._multiRenderTarget.samples = value;
  84731. },
  84732. enumerable: true,
  84733. configurable: true
  84734. });
  84735. /**
  84736. * Disposes the renderer and frees up associated resources.
  84737. */
  84738. GeometryBufferRenderer.prototype.dispose = function () {
  84739. this.getGBuffer().dispose();
  84740. };
  84741. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  84742. var _this = this;
  84743. var engine = this._scene.getEngine();
  84744. var count = 2;
  84745. if (this._enablePosition) {
  84746. this._positionIndex = count;
  84747. count++;
  84748. }
  84749. if (this._enableVelocity) {
  84750. this._velocityIndex = count;
  84751. count++;
  84752. }
  84753. 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 });
  84754. if (!this.isSupported) {
  84755. return;
  84756. }
  84757. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84758. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84759. this._multiRenderTarget.refreshRate = 1;
  84760. this._multiRenderTarget.renderParticles = false;
  84761. this._multiRenderTarget.renderList = null;
  84762. // set default depth value to 1.0 (far away)
  84763. this._multiRenderTarget.onClearObservable.add(function (engine) {
  84764. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  84765. });
  84766. // Custom render function
  84767. var renderSubMesh = function (subMesh) {
  84768. var mesh = subMesh.getRenderingMesh();
  84769. var scene = _this._scene;
  84770. var engine = scene.getEngine();
  84771. var material = subMesh.getMaterial();
  84772. if (!material) {
  84773. return;
  84774. }
  84775. // Velocity
  84776. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  84777. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  84778. }
  84779. // Culling
  84780. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84781. // Managing instances
  84782. var batch = mesh._getInstancesRenderList(subMesh._id);
  84783. if (batch.mustReturn) {
  84784. return;
  84785. }
  84786. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84787. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  84788. engine.enableEffect(_this._effect);
  84789. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84790. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84791. _this._effect.setMatrix("view", scene.getViewMatrix());
  84792. // Alpha test
  84793. if (material && material.needAlphaTesting()) {
  84794. var alphaTexture = material.getAlphaTestTexture();
  84795. if (alphaTexture) {
  84796. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84797. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84798. }
  84799. }
  84800. // Bones
  84801. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84802. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84803. }
  84804. // Velocity
  84805. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  84806. // Draw
  84807. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84808. }
  84809. // Velocity
  84810. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  84811. };
  84812. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84813. var index;
  84814. if (depthOnlySubMeshes.length) {
  84815. engine.setColorWrite(false);
  84816. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84817. renderSubMesh(depthOnlySubMeshes.data[index]);
  84818. }
  84819. engine.setColorWrite(true);
  84820. }
  84821. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84822. renderSubMesh(opaqueSubMeshes.data[index]);
  84823. }
  84824. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84825. renderSubMesh(alphaTestSubMeshes.data[index]);
  84826. }
  84827. };
  84828. };
  84829. /**
  84830. * Constant used to retrieve the position texture index in the G-Buffer textures array
  84831. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  84832. */
  84833. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  84834. /**
  84835. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  84836. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  84837. */
  84838. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  84839. return GeometryBufferRenderer;
  84840. }());
  84841. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  84842. })(BABYLON || (BABYLON = {}));
  84843. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  84844. var BABYLON;
  84845. (function (BABYLON) {
  84846. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  84847. get: function () {
  84848. this._geometryBufferRenderer;
  84849. },
  84850. set: function (value) {
  84851. if (value && value.isSupported) {
  84852. this._geometryBufferRenderer = value;
  84853. }
  84854. },
  84855. enumerable: true,
  84856. configurable: true
  84857. });
  84858. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  84859. if (ratio === void 0) { ratio = 1; }
  84860. if (this._geometryBufferRenderer) {
  84861. return this._geometryBufferRenderer;
  84862. }
  84863. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  84864. if (!this._geometryBufferRenderer.isSupported) {
  84865. this._geometryBufferRenderer = null;
  84866. }
  84867. return this._geometryBufferRenderer;
  84868. };
  84869. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  84870. if (!this._geometryBufferRenderer) {
  84871. return;
  84872. }
  84873. this._geometryBufferRenderer.dispose();
  84874. this._geometryBufferRenderer = null;
  84875. };
  84876. /**
  84877. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  84878. * in several rendering techniques.
  84879. */
  84880. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  84881. /**
  84882. * Creates a new instance of the component for the given scene
  84883. * @param scene Defines the scene to register the component in
  84884. */
  84885. function GeometryBufferRendererSceneComponent(scene) {
  84886. /**
  84887. * The component name helpful to identify the component in the list of scene components.
  84888. */
  84889. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  84890. this.scene = scene;
  84891. }
  84892. /**
  84893. * Registers the component in a given scene
  84894. */
  84895. GeometryBufferRendererSceneComponent.prototype.register = function () {
  84896. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  84897. };
  84898. /**
  84899. * Rebuilds the elements related to this component in case of
  84900. * context lost for instance.
  84901. */
  84902. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  84903. // Nothing to do for this component
  84904. };
  84905. /**
  84906. * Disposes the component and the associated ressources
  84907. */
  84908. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  84909. // Nothing to do for this component
  84910. };
  84911. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84912. if (this.scene._geometryBufferRenderer) {
  84913. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  84914. }
  84915. };
  84916. return GeometryBufferRendererSceneComponent;
  84917. }());
  84918. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  84919. })(BABYLON || (BABYLON = {}));
  84920. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  84921. var BABYLON;
  84922. (function (BABYLON) {
  84923. /**
  84924. * Render pipeline to produce ssao effect
  84925. */
  84926. var SSAORenderingPipeline = /** @class */ (function (_super) {
  84927. __extends(SSAORenderingPipeline, _super);
  84928. /**
  84929. * @constructor
  84930. * @param name - The rendering pipeline name
  84931. * @param scene - The scene linked to this pipeline
  84932. * @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 }
  84933. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  84934. */
  84935. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  84936. var _this = _super.call(this, scene.getEngine(), name) || this;
  84937. // Members
  84938. /**
  84939. * @ignore
  84940. * The PassPostProcess id in the pipeline that contains the original scene color
  84941. */
  84942. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  84943. /**
  84944. * @ignore
  84945. * The SSAO PostProcess id in the pipeline
  84946. */
  84947. _this.SSAORenderEffect = "SSAORenderEffect";
  84948. /**
  84949. * @ignore
  84950. * The horizontal blur PostProcess id in the pipeline
  84951. */
  84952. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  84953. /**
  84954. * @ignore
  84955. * The vertical blur PostProcess id in the pipeline
  84956. */
  84957. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  84958. /**
  84959. * @ignore
  84960. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  84961. */
  84962. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  84963. /**
  84964. * The output strength of the SSAO post-process. Default value is 1.0.
  84965. */
  84966. _this.totalStrength = 1.0;
  84967. /**
  84968. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  84969. */
  84970. _this.radius = 0.0001;
  84971. /**
  84972. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  84973. * Must not be equal to fallOff and superior to fallOff.
  84974. * Default value is 0.975
  84975. */
  84976. _this.area = 0.0075;
  84977. /**
  84978. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  84979. * Must not be equal to area and inferior to area.
  84980. * Default value is 0.0
  84981. */
  84982. _this.fallOff = 0.000001;
  84983. /**
  84984. * The base color of the SSAO post-process
  84985. * The final result is "base + ssao" between [0, 1]
  84986. */
  84987. _this.base = 0.5;
  84988. _this._firstUpdate = true;
  84989. _this._scene = scene;
  84990. // Set up assets
  84991. _this._createRandomTexture();
  84992. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  84993. var ssaoRatio = ratio.ssaoRatio || ratio;
  84994. var combineRatio = ratio.combineRatio || ratio;
  84995. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  84996. _this._createSSAOPostProcess(ssaoRatio);
  84997. _this._createBlurPostProcess(ssaoRatio);
  84998. _this._createSSAOCombinePostProcess(combineRatio);
  84999. // Set up pipeline
  85000. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85001. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85002. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85003. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85004. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85005. // Finish
  85006. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85007. if (cameras) {
  85008. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85009. }
  85010. return _this;
  85011. }
  85012. // Public Methods
  85013. /**
  85014. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85015. */
  85016. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85017. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85018. for (var i = 0; i < this._scene.cameras.length; i++) {
  85019. var camera = this._scene.cameras[i];
  85020. this._originalColorPostProcess.dispose(camera);
  85021. this._ssaoPostProcess.dispose(camera);
  85022. this._blurHPostProcess.dispose(camera);
  85023. this._blurVPostProcess.dispose(camera);
  85024. this._ssaoCombinePostProcess.dispose(camera);
  85025. }
  85026. this._randomTexture.dispose();
  85027. if (disableDepthRender) {
  85028. this._scene.disableDepthRenderer();
  85029. }
  85030. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85031. _super.prototype.dispose.call(this);
  85032. };
  85033. // Private Methods
  85034. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85035. var _this = this;
  85036. var size = 16;
  85037. 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);
  85038. 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);
  85039. this._blurHPostProcess.onActivateObservable.add(function () {
  85040. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85041. _this._blurHPostProcess.kernel = size * dw;
  85042. });
  85043. this._blurVPostProcess.onActivateObservable.add(function () {
  85044. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85045. _this._blurVPostProcess.kernel = size * dw;
  85046. });
  85047. };
  85048. /** @hidden */
  85049. SSAORenderingPipeline.prototype._rebuild = function () {
  85050. this._firstUpdate = true;
  85051. _super.prototype._rebuild.call(this);
  85052. };
  85053. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85054. var _this = this;
  85055. var numSamples = 16;
  85056. var sampleSphere = [
  85057. 0.5381, 0.1856, -0.4319,
  85058. 0.1379, 0.2486, 0.4430,
  85059. 0.3371, 0.5679, -0.0057,
  85060. -0.6999, -0.0451, -0.0019,
  85061. 0.0689, -0.1598, -0.8547,
  85062. 0.0560, 0.0069, -0.1843,
  85063. -0.0146, 0.1402, 0.0762,
  85064. 0.0100, -0.1924, -0.0344,
  85065. -0.3577, -0.5301, -0.4358,
  85066. -0.3169, 0.1063, 0.0158,
  85067. 0.0103, -0.5869, 0.0046,
  85068. -0.0897, -0.4940, 0.3287,
  85069. 0.7119, -0.0154, -0.0918,
  85070. -0.0533, 0.0596, -0.5411,
  85071. 0.0352, -0.0631, 0.5460,
  85072. -0.4776, 0.2847, -0.0271
  85073. ];
  85074. var samplesFactor = 1.0 / numSamples;
  85075. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85076. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85077. "area", "fallOff", "base", "range", "viewport"
  85078. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85079. this._ssaoPostProcess.onApply = function (effect) {
  85080. if (_this._firstUpdate) {
  85081. effect.setArray3("sampleSphere", sampleSphere);
  85082. effect.setFloat("samplesFactor", samplesFactor);
  85083. effect.setFloat("randTextureTiles", 4.0);
  85084. }
  85085. effect.setFloat("totalStrength", _this.totalStrength);
  85086. effect.setFloat("radius", _this.radius);
  85087. effect.setFloat("area", _this.area);
  85088. effect.setFloat("fallOff", _this.fallOff);
  85089. effect.setFloat("base", _this.base);
  85090. effect.setTexture("textureSampler", _this._depthTexture);
  85091. effect.setTexture("randomSampler", _this._randomTexture);
  85092. };
  85093. };
  85094. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85095. var _this = this;
  85096. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85097. this._ssaoCombinePostProcess.onApply = function (effect) {
  85098. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85099. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85100. };
  85101. };
  85102. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85103. var size = 512;
  85104. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85105. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85106. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85107. var context = this._randomTexture.getContext();
  85108. var rand = function (min, max) {
  85109. return Math.random() * (max - min) + min;
  85110. };
  85111. var randVector = BABYLON.Vector3.Zero();
  85112. for (var x = 0; x < size; x++) {
  85113. for (var y = 0; y < size; y++) {
  85114. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  85115. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  85116. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85117. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85118. context.fillRect(x, y, 1, 1);
  85119. }
  85120. }
  85121. this._randomTexture.update(false);
  85122. };
  85123. __decorate([
  85124. BABYLON.serialize()
  85125. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85126. __decorate([
  85127. BABYLON.serialize()
  85128. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85129. __decorate([
  85130. BABYLON.serialize()
  85131. ], SSAORenderingPipeline.prototype, "area", void 0);
  85132. __decorate([
  85133. BABYLON.serialize()
  85134. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85135. __decorate([
  85136. BABYLON.serialize()
  85137. ], SSAORenderingPipeline.prototype, "base", void 0);
  85138. return SSAORenderingPipeline;
  85139. }(BABYLON.PostProcessRenderPipeline));
  85140. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85141. })(BABYLON || (BABYLON = {}));
  85142. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  85143. var BABYLON;
  85144. (function (BABYLON) {
  85145. /**
  85146. * Render pipeline to produce ssao effect
  85147. */
  85148. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85149. __extends(SSAO2RenderingPipeline, _super);
  85150. /**
  85151. * @constructor
  85152. * @param name The rendering pipeline name
  85153. * @param scene The scene linked to this pipeline
  85154. * @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 }
  85155. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85156. */
  85157. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  85158. var _this = _super.call(this, scene.getEngine(), name) || this;
  85159. // Members
  85160. /**
  85161. * @ignore
  85162. * The PassPostProcess id in the pipeline that contains the original scene color
  85163. */
  85164. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85165. /**
  85166. * @ignore
  85167. * The SSAO PostProcess id in the pipeline
  85168. */
  85169. _this.SSAORenderEffect = "SSAORenderEffect";
  85170. /**
  85171. * @ignore
  85172. * The horizontal blur PostProcess id in the pipeline
  85173. */
  85174. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85175. /**
  85176. * @ignore
  85177. * The vertical blur PostProcess id in the pipeline
  85178. */
  85179. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85180. /**
  85181. * @ignore
  85182. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85183. */
  85184. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85185. /**
  85186. * The output strength of the SSAO post-process. Default value is 1.0.
  85187. */
  85188. _this.totalStrength = 1.0;
  85189. /**
  85190. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  85191. */
  85192. _this.maxZ = 100.0;
  85193. /**
  85194. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  85195. */
  85196. _this.minZAspect = 0.2;
  85197. _this._samples = 8;
  85198. _this._textureSamples = 1;
  85199. _this._expensiveBlur = true;
  85200. /**
  85201. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  85202. */
  85203. _this.radius = 2.0;
  85204. /**
  85205. * The base color of the SSAO post-process
  85206. * The final result is "base + ssao" between [0, 1]
  85207. */
  85208. _this.base = 0;
  85209. _this._firstUpdate = true;
  85210. _this._bits = new Uint32Array(1);
  85211. _this._scene = scene;
  85212. _this._ratio = ratio;
  85213. if (!_this.isSupported) {
  85214. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  85215. return _this;
  85216. }
  85217. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  85218. var blurRatio = _this._ratio.blurRatio || ratio;
  85219. // Set up assets
  85220. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  85221. _this._createRandomTexture();
  85222. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  85223. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  85224. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85225. _this._originalColorPostProcess.samples = _this.textureSamples;
  85226. _this._createSSAOPostProcess(1.0);
  85227. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  85228. _this._createSSAOCombinePostProcess(blurRatio);
  85229. // Set up pipeline
  85230. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85231. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85232. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85233. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85234. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85235. // Finish
  85236. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85237. if (cameras) {
  85238. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85239. }
  85240. return _this;
  85241. }
  85242. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  85243. get: function () {
  85244. return this._samples;
  85245. },
  85246. /**
  85247. * Number of samples used for the SSAO calculations. Default value is 8
  85248. */
  85249. set: function (n) {
  85250. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  85251. this._samples = n;
  85252. this._sampleSphere = this._generateHemisphere();
  85253. this._firstUpdate = true;
  85254. },
  85255. enumerable: true,
  85256. configurable: true
  85257. });
  85258. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  85259. get: function () {
  85260. return this._textureSamples;
  85261. },
  85262. /**
  85263. * Number of samples to use for antialiasing
  85264. */
  85265. set: function (n) {
  85266. this._textureSamples = n;
  85267. this._originalColorPostProcess.samples = n;
  85268. this._blurHPostProcess.samples = n;
  85269. this._blurVPostProcess.samples = n;
  85270. this._ssaoPostProcess.samples = n;
  85271. this._ssaoCombinePostProcess.samples = n;
  85272. },
  85273. enumerable: true,
  85274. configurable: true
  85275. });
  85276. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  85277. get: function () {
  85278. return this._expensiveBlur;
  85279. },
  85280. /**
  85281. * If bilateral blur should be used
  85282. */
  85283. set: function (b) {
  85284. 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"]);
  85285. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  85286. this._expensiveBlur = b;
  85287. this._firstUpdate = true;
  85288. },
  85289. enumerable: true,
  85290. configurable: true
  85291. });
  85292. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  85293. /**
  85294. * Support test.
  85295. */
  85296. get: function () {
  85297. var engine = BABYLON.Engine.LastCreatedEngine;
  85298. if (!engine) {
  85299. return false;
  85300. }
  85301. return engine.getCaps().drawBuffersExtension;
  85302. },
  85303. enumerable: true,
  85304. configurable: true
  85305. });
  85306. // Public Methods
  85307. /**
  85308. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85309. */
  85310. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  85311. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  85312. for (var i = 0; i < this._scene.cameras.length; i++) {
  85313. var camera = this._scene.cameras[i];
  85314. this._originalColorPostProcess.dispose(camera);
  85315. this._ssaoPostProcess.dispose(camera);
  85316. this._blurHPostProcess.dispose(camera);
  85317. this._blurVPostProcess.dispose(camera);
  85318. this._ssaoCombinePostProcess.dispose(camera);
  85319. }
  85320. this._randomTexture.dispose();
  85321. if (disableGeometryBufferRenderer) {
  85322. this._scene.disableGeometryBufferRenderer();
  85323. }
  85324. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85325. _super.prototype.dispose.call(this);
  85326. };
  85327. // Private Methods
  85328. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  85329. var _this = this;
  85330. this._samplerOffsets = [];
  85331. var expensive = this.expensiveBlur;
  85332. for (var i = -8; i < 8; i++) {
  85333. this._samplerOffsets.push(i * 2 + 0.5);
  85334. }
  85335. 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");
  85336. this._blurHPostProcess.onApply = function (effect) {
  85337. if (!_this._scene.activeCamera) {
  85338. return;
  85339. }
  85340. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  85341. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85342. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85343. effect.setFloat("radius", _this.radius);
  85344. effect.setTexture("depthSampler", _this._depthTexture);
  85345. if (_this._firstUpdate) {
  85346. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85347. }
  85348. };
  85349. 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");
  85350. this._blurVPostProcess.onApply = function (effect) {
  85351. if (!_this._scene.activeCamera) {
  85352. return;
  85353. }
  85354. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  85355. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85356. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85357. effect.setFloat("radius", _this.radius);
  85358. effect.setTexture("depthSampler", _this._depthTexture);
  85359. if (_this._firstUpdate) {
  85360. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85361. _this._firstUpdate = false;
  85362. }
  85363. };
  85364. this._blurHPostProcess.samples = this.textureSamples;
  85365. this._blurVPostProcess.samples = this.textureSamples;
  85366. };
  85367. /** @hidden */
  85368. SSAO2RenderingPipeline.prototype._rebuild = function () {
  85369. this._firstUpdate = true;
  85370. _super.prototype._rebuild.call(this);
  85371. };
  85372. //Van der Corput radical inverse
  85373. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  85374. this._bits[0] = i;
  85375. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  85376. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  85377. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  85378. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  85379. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  85380. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  85381. };
  85382. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  85383. return [i / n, this._radicalInverse_VdC(i)];
  85384. };
  85385. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  85386. var phi = v * 2.0 * Math.PI;
  85387. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  85388. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  85389. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  85390. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  85391. };
  85392. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  85393. var numSamples = this.samples;
  85394. var result = [];
  85395. var vector;
  85396. var i = 0;
  85397. while (i < numSamples) {
  85398. if (numSamples < 16) {
  85399. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  85400. }
  85401. else {
  85402. var rand = this._hammersley(i, numSamples);
  85403. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  85404. }
  85405. result.push(vector.x, vector.y, vector.z);
  85406. i++;
  85407. }
  85408. return result;
  85409. };
  85410. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85411. var _this = this;
  85412. var numSamples = this.samples;
  85413. this._sampleSphere = this._generateHemisphere();
  85414. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  85415. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85416. "base", "range", "projection", "near", "far", "texelSize",
  85417. "xViewport", "yViewport", "maxZ", "minZAspect"
  85418. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85419. this._ssaoPostProcess.onApply = function (effect) {
  85420. if (_this._firstUpdate) {
  85421. effect.setArray3("sampleSphere", _this._sampleSphere);
  85422. effect.setFloat("randTextureTiles", 32.0);
  85423. }
  85424. if (!_this._scene.activeCamera) {
  85425. return;
  85426. }
  85427. effect.setFloat("samplesFactor", 1 / _this.samples);
  85428. effect.setFloat("totalStrength", _this.totalStrength);
  85429. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  85430. effect.setFloat("radius", _this.radius);
  85431. effect.setFloat("maxZ", _this.maxZ);
  85432. effect.setFloat("minZAspect", _this.minZAspect);
  85433. effect.setFloat("base", _this.base);
  85434. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85435. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85436. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  85437. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  85438. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  85439. effect.setTexture("textureSampler", _this._depthTexture);
  85440. effect.setTexture("normalSampler", _this._normalTexture);
  85441. effect.setTexture("randomSampler", _this._randomTexture);
  85442. };
  85443. this._ssaoPostProcess.samples = this.textureSamples;
  85444. };
  85445. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85446. var _this = this;
  85447. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85448. this._ssaoCombinePostProcess.onApply = function (effect) {
  85449. var viewport = _this._scene.activeCamera.viewport;
  85450. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  85451. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85452. };
  85453. this._ssaoCombinePostProcess.samples = this.textureSamples;
  85454. };
  85455. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  85456. var size = 128;
  85457. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85458. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85459. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85460. var context = this._randomTexture.getContext();
  85461. var rand = function (min, max) {
  85462. return Math.random() * (max - min) + min;
  85463. };
  85464. var randVector = BABYLON.Vector3.Zero();
  85465. for (var x = 0; x < size; x++) {
  85466. for (var y = 0; y < size; y++) {
  85467. randVector.x = rand(0.0, 1.0);
  85468. randVector.y = rand(0.0, 1.0);
  85469. randVector.z = 0.0;
  85470. randVector.normalize();
  85471. randVector.scaleInPlace(255);
  85472. randVector.x = Math.floor(randVector.x);
  85473. randVector.y = Math.floor(randVector.y);
  85474. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85475. context.fillRect(x, y, 1, 1);
  85476. }
  85477. }
  85478. this._randomTexture.update(false);
  85479. };
  85480. /**
  85481. * Serialize the rendering pipeline (Used when exporting)
  85482. * @returns the serialized object
  85483. */
  85484. SSAO2RenderingPipeline.prototype.serialize = function () {
  85485. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  85486. serializationObject.customType = "SSAO2RenderingPipeline";
  85487. return serializationObject;
  85488. };
  85489. /**
  85490. * Parse the serialized pipeline
  85491. * @param source Source pipeline.
  85492. * @param scene The scene to load the pipeline to.
  85493. * @param rootUrl The URL of the serialized pipeline.
  85494. * @returns An instantiated pipeline from the serialized object.
  85495. */
  85496. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  85497. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  85498. };
  85499. __decorate([
  85500. BABYLON.serialize()
  85501. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  85502. __decorate([
  85503. BABYLON.serialize()
  85504. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  85505. __decorate([
  85506. BABYLON.serialize()
  85507. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  85508. __decorate([
  85509. BABYLON.serialize("samples")
  85510. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  85511. __decorate([
  85512. BABYLON.serialize("textureSamples")
  85513. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  85514. __decorate([
  85515. BABYLON.serialize()
  85516. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  85517. __decorate([
  85518. BABYLON.serialize("expensiveBlur")
  85519. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  85520. __decorate([
  85521. BABYLON.serialize()
  85522. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  85523. __decorate([
  85524. BABYLON.serialize()
  85525. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  85526. return SSAO2RenderingPipeline;
  85527. }(BABYLON.PostProcessRenderPipeline));
  85528. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  85529. })(BABYLON || (BABYLON = {}));
  85530. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  85531. var BABYLON;
  85532. (function (BABYLON) {
  85533. /**
  85534. * BABYLON.JS Chromatic Aberration GLSL Shader
  85535. * Author: Olivier Guyot
  85536. * Separates very slightly R, G and B colors on the edges of the screen
  85537. * Inspired by Francois Tarlier & Martins Upitis
  85538. */
  85539. var LensRenderingPipeline = /** @class */ (function (_super) {
  85540. __extends(LensRenderingPipeline, _super);
  85541. /**
  85542. * @constructor
  85543. *
  85544. * Effect parameters are as follow:
  85545. * {
  85546. * chromatic_aberration: number; // from 0 to x (1 for realism)
  85547. * edge_blur: number; // from 0 to x (1 for realism)
  85548. * distortion: number; // from 0 to x (1 for realism)
  85549. * grain_amount: number; // from 0 to 1
  85550. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  85551. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  85552. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  85553. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  85554. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  85555. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  85556. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  85557. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  85558. * }
  85559. * Note: if an effect parameter is unset, effect is disabled
  85560. *
  85561. * @param name The rendering pipeline name
  85562. * @param parameters - An object containing all parameters (see above)
  85563. * @param scene The scene linked to this pipeline
  85564. * @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)
  85565. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85566. */
  85567. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  85568. if (ratio === void 0) { ratio = 1.0; }
  85569. var _this = _super.call(this, scene.getEngine(), name) || this;
  85570. // Lens effects can be of the following:
  85571. // - chromatic aberration (slight shift of RGB colors)
  85572. // - blur on the edge of the lens
  85573. // - lens distortion
  85574. // - depth-of-field blur & highlights enhancing
  85575. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  85576. // - grain effect (noise or custom texture)
  85577. // Two additional texture samplers are needed:
  85578. // - depth map (for depth-of-field)
  85579. // - grain texture
  85580. /**
  85581. * @ignore
  85582. * The chromatic aberration PostProcess id in the pipeline
  85583. */
  85584. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  85585. /**
  85586. * @ignore
  85587. * The highlights enhancing PostProcess id in the pipeline
  85588. */
  85589. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  85590. /**
  85591. * @ignore
  85592. * The depth-of-field PostProcess id in the pipeline
  85593. */
  85594. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  85595. _this._scene = scene;
  85596. // Fetch texture samplers
  85597. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85598. if (parameters.grain_texture) {
  85599. _this._grainTexture = parameters.grain_texture;
  85600. }
  85601. else {
  85602. _this._createGrainTexture();
  85603. }
  85604. // save parameters
  85605. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  85606. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  85607. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  85608. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  85609. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  85610. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  85611. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  85612. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  85613. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  85614. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  85615. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  85616. // Create effects
  85617. _this._createChromaticAberrationPostProcess(ratio);
  85618. _this._createHighlightsPostProcess(ratio);
  85619. _this._createDepthOfFieldPostProcess(ratio / 4);
  85620. // Set up pipeline
  85621. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  85622. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  85623. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  85624. if (_this._highlightsGain === -1) {
  85625. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  85626. }
  85627. // Finish
  85628. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85629. if (cameras) {
  85630. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85631. }
  85632. return _this;
  85633. }
  85634. // public methods (self explanatory)
  85635. /**
  85636. * Sets the amount of blur at the edges
  85637. * @param amount blur amount
  85638. */
  85639. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  85640. /**
  85641. * Sets edge blur to 0
  85642. */
  85643. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  85644. /**
  85645. * Sets the amout of grain
  85646. * @param amount Amount of grain
  85647. */
  85648. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  85649. /**
  85650. * Set grain amount to 0
  85651. */
  85652. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  85653. /**
  85654. * Sets the chromatic aberration amount
  85655. * @param amount amount of chromatic aberration
  85656. */
  85657. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  85658. /**
  85659. * Sets chromatic aberration amount to 0
  85660. */
  85661. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  85662. /**
  85663. * Sets the EdgeDistortion amount
  85664. * @param amount amount of EdgeDistortion
  85665. */
  85666. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  85667. /**
  85668. * Sets edge distortion to 0
  85669. */
  85670. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  85671. /**
  85672. * Sets the FocusDistance amount
  85673. * @param amount amount of FocusDistance
  85674. */
  85675. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  85676. /**
  85677. * Disables depth of field
  85678. */
  85679. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  85680. /**
  85681. * Sets the Aperture amount
  85682. * @param amount amount of Aperture
  85683. */
  85684. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  85685. /**
  85686. * Sets the DarkenOutOfFocus amount
  85687. * @param amount amount of DarkenOutOfFocus
  85688. */
  85689. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  85690. /**
  85691. * Creates a pentagon bokeh effect
  85692. */
  85693. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  85694. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  85695. };
  85696. /**
  85697. * Disables the pentagon bokeh effect
  85698. */
  85699. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  85700. this._highlightsPostProcess.updateEffect();
  85701. };
  85702. /**
  85703. * Enables noise blur
  85704. */
  85705. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  85706. /**
  85707. * Disables noise blur
  85708. */
  85709. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  85710. /**
  85711. * Sets the HighlightsGain amount
  85712. * @param amount amount of HighlightsGain
  85713. */
  85714. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  85715. this._highlightsGain = amount;
  85716. };
  85717. /**
  85718. * Sets the HighlightsThreshold amount
  85719. * @param amount amount of HighlightsThreshold
  85720. */
  85721. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  85722. if (this._highlightsGain === -1) {
  85723. this._highlightsGain = 1.0;
  85724. }
  85725. this._highlightsThreshold = amount;
  85726. };
  85727. /**
  85728. * Disables highlights
  85729. */
  85730. LensRenderingPipeline.prototype.disableHighlights = function () {
  85731. this._highlightsGain = -1;
  85732. };
  85733. /**
  85734. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  85735. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  85736. */
  85737. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85738. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85739. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85740. this._chromaticAberrationPostProcess = null;
  85741. this._highlightsPostProcess = null;
  85742. this._depthOfFieldPostProcess = null;
  85743. this._grainTexture.dispose();
  85744. if (disableDepthRender) {
  85745. this._scene.disableDepthRenderer();
  85746. }
  85747. };
  85748. // colors shifting and distortion
  85749. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  85750. var _this = this;
  85751. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  85752. [], // samplers
  85753. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85754. this._chromaticAberrationPostProcess.onApply = function (effect) {
  85755. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  85756. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85757. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85758. effect.setFloat('radialIntensity', 1);
  85759. effect.setFloat2('direction', 17, 17);
  85760. effect.setFloat2('centerPosition', 0.5, 0.5);
  85761. };
  85762. };
  85763. // highlights enhancing
  85764. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  85765. var _this = this;
  85766. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  85767. [], // samplers
  85768. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  85769. this._highlightsPostProcess.onApply = function (effect) {
  85770. effect.setFloat('gain', _this._highlightsGain);
  85771. effect.setFloat('threshold', _this._highlightsThreshold);
  85772. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  85773. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85774. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85775. };
  85776. };
  85777. // colors shifting and distortion
  85778. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  85779. var _this = this;
  85780. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  85781. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  85782. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  85783. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85784. this._depthOfFieldPostProcess.onApply = function (effect) {
  85785. effect.setTexture("depthSampler", _this._depthTexture);
  85786. effect.setTexture("grainSampler", _this._grainTexture);
  85787. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  85788. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  85789. effect.setFloat('grain_amount', _this._grainAmount);
  85790. effect.setBool('blur_noise', _this._blurNoise);
  85791. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85792. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85793. effect.setFloat('distortion', _this._distortion);
  85794. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  85795. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  85796. effect.setFloat('aperture', _this._dofAperture);
  85797. effect.setFloat('darken', _this._dofDarken);
  85798. effect.setFloat('edge_blur', _this._edgeBlur);
  85799. effect.setBool('highlights', (_this._highlightsGain !== -1));
  85800. if (_this._scene.activeCamera) {
  85801. effect.setFloat('near', _this._scene.activeCamera.minZ);
  85802. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  85803. }
  85804. };
  85805. };
  85806. // creates a black and white random noise texture, 512x512
  85807. LensRenderingPipeline.prototype._createGrainTexture = function () {
  85808. var size = 512;
  85809. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  85810. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85811. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85812. var context = this._grainTexture.getContext();
  85813. var rand = function (min, max) {
  85814. return Math.random() * (max - min) + min;
  85815. };
  85816. var value;
  85817. for (var x = 0; x < size; x++) {
  85818. for (var y = 0; y < size; y++) {
  85819. value = Math.floor(rand(0.42, 0.58) * 255);
  85820. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  85821. context.fillRect(x, y, 1, 1);
  85822. }
  85823. }
  85824. this._grainTexture.update(false);
  85825. };
  85826. return LensRenderingPipeline;
  85827. }(BABYLON.PostProcessRenderPipeline));
  85828. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  85829. })(BABYLON || (BABYLON = {}));
  85830. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  85831. var BABYLON;
  85832. (function (BABYLON) {
  85833. /**
  85834. * Standard rendering pipeline
  85835. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  85836. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  85837. */
  85838. var StandardRenderingPipeline = /** @class */ (function (_super) {
  85839. __extends(StandardRenderingPipeline, _super);
  85840. /**
  85841. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  85842. * @constructor
  85843. * @param name The rendering pipeline name
  85844. * @param scene The scene linked to this pipeline
  85845. * @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)
  85846. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  85847. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85848. */
  85849. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  85850. if (originalPostProcess === void 0) { originalPostProcess = null; }
  85851. var _this = _super.call(this, scene.getEngine(), name) || this;
  85852. /**
  85853. * Post-process used to down scale an image x4
  85854. */
  85855. _this.downSampleX4PostProcess = null;
  85856. /**
  85857. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  85858. */
  85859. _this.brightPassPostProcess = null;
  85860. /**
  85861. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  85862. */
  85863. _this.blurHPostProcesses = [];
  85864. /**
  85865. * Post-process array storing all the vertical blur post-processes used by the pipeline
  85866. */
  85867. _this.blurVPostProcesses = [];
  85868. /**
  85869. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  85870. */
  85871. _this.textureAdderPostProcess = null;
  85872. /**
  85873. * Post-process used to create volumetric lighting effect
  85874. */
  85875. _this.volumetricLightPostProcess = null;
  85876. /**
  85877. * Post-process used to smooth the previous volumetric light post-process on the X axis
  85878. */
  85879. _this.volumetricLightSmoothXPostProcess = null;
  85880. /**
  85881. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  85882. */
  85883. _this.volumetricLightSmoothYPostProcess = null;
  85884. /**
  85885. * Post-process used to merge the volumetric light effect and the real scene color
  85886. */
  85887. _this.volumetricLightMergePostProces = null;
  85888. /**
  85889. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  85890. */
  85891. _this.volumetricLightFinalPostProcess = null;
  85892. /**
  85893. * Base post-process used to calculate the average luminance of the final image for HDR
  85894. */
  85895. _this.luminancePostProcess = null;
  85896. /**
  85897. * Post-processes used to create down sample post-processes in order to get
  85898. * the average luminance of the final image for HDR
  85899. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  85900. */
  85901. _this.luminanceDownSamplePostProcesses = [];
  85902. /**
  85903. * Post-process used to create a HDR effect (light adaptation)
  85904. */
  85905. _this.hdrPostProcess = null;
  85906. /**
  85907. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  85908. */
  85909. _this.textureAdderFinalPostProcess = null;
  85910. /**
  85911. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  85912. */
  85913. _this.lensFlareFinalPostProcess = null;
  85914. /**
  85915. * Post-process used to merge the final HDR post-process and the real scene color
  85916. */
  85917. _this.hdrFinalPostProcess = null;
  85918. /**
  85919. * Post-process used to create a lens flare effect
  85920. */
  85921. _this.lensFlarePostProcess = null;
  85922. /**
  85923. * Post-process that merges the result of the lens flare post-process and the real scene color
  85924. */
  85925. _this.lensFlareComposePostProcess = null;
  85926. /**
  85927. * Post-process used to create a motion blur effect
  85928. */
  85929. _this.motionBlurPostProcess = null;
  85930. /**
  85931. * Post-process used to create a depth of field effect
  85932. */
  85933. _this.depthOfFieldPostProcess = null;
  85934. /**
  85935. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  85936. */
  85937. _this.fxaaPostProcess = null;
  85938. // Values
  85939. /**
  85940. * Represents the brightness threshold in order to configure the illuminated surfaces
  85941. */
  85942. _this.brightThreshold = 1.0;
  85943. /**
  85944. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  85945. */
  85946. _this.blurWidth = 512.0;
  85947. /**
  85948. * Sets if the blur for highlighted surfaces must be only horizontal
  85949. */
  85950. _this.horizontalBlur = false;
  85951. /**
  85952. * Sets the overall exposure used by the pipeline
  85953. */
  85954. _this.exposure = 1.0;
  85955. /**
  85956. * Texture used typically to simulate "dirty" on camera lens
  85957. */
  85958. _this.lensTexture = null;
  85959. /**
  85960. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  85961. */
  85962. _this.volumetricLightCoefficient = 0.2;
  85963. /**
  85964. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  85965. */
  85966. _this.volumetricLightPower = 4.0;
  85967. /**
  85968. * Used the set the blur intensity to smooth the volumetric lights
  85969. */
  85970. _this.volumetricLightBlurScale = 64.0;
  85971. /**
  85972. * Light (spot or directional) used to generate the volumetric lights rays
  85973. * The source light must have a shadow generate so the pipeline can get its
  85974. * depth map
  85975. */
  85976. _this.sourceLight = null;
  85977. /**
  85978. * For eye adaptation, represents the minimum luminance the eye can see
  85979. */
  85980. _this.hdrMinimumLuminance = 1.0;
  85981. /**
  85982. * For eye adaptation, represents the decrease luminance speed
  85983. */
  85984. _this.hdrDecreaseRate = 0.5;
  85985. /**
  85986. * For eye adaptation, represents the increase luminance speed
  85987. */
  85988. _this.hdrIncreaseRate = 0.5;
  85989. /**
  85990. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  85991. */
  85992. _this.lensColorTexture = null;
  85993. /**
  85994. * The overall strengh for the lens flare effect
  85995. */
  85996. _this.lensFlareStrength = 20.0;
  85997. /**
  85998. * Dispersion coefficient for lens flare ghosts
  85999. */
  86000. _this.lensFlareGhostDispersal = 1.4;
  86001. /**
  86002. * Main lens flare halo width
  86003. */
  86004. _this.lensFlareHaloWidth = 0.7;
  86005. /**
  86006. * Based on the lens distortion effect, defines how much the lens flare result
  86007. * is distorted
  86008. */
  86009. _this.lensFlareDistortionStrength = 16.0;
  86010. /**
  86011. * Lens star texture must be used to simulate rays on the flares and is available
  86012. * in the documentation
  86013. */
  86014. _this.lensStarTexture = null;
  86015. /**
  86016. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86017. * flare effect by taking account of the dirt texture
  86018. */
  86019. _this.lensFlareDirtTexture = null;
  86020. /**
  86021. * Represents the focal length for the depth of field effect
  86022. */
  86023. _this.depthOfFieldDistance = 10.0;
  86024. /**
  86025. * Represents the blur intensity for the blurred part of the depth of field effect
  86026. */
  86027. _this.depthOfFieldBlurWidth = 64.0;
  86028. /**
  86029. * For motion blur, defines how much the image is blurred by the movement
  86030. */
  86031. _this.motionStrength = 1.0;
  86032. /**
  86033. * List of animations for the pipeline (IAnimatable implementation)
  86034. */
  86035. _this.animations = [];
  86036. _this._currentDepthOfFieldSource = null;
  86037. _this._hdrCurrentLuminance = 1.0;
  86038. // Getters and setters
  86039. _this._bloomEnabled = false;
  86040. _this._depthOfFieldEnabled = false;
  86041. _this._vlsEnabled = false;
  86042. _this._lensFlareEnabled = false;
  86043. _this._hdrEnabled = false;
  86044. _this._motionBlurEnabled = false;
  86045. _this._fxaaEnabled = false;
  86046. _this._motionBlurSamples = 64.0;
  86047. _this._volumetricLightStepsCount = 50.0;
  86048. _this._samples = 1;
  86049. _this._cameras = cameras || [];
  86050. // Initialize
  86051. _this._scene = scene;
  86052. _this._basePostProcess = originalPostProcess;
  86053. _this._ratio = ratio;
  86054. // Misc
  86055. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86056. // Finish
  86057. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86058. _this._buildPipeline();
  86059. return _this;
  86060. }
  86061. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86062. /**
  86063. * @ignore
  86064. * Specifies if the bloom pipeline is enabled
  86065. */
  86066. get: function () {
  86067. return this._bloomEnabled;
  86068. },
  86069. set: function (enabled) {
  86070. if (this._bloomEnabled === enabled) {
  86071. return;
  86072. }
  86073. this._bloomEnabled = enabled;
  86074. this._buildPipeline();
  86075. },
  86076. enumerable: true,
  86077. configurable: true
  86078. });
  86079. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86080. /**
  86081. * @ignore
  86082. * Specifies if the depth of field pipeline is enabed
  86083. */
  86084. get: function () {
  86085. return this._depthOfFieldEnabled;
  86086. },
  86087. set: function (enabled) {
  86088. if (this._depthOfFieldEnabled === enabled) {
  86089. return;
  86090. }
  86091. this._depthOfFieldEnabled = enabled;
  86092. this._buildPipeline();
  86093. },
  86094. enumerable: true,
  86095. configurable: true
  86096. });
  86097. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86098. /**
  86099. * @ignore
  86100. * Specifies if the lens flare pipeline is enabed
  86101. */
  86102. get: function () {
  86103. return this._lensFlareEnabled;
  86104. },
  86105. set: function (enabled) {
  86106. if (this._lensFlareEnabled === enabled) {
  86107. return;
  86108. }
  86109. this._lensFlareEnabled = enabled;
  86110. this._buildPipeline();
  86111. },
  86112. enumerable: true,
  86113. configurable: true
  86114. });
  86115. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  86116. /**
  86117. * @ignore
  86118. * Specifies if the HDR pipeline is enabled
  86119. */
  86120. get: function () {
  86121. return this._hdrEnabled;
  86122. },
  86123. set: function (enabled) {
  86124. if (this._hdrEnabled === enabled) {
  86125. return;
  86126. }
  86127. this._hdrEnabled = enabled;
  86128. this._buildPipeline();
  86129. },
  86130. enumerable: true,
  86131. configurable: true
  86132. });
  86133. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86134. /**
  86135. * @ignore
  86136. * Specifies if the volumetric lights scattering effect is enabled
  86137. */
  86138. get: function () {
  86139. return this._vlsEnabled;
  86140. },
  86141. set: function (enabled) {
  86142. if (this._vlsEnabled === enabled) {
  86143. return;
  86144. }
  86145. if (enabled) {
  86146. var geometry = this._scene.enableGeometryBufferRenderer();
  86147. if (!geometry) {
  86148. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86149. return;
  86150. }
  86151. }
  86152. this._vlsEnabled = enabled;
  86153. this._buildPipeline();
  86154. },
  86155. enumerable: true,
  86156. configurable: true
  86157. });
  86158. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  86159. /**
  86160. * @ignore
  86161. * Specifies if the motion blur effect is enabled
  86162. */
  86163. get: function () {
  86164. return this._motionBlurEnabled;
  86165. },
  86166. set: function (enabled) {
  86167. if (this._motionBlurEnabled === enabled) {
  86168. return;
  86169. }
  86170. this._motionBlurEnabled = enabled;
  86171. this._buildPipeline();
  86172. },
  86173. enumerable: true,
  86174. configurable: true
  86175. });
  86176. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  86177. /**
  86178. * Specifies if anti-aliasing is enabled
  86179. */
  86180. get: function () {
  86181. return this._fxaaEnabled;
  86182. },
  86183. set: function (enabled) {
  86184. if (this._fxaaEnabled === enabled) {
  86185. return;
  86186. }
  86187. this._fxaaEnabled = enabled;
  86188. this._buildPipeline();
  86189. },
  86190. enumerable: true,
  86191. configurable: true
  86192. });
  86193. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  86194. /**
  86195. * Specifies the number of steps used to calculate the volumetric lights
  86196. * Typically in interval [50, 200]
  86197. */
  86198. get: function () {
  86199. return this._volumetricLightStepsCount;
  86200. },
  86201. set: function (count) {
  86202. if (this.volumetricLightPostProcess) {
  86203. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  86204. }
  86205. this._volumetricLightStepsCount = count;
  86206. },
  86207. enumerable: true,
  86208. configurable: true
  86209. });
  86210. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  86211. /**
  86212. * Specifies the number of samples used for the motion blur effect
  86213. * Typically in interval [16, 64]
  86214. */
  86215. get: function () {
  86216. return this._motionBlurSamples;
  86217. },
  86218. set: function (samples) {
  86219. if (this.motionBlurPostProcess) {
  86220. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  86221. }
  86222. this._motionBlurSamples = samples;
  86223. },
  86224. enumerable: true,
  86225. configurable: true
  86226. });
  86227. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  86228. /**
  86229. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  86230. */
  86231. get: function () {
  86232. return this._samples;
  86233. },
  86234. set: function (sampleCount) {
  86235. if (this._samples === sampleCount) {
  86236. return;
  86237. }
  86238. this._samples = sampleCount;
  86239. this._buildPipeline();
  86240. },
  86241. enumerable: true,
  86242. configurable: true
  86243. });
  86244. StandardRenderingPipeline.prototype._buildPipeline = function () {
  86245. var _this = this;
  86246. var ratio = this._ratio;
  86247. var scene = this._scene;
  86248. this._disposePostProcesses();
  86249. this._reset();
  86250. // Create pass post-process
  86251. if (!this._basePostProcess) {
  86252. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  86253. this.originalPostProcess.onApply = function (effect) {
  86254. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  86255. };
  86256. }
  86257. else {
  86258. this.originalPostProcess = this._basePostProcess;
  86259. }
  86260. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  86261. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  86262. }
  86263. this._currentDepthOfFieldSource = this.originalPostProcess;
  86264. if (this._bloomEnabled) {
  86265. // Create down sample X4 post-process
  86266. this._createDownSampleX4PostProcess(scene, ratio / 2);
  86267. // Create bright pass post-process
  86268. this._createBrightPassPostProcess(scene, ratio / 2);
  86269. // Create gaussian blur post-processes (down sampling blurs)
  86270. this._createBlurPostProcesses(scene, ratio / 4, 1);
  86271. // Create texture adder post-process
  86272. this._createTextureAdderPostProcess(scene, ratio);
  86273. // Create depth-of-field source post-process
  86274. 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);
  86275. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  86276. }
  86277. if (this._vlsEnabled) {
  86278. // Create volumetric light
  86279. this._createVolumetricLightPostProcess(scene, ratio);
  86280. // Create volumetric light final post-process
  86281. 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);
  86282. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  86283. }
  86284. if (this._lensFlareEnabled) {
  86285. // Create lens flare post-process
  86286. this._createLensFlarePostProcess(scene, ratio);
  86287. // Create depth-of-field source post-process post lens-flare and disable it now
  86288. 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);
  86289. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  86290. }
  86291. if (this._hdrEnabled) {
  86292. // Create luminance
  86293. this._createLuminancePostProcesses(scene, this._floatTextureType);
  86294. // Create HDR
  86295. this._createHdrPostProcess(scene, ratio);
  86296. // Create depth-of-field source post-process post hdr and disable it now
  86297. 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);
  86298. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  86299. }
  86300. if (this._depthOfFieldEnabled) {
  86301. // Create gaussian blur used by depth-of-field
  86302. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  86303. // Create depth-of-field post-process
  86304. this._createDepthOfFieldPostProcess(scene, ratio);
  86305. }
  86306. if (this._motionBlurEnabled) {
  86307. // Create motion blur post-process
  86308. this._createMotionBlurPostProcess(scene, ratio);
  86309. }
  86310. if (this._fxaaEnabled) {
  86311. // Create fxaa post-process
  86312. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86313. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  86314. }
  86315. if (this._cameras !== null) {
  86316. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  86317. }
  86318. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  86319. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  86320. }
  86321. };
  86322. // Down Sample X4 Post-Processs
  86323. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  86324. var _this = this;
  86325. var downSampleX4Offsets = new Array(32);
  86326. 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);
  86327. this.downSampleX4PostProcess.onApply = function (effect) {
  86328. var id = 0;
  86329. var width = _this.downSampleX4PostProcess.width;
  86330. var height = _this.downSampleX4PostProcess.height;
  86331. for (var i = -2; i < 2; i++) {
  86332. for (var j = -2; j < 2; j++) {
  86333. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  86334. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  86335. id += 2;
  86336. }
  86337. }
  86338. effect.setArray2("dsOffsets", downSampleX4Offsets);
  86339. };
  86340. // Add to pipeline
  86341. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  86342. };
  86343. // Brightpass Post-Process
  86344. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  86345. var _this = this;
  86346. var brightOffsets = new Array(8);
  86347. 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);
  86348. this.brightPassPostProcess.onApply = function (effect) {
  86349. var sU = (1.0 / _this.brightPassPostProcess.width);
  86350. var sV = (1.0 / _this.brightPassPostProcess.height);
  86351. brightOffsets[0] = -0.5 * sU;
  86352. brightOffsets[1] = 0.5 * sV;
  86353. brightOffsets[2] = 0.5 * sU;
  86354. brightOffsets[3] = 0.5 * sV;
  86355. brightOffsets[4] = -0.5 * sU;
  86356. brightOffsets[5] = -0.5 * sV;
  86357. brightOffsets[6] = 0.5 * sU;
  86358. brightOffsets[7] = -0.5 * sV;
  86359. effect.setArray2("dsOffsets", brightOffsets);
  86360. effect.setFloat("brightThreshold", _this.brightThreshold);
  86361. };
  86362. // Add to pipeline
  86363. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  86364. };
  86365. // Create blur H&V post-processes
  86366. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  86367. var _this = this;
  86368. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  86369. var engine = scene.getEngine();
  86370. 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);
  86371. 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);
  86372. blurX.onActivateObservable.add(function () {
  86373. var dw = blurX.width / engine.getRenderWidth();
  86374. blurX.kernel = _this[blurWidthKey] * dw;
  86375. });
  86376. blurY.onActivateObservable.add(function () {
  86377. var dw = blurY.height / engine.getRenderHeight();
  86378. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  86379. });
  86380. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  86381. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  86382. this.blurHPostProcesses.push(blurX);
  86383. this.blurVPostProcesses.push(blurY);
  86384. };
  86385. // Create texture adder post-process
  86386. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  86387. var _this = this;
  86388. 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);
  86389. this.textureAdderPostProcess.onApply = function (effect) {
  86390. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  86391. effect.setTexture("lensSampler", _this.lensTexture);
  86392. effect.setFloat("exposure", _this.exposure);
  86393. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  86394. };
  86395. // Add to pipeline
  86396. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  86397. };
  86398. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  86399. var _this = this;
  86400. var geometryRenderer = scene.enableGeometryBufferRenderer();
  86401. geometryRenderer.enablePosition = true;
  86402. var geometry = geometryRenderer.getGBuffer();
  86403. // Base post-process
  86404. 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));
  86405. var depthValues = BABYLON.Vector2.Zero();
  86406. this.volumetricLightPostProcess.onApply = function (effect) {
  86407. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  86408. var generator = _this.sourceLight.getShadowGenerator();
  86409. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  86410. effect.setTexture("positionSampler", geometry.textures[2]);
  86411. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  86412. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  86413. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  86414. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  86415. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  86416. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  86417. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  86418. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  86419. effect.setVector2("depthValues", depthValues);
  86420. }
  86421. };
  86422. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  86423. // Smooth
  86424. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  86425. // Merge
  86426. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  86427. this.volumetricLightMergePostProces.onApply = function (effect) {
  86428. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  86429. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  86430. };
  86431. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  86432. };
  86433. // Create luminance
  86434. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  86435. var _this = this;
  86436. // Create luminance
  86437. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  86438. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  86439. var offsets = [];
  86440. this.luminancePostProcess.onApply = function (effect) {
  86441. var sU = (1.0 / _this.luminancePostProcess.width);
  86442. var sV = (1.0 / _this.luminancePostProcess.height);
  86443. offsets[0] = -0.5 * sU;
  86444. offsets[1] = 0.5 * sV;
  86445. offsets[2] = 0.5 * sU;
  86446. offsets[3] = 0.5 * sV;
  86447. offsets[4] = -0.5 * sU;
  86448. offsets[5] = -0.5 * sV;
  86449. offsets[6] = 0.5 * sU;
  86450. offsets[7] = -0.5 * sV;
  86451. effect.setArray2("lumOffsets", offsets);
  86452. };
  86453. // Add to pipeline
  86454. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  86455. // Create down sample luminance
  86456. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  86457. var size = Math.pow(3, i);
  86458. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  86459. if (i === 0) {
  86460. defines += "#define FINAL_DOWN_SAMPLER";
  86461. }
  86462. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  86463. this.luminanceDownSamplePostProcesses.push(postProcess);
  86464. }
  86465. // Create callbacks and add effects
  86466. var lastLuminance = this.luminancePostProcess;
  86467. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  86468. var downSampleOffsets = new Array(18);
  86469. pp.onApply = function (effect) {
  86470. if (!lastLuminance) {
  86471. return;
  86472. }
  86473. var id = 0;
  86474. for (var x = -1; x < 2; x++) {
  86475. for (var y = -1; y < 2; y++) {
  86476. downSampleOffsets[id] = x / lastLuminance.width;
  86477. downSampleOffsets[id + 1] = y / lastLuminance.height;
  86478. id += 2;
  86479. }
  86480. }
  86481. effect.setArray2("dsOffsets", downSampleOffsets);
  86482. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  86483. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86484. lastLuminance = _this.luminancePostProcess;
  86485. }
  86486. else {
  86487. lastLuminance = pp;
  86488. }
  86489. };
  86490. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86491. pp.onAfterRender = function (effect) {
  86492. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  86493. 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);
  86494. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  86495. };
  86496. }
  86497. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  86498. });
  86499. };
  86500. // Create HDR post-process
  86501. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  86502. var _this = this;
  86503. 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);
  86504. var outputLiminance = 1;
  86505. var time = 0;
  86506. var lastTime = 0;
  86507. this.hdrPostProcess.onApply = function (effect) {
  86508. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  86509. time += scene.getEngine().getDeltaTime();
  86510. if (outputLiminance < 0) {
  86511. outputLiminance = _this._hdrCurrentLuminance;
  86512. }
  86513. else {
  86514. var dt = (lastTime - time) / 1000.0;
  86515. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  86516. outputLiminance += _this.hdrDecreaseRate * dt;
  86517. }
  86518. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  86519. outputLiminance -= _this.hdrIncreaseRate * dt;
  86520. }
  86521. else {
  86522. outputLiminance = _this._hdrCurrentLuminance;
  86523. }
  86524. }
  86525. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  86526. effect.setFloat("averageLuminance", outputLiminance);
  86527. lastTime = time;
  86528. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  86529. };
  86530. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  86531. };
  86532. // Create lens flare post-process
  86533. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  86534. var _this = this;
  86535. 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);
  86536. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  86537. this._createBlurPostProcesses(scene, ratio / 4, 2);
  86538. 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);
  86539. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  86540. var resolution = new BABYLON.Vector2(0, 0);
  86541. // Lens flare
  86542. this.lensFlarePostProcess.onApply = function (effect) {
  86543. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  86544. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  86545. effect.setFloat("strength", _this.lensFlareStrength);
  86546. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  86547. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  86548. // Shift
  86549. resolution.x = _this.lensFlarePostProcess.width;
  86550. resolution.y = _this.lensFlarePostProcess.height;
  86551. effect.setVector2("resolution", resolution);
  86552. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  86553. };
  86554. // Compose
  86555. 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);
  86556. 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);
  86557. this.lensFlareComposePostProcess.onApply = function (effect) {
  86558. if (!_this._scene.activeCamera) {
  86559. return;
  86560. }
  86561. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86562. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  86563. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  86564. // Lens start rotation matrix
  86565. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  86566. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  86567. 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));
  86568. camRot *= 4.0;
  86569. 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);
  86570. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  86571. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  86572. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  86573. };
  86574. };
  86575. // Create depth-of-field post-process
  86576. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  86577. var _this = this;
  86578. 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);
  86579. this.depthOfFieldPostProcess.onApply = function (effect) {
  86580. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86581. effect.setTexture("depthSampler", _this._getDepthTexture());
  86582. effect.setFloat("distance", _this.depthOfFieldDistance);
  86583. };
  86584. // Add to pipeline
  86585. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  86586. };
  86587. // Create motion blur post-process
  86588. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  86589. var _this = this;
  86590. 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);
  86591. var motionScale = 0;
  86592. var prevViewProjection = BABYLON.Matrix.Identity();
  86593. var invViewProjection = BABYLON.Matrix.Identity();
  86594. var viewProjection = BABYLON.Matrix.Identity();
  86595. var screenSize = BABYLON.Vector2.Zero();
  86596. this.motionBlurPostProcess.onApply = function (effect) {
  86597. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  86598. viewProjection.invertToRef(invViewProjection);
  86599. effect.setMatrix("inverseViewProjection", invViewProjection);
  86600. effect.setMatrix("prevViewProjection", prevViewProjection);
  86601. prevViewProjection = viewProjection;
  86602. screenSize.x = _this.motionBlurPostProcess.width;
  86603. screenSize.y = _this.motionBlurPostProcess.height;
  86604. effect.setVector2("screenSize", screenSize);
  86605. motionScale = scene.getEngine().getFps() / 60.0;
  86606. effect.setFloat("motionScale", motionScale);
  86607. effect.setFloat("motionStrength", _this.motionStrength);
  86608. effect.setTexture("depthSampler", _this._getDepthTexture());
  86609. };
  86610. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  86611. };
  86612. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  86613. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  86614. var renderer = this._scene.enableGeometryBufferRenderer();
  86615. return renderer.getGBuffer().textures[0];
  86616. }
  86617. return this._scene.enableDepthRenderer().getDepthMap();
  86618. };
  86619. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  86620. for (var i = 0; i < this._cameras.length; i++) {
  86621. var camera = this._cameras[i];
  86622. if (this.originalPostProcess) {
  86623. this.originalPostProcess.dispose(camera);
  86624. }
  86625. if (this.downSampleX4PostProcess) {
  86626. this.downSampleX4PostProcess.dispose(camera);
  86627. }
  86628. if (this.brightPassPostProcess) {
  86629. this.brightPassPostProcess.dispose(camera);
  86630. }
  86631. if (this.textureAdderPostProcess) {
  86632. this.textureAdderPostProcess.dispose(camera);
  86633. }
  86634. if (this.textureAdderFinalPostProcess) {
  86635. this.textureAdderFinalPostProcess.dispose(camera);
  86636. }
  86637. if (this.volumetricLightPostProcess) {
  86638. this.volumetricLightPostProcess.dispose(camera);
  86639. }
  86640. if (this.volumetricLightSmoothXPostProcess) {
  86641. this.volumetricLightSmoothXPostProcess.dispose(camera);
  86642. }
  86643. if (this.volumetricLightSmoothYPostProcess) {
  86644. this.volumetricLightSmoothYPostProcess.dispose(camera);
  86645. }
  86646. if (this.volumetricLightMergePostProces) {
  86647. this.volumetricLightMergePostProces.dispose(camera);
  86648. }
  86649. if (this.volumetricLightFinalPostProcess) {
  86650. this.volumetricLightFinalPostProcess.dispose(camera);
  86651. }
  86652. if (this.lensFlarePostProcess) {
  86653. this.lensFlarePostProcess.dispose(camera);
  86654. }
  86655. if (this.lensFlareComposePostProcess) {
  86656. this.lensFlareComposePostProcess.dispose(camera);
  86657. }
  86658. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  86659. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  86660. }
  86661. if (this.luminancePostProcess) {
  86662. this.luminancePostProcess.dispose(camera);
  86663. }
  86664. if (this.hdrPostProcess) {
  86665. this.hdrPostProcess.dispose(camera);
  86666. }
  86667. if (this.hdrFinalPostProcess) {
  86668. this.hdrFinalPostProcess.dispose(camera);
  86669. }
  86670. if (this.depthOfFieldPostProcess) {
  86671. this.depthOfFieldPostProcess.dispose(camera);
  86672. }
  86673. if (this.motionBlurPostProcess) {
  86674. this.motionBlurPostProcess.dispose(camera);
  86675. }
  86676. if (this.fxaaPostProcess) {
  86677. this.fxaaPostProcess.dispose(camera);
  86678. }
  86679. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  86680. this.blurHPostProcesses[j].dispose(camera);
  86681. }
  86682. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  86683. this.blurVPostProcesses[j].dispose(camera);
  86684. }
  86685. }
  86686. this.originalPostProcess = null;
  86687. this.downSampleX4PostProcess = null;
  86688. this.brightPassPostProcess = null;
  86689. this.textureAdderPostProcess = null;
  86690. this.textureAdderFinalPostProcess = null;
  86691. this.volumetricLightPostProcess = null;
  86692. this.volumetricLightSmoothXPostProcess = null;
  86693. this.volumetricLightSmoothYPostProcess = null;
  86694. this.volumetricLightMergePostProces = null;
  86695. this.volumetricLightFinalPostProcess = null;
  86696. this.lensFlarePostProcess = null;
  86697. this.lensFlareComposePostProcess = null;
  86698. this.luminancePostProcess = null;
  86699. this.hdrPostProcess = null;
  86700. this.hdrFinalPostProcess = null;
  86701. this.depthOfFieldPostProcess = null;
  86702. this.motionBlurPostProcess = null;
  86703. this.fxaaPostProcess = null;
  86704. this.luminanceDownSamplePostProcesses = [];
  86705. this.blurHPostProcesses = [];
  86706. this.blurVPostProcesses = [];
  86707. };
  86708. /**
  86709. * Dispose of the pipeline and stop all post processes
  86710. */
  86711. StandardRenderingPipeline.prototype.dispose = function () {
  86712. this._disposePostProcesses();
  86713. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  86714. _super.prototype.dispose.call(this);
  86715. };
  86716. /**
  86717. * Serialize the rendering pipeline (Used when exporting)
  86718. * @returns the serialized object
  86719. */
  86720. StandardRenderingPipeline.prototype.serialize = function () {
  86721. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86722. if (this.sourceLight) {
  86723. serializationObject.sourceLightId = this.sourceLight.id;
  86724. }
  86725. serializationObject.customType = "StandardRenderingPipeline";
  86726. return serializationObject;
  86727. };
  86728. /**
  86729. * Parse the serialized pipeline
  86730. * @param source Source pipeline.
  86731. * @param scene The scene to load the pipeline to.
  86732. * @param rootUrl The URL of the serialized pipeline.
  86733. * @returns An instantiated pipeline from the serialized object.
  86734. */
  86735. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  86736. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86737. if (source.sourceLightId) {
  86738. p.sourceLight = scene.getLightByID(source.sourceLightId);
  86739. }
  86740. return p;
  86741. };
  86742. /**
  86743. * Luminance steps
  86744. */
  86745. StandardRenderingPipeline.LuminanceSteps = 6;
  86746. __decorate([
  86747. BABYLON.serialize()
  86748. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  86749. __decorate([
  86750. BABYLON.serialize()
  86751. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  86752. __decorate([
  86753. BABYLON.serialize()
  86754. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  86755. __decorate([
  86756. BABYLON.serialize()
  86757. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  86758. __decorate([
  86759. BABYLON.serializeAsTexture("lensTexture")
  86760. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  86761. __decorate([
  86762. BABYLON.serialize()
  86763. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  86764. __decorate([
  86765. BABYLON.serialize()
  86766. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  86767. __decorate([
  86768. BABYLON.serialize()
  86769. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  86770. __decorate([
  86771. BABYLON.serialize()
  86772. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  86773. __decorate([
  86774. BABYLON.serialize()
  86775. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  86776. __decorate([
  86777. BABYLON.serialize()
  86778. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  86779. __decorate([
  86780. BABYLON.serializeAsTexture("lensColorTexture")
  86781. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  86782. __decorate([
  86783. BABYLON.serialize()
  86784. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  86785. __decorate([
  86786. BABYLON.serialize()
  86787. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  86788. __decorate([
  86789. BABYLON.serialize()
  86790. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  86791. __decorate([
  86792. BABYLON.serialize()
  86793. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  86794. __decorate([
  86795. BABYLON.serializeAsTexture("lensStarTexture")
  86796. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  86797. __decorate([
  86798. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  86799. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  86800. __decorate([
  86801. BABYLON.serialize()
  86802. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  86803. __decorate([
  86804. BABYLON.serialize()
  86805. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  86806. __decorate([
  86807. BABYLON.serialize()
  86808. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  86809. __decorate([
  86810. BABYLON.serialize()
  86811. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  86812. __decorate([
  86813. BABYLON.serialize()
  86814. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  86815. __decorate([
  86816. BABYLON.serialize()
  86817. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  86818. __decorate([
  86819. BABYLON.serialize()
  86820. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  86821. __decorate([
  86822. BABYLON.serialize()
  86823. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  86824. __decorate([
  86825. BABYLON.serialize()
  86826. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  86827. __decorate([
  86828. BABYLON.serialize()
  86829. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  86830. __decorate([
  86831. BABYLON.serialize()
  86832. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  86833. __decorate([
  86834. BABYLON.serialize()
  86835. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  86836. __decorate([
  86837. BABYLON.serialize()
  86838. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  86839. __decorate([
  86840. BABYLON.serialize()
  86841. ], StandardRenderingPipeline.prototype, "samples", null);
  86842. return StandardRenderingPipeline;
  86843. }(BABYLON.PostProcessRenderPipeline));
  86844. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  86845. })(BABYLON || (BABYLON = {}));
  86846. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  86847. var BABYLON;
  86848. (function (BABYLON) {
  86849. /**
  86850. * Fxaa post process
  86851. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  86852. */
  86853. var FxaaPostProcess = /** @class */ (function (_super) {
  86854. __extends(FxaaPostProcess, _super);
  86855. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  86856. if (camera === void 0) { camera = null; }
  86857. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86858. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  86859. var defines = _this._getDefines();
  86860. _this.updateEffect(defines);
  86861. _this.onApplyObservable.add(function (effect) {
  86862. var texelSize = _this.texelSize;
  86863. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  86864. });
  86865. return _this;
  86866. }
  86867. FxaaPostProcess.prototype._getDefines = function () {
  86868. var engine = this.getEngine();
  86869. if (!engine) {
  86870. return null;
  86871. }
  86872. var glInfo = engine.getGlInfo();
  86873. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  86874. return "#define MALI 1\n";
  86875. }
  86876. return null;
  86877. };
  86878. return FxaaPostProcess;
  86879. }(BABYLON.PostProcess));
  86880. BABYLON.FxaaPostProcess = FxaaPostProcess;
  86881. })(BABYLON || (BABYLON = {}));
  86882. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  86883. var BABYLON;
  86884. (function (BABYLON) {
  86885. /**
  86886. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  86887. */
  86888. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  86889. __extends(ChromaticAberrationPostProcess, _super);
  86890. /**
  86891. * Creates a new instance ChromaticAberrationPostProcess
  86892. * @param name The name of the effect.
  86893. * @param screenWidth The width of the screen to apply the effect on.
  86894. * @param screenHeight The height of the screen to apply the effect on.
  86895. * @param options The required width/height ratio to downsize to before computing the render pass.
  86896. * @param camera The camera to apply the render pass to.
  86897. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  86898. * @param engine The engine which the post process will be applied. (default: current engine)
  86899. * @param reusable If the post process can be reused on the same frame. (default: false)
  86900. * @param textureType Type of textures used when performing the post process. (default: 0)
  86901. * @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)
  86902. */
  86903. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  86904. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86905. if (blockCompilation === void 0) { blockCompilation = false; }
  86906. 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;
  86907. /**
  86908. * The amount of seperation of rgb channels (default: 30)
  86909. */
  86910. _this.aberrationAmount = 30;
  86911. /**
  86912. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  86913. */
  86914. _this.radialIntensity = 0;
  86915. /**
  86916. * 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))
  86917. */
  86918. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  86919. /**
  86920. * 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))
  86921. */
  86922. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  86923. _this.onApplyObservable.add(function (effect) {
  86924. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  86925. effect.setFloat('screen_width', screenWidth);
  86926. effect.setFloat('screen_height', screenHeight);
  86927. effect.setFloat('radialIntensity', _this.radialIntensity);
  86928. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  86929. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  86930. });
  86931. return _this;
  86932. }
  86933. return ChromaticAberrationPostProcess;
  86934. }(BABYLON.PostProcess));
  86935. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  86936. })(BABYLON || (BABYLON = {}));
  86937. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  86938. var BABYLON;
  86939. (function (BABYLON) {
  86940. /**
  86941. * The GrainPostProcess adds noise to the image at mid luminance levels
  86942. */
  86943. var GrainPostProcess = /** @class */ (function (_super) {
  86944. __extends(GrainPostProcess, _super);
  86945. /**
  86946. * Creates a new instance of @see GrainPostProcess
  86947. * @param name The name of the effect.
  86948. * @param options The required width/height ratio to downsize to before computing the render pass.
  86949. * @param camera The camera to apply the render pass to.
  86950. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  86951. * @param engine The engine which the post process will be applied. (default: current engine)
  86952. * @param reusable If the post process can be reused on the same frame. (default: false)
  86953. * @param textureType Type of textures used when performing the post process. (default: 0)
  86954. * @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)
  86955. */
  86956. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  86957. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86958. if (blockCompilation === void 0) { blockCompilation = false; }
  86959. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  86960. /**
  86961. * The intensity of the grain added (default: 30)
  86962. */
  86963. _this.intensity = 30;
  86964. /**
  86965. * If the grain should be randomized on every frame
  86966. */
  86967. _this.animated = false;
  86968. _this.onApplyObservable.add(function (effect) {
  86969. effect.setFloat('intensity', _this.intensity);
  86970. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  86971. });
  86972. return _this;
  86973. }
  86974. return GrainPostProcess;
  86975. }(BABYLON.PostProcess));
  86976. BABYLON.GrainPostProcess = GrainPostProcess;
  86977. })(BABYLON || (BABYLON = {}));
  86978. //# sourceMappingURL=babylon.grainPostProcess.js.map
  86979. var BABYLON;
  86980. (function (BABYLON) {
  86981. /**
  86982. * The SharpenPostProcess applies a sharpen kernel to every pixel
  86983. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  86984. */
  86985. var SharpenPostProcess = /** @class */ (function (_super) {
  86986. __extends(SharpenPostProcess, _super);
  86987. /**
  86988. * Creates a new instance ConvolutionPostProcess
  86989. * @param name The name of the effect.
  86990. * @param options The required width/height ratio to downsize to before computing the render pass.
  86991. * @param camera The camera to apply the render pass to.
  86992. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  86993. * @param engine The engine which the post process will be applied. (default: current engine)
  86994. * @param reusable If the post process can be reused on the same frame. (default: false)
  86995. * @param textureType Type of textures used when performing the post process. (default: 0)
  86996. * @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)
  86997. */
  86998. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  86999. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87000. if (blockCompilation === void 0) { blockCompilation = false; }
  87001. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87002. /**
  87003. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87004. */
  87005. _this.colorAmount = 1.0;
  87006. /**
  87007. * How much sharpness should be applied (default: 0.3)
  87008. */
  87009. _this.edgeAmount = 0.3;
  87010. _this.onApply = function (effect) {
  87011. effect.setFloat2("screenSize", _this.width, _this.height);
  87012. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87013. };
  87014. return _this;
  87015. }
  87016. return SharpenPostProcess;
  87017. }(BABYLON.PostProcess));
  87018. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87019. })(BABYLON || (BABYLON = {}));
  87020. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87021. var BABYLON;
  87022. (function (BABYLON) {
  87023. /**
  87024. * The Blur Post Process which blurs an image based on a kernel and direction.
  87025. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87026. */
  87027. var BlurPostProcess = /** @class */ (function (_super) {
  87028. __extends(BlurPostProcess, _super);
  87029. /**
  87030. * Creates a new instance BlurPostProcess
  87031. * @param name The name of the effect.
  87032. * @param direction The direction in which to blur the image.
  87033. * @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.
  87034. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87035. * @param camera The camera to apply the render pass to.
  87036. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87037. * @param engine The engine which the post process will be applied. (default: current engine)
  87038. * @param reusable If the post process can be reused on the same frame. (default: false)
  87039. * @param textureType Type of textures used when performing the post process. (default: 0)
  87040. * @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)
  87041. */
  87042. function BlurPostProcess(name,
  87043. /** The direction in which to blur the image. */
  87044. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87045. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87046. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87047. if (defines === void 0) { defines = ""; }
  87048. if (blockCompilation === void 0) { blockCompilation = false; }
  87049. 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;
  87050. _this.direction = direction;
  87051. _this.blockCompilation = blockCompilation;
  87052. _this._packedFloat = false;
  87053. _this._staticDefines = "";
  87054. _this._staticDefines = defines;
  87055. _this.onApplyObservable.add(function (effect) {
  87056. if (_this._outputTexture) {
  87057. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87058. }
  87059. else {
  87060. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87061. }
  87062. });
  87063. _this.kernel = kernel;
  87064. return _this;
  87065. }
  87066. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87067. /**
  87068. * Gets the length in pixels of the blur sample region
  87069. */
  87070. get: function () {
  87071. return this._idealKernel;
  87072. },
  87073. /**
  87074. * Sets the length in pixels of the blur sample region
  87075. */
  87076. set: function (v) {
  87077. if (this._idealKernel === v) {
  87078. return;
  87079. }
  87080. v = Math.max(v, 1);
  87081. this._idealKernel = v;
  87082. this._kernel = this._nearestBestKernel(v);
  87083. if (!this.blockCompilation) {
  87084. this._updateParameters();
  87085. }
  87086. },
  87087. enumerable: true,
  87088. configurable: true
  87089. });
  87090. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87091. /**
  87092. * Gets wether or not the blur is unpacking/repacking floats
  87093. */
  87094. get: function () {
  87095. return this._packedFloat;
  87096. },
  87097. /**
  87098. * Sets wether or not the blur needs to unpack/repack floats
  87099. */
  87100. set: function (v) {
  87101. if (this._packedFloat === v) {
  87102. return;
  87103. }
  87104. this._packedFloat = v;
  87105. if (!this.blockCompilation) {
  87106. this._updateParameters();
  87107. }
  87108. },
  87109. enumerable: true,
  87110. configurable: true
  87111. });
  87112. /**
  87113. * Updates the effect with the current post process compile time values and recompiles the shader.
  87114. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87115. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87116. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87117. * @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
  87118. * @param onCompiled Called when the shader has been compiled.
  87119. * @param onError Called if there is an error when compiling a shader.
  87120. */
  87121. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87122. if (defines === void 0) { defines = null; }
  87123. if (uniforms === void 0) { uniforms = null; }
  87124. if (samplers === void 0) { samplers = null; }
  87125. this._updateParameters(onCompiled, onError);
  87126. };
  87127. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87128. // Generate sampling offsets and weights
  87129. var N = this._kernel;
  87130. var centerIndex = (N - 1) / 2;
  87131. // Generate Gaussian sampling weights over kernel
  87132. var offsets = [];
  87133. var weights = [];
  87134. var totalWeight = 0;
  87135. for (var i = 0; i < N; i++) {
  87136. var u = i / (N - 1);
  87137. var w = this._gaussianWeight(u * 2.0 - 1);
  87138. offsets[i] = (i - centerIndex);
  87139. weights[i] = w;
  87140. totalWeight += w;
  87141. }
  87142. // Normalize weights
  87143. for (var i = 0; i < weights.length; i++) {
  87144. weights[i] /= totalWeight;
  87145. }
  87146. // Optimize: combine samples to take advantage of hardware linear sampling
  87147. // Walk from left to center, combining pairs (symmetrically)
  87148. var linearSamplingWeights = [];
  87149. var linearSamplingOffsets = [];
  87150. var linearSamplingMap = [];
  87151. for (var i = 0; i <= centerIndex; i += 2) {
  87152. var j = Math.min(i + 1, Math.floor(centerIndex));
  87153. var singleCenterSample = i === j;
  87154. if (singleCenterSample) {
  87155. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87156. }
  87157. else {
  87158. var sharedCell = j === centerIndex;
  87159. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  87160. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  87161. if (offsetLinear === 0) {
  87162. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87163. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  87164. }
  87165. else {
  87166. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  87167. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  87168. }
  87169. }
  87170. }
  87171. for (var i = 0; i < linearSamplingMap.length; i++) {
  87172. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  87173. linearSamplingWeights[i] = linearSamplingMap[i].w;
  87174. }
  87175. // Replace with optimized
  87176. offsets = linearSamplingOffsets;
  87177. weights = linearSamplingWeights;
  87178. // Generate shaders
  87179. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  87180. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  87181. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  87182. var defines = "";
  87183. defines += this._staticDefines;
  87184. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  87185. if (this._staticDefines.indexOf("DOF") != -1) {
  87186. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  87187. varyingCount--;
  87188. }
  87189. for (var i = 0; i < varyingCount; i++) {
  87190. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  87191. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  87192. }
  87193. var depCount = 0;
  87194. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  87195. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  87196. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  87197. depCount++;
  87198. }
  87199. if (this.packedFloat) {
  87200. defines += "#define PACKEDFLOAT 1";
  87201. }
  87202. this.blockCompilation = false;
  87203. _super.prototype.updateEffect.call(this, defines, null, null, {
  87204. varyingCount: varyingCount,
  87205. depCount: depCount
  87206. }, onCompiled, onError);
  87207. };
  87208. /**
  87209. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  87210. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  87211. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  87212. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  87213. * The gaps between physical kernels are compensated for in the weighting of the samples
  87214. * @param idealKernel Ideal blur kernel.
  87215. * @return Nearest best kernel.
  87216. */
  87217. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  87218. var v = Math.round(idealKernel);
  87219. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  87220. var k = _a[_i];
  87221. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  87222. return Math.max(k, 3);
  87223. }
  87224. }
  87225. return Math.max(v, 3);
  87226. };
  87227. /**
  87228. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  87229. * @param x The point on the Gaussian distribution to sample.
  87230. * @return the value of the Gaussian function at x.
  87231. */
  87232. BlurPostProcess.prototype._gaussianWeight = function (x) {
  87233. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  87234. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  87235. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  87236. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  87237. // truncated at around 1.3% of peak strength.
  87238. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  87239. var sigma = (1 / 3);
  87240. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  87241. var exponent = -((x * x) / (2.0 * sigma * sigma));
  87242. var weight = (1.0 / denominator) * Math.exp(exponent);
  87243. return weight;
  87244. };
  87245. /**
  87246. * Generates a string that can be used as a floating point number in GLSL.
  87247. * @param x Value to print.
  87248. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  87249. * @return GLSL float string.
  87250. */
  87251. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  87252. if (decimalFigures === void 0) { decimalFigures = 8; }
  87253. return x.toFixed(decimalFigures).replace(/0+$/, '');
  87254. };
  87255. return BlurPostProcess;
  87256. }(BABYLON.PostProcess));
  87257. BABYLON.BlurPostProcess = BlurPostProcess;
  87258. })(BABYLON || (BABYLON = {}));
  87259. //# sourceMappingURL=babylon.blurPostProcess.js.map
  87260. var BABYLON;
  87261. (function (BABYLON) {
  87262. /**
  87263. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  87264. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  87265. * based on samples that have a large difference in distance than the center pixel.
  87266. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87267. */
  87268. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  87269. __extends(DepthOfFieldBlurPostProcess, _super);
  87270. /**
  87271. * Creates a new instance CircleOfConfusionPostProcess
  87272. * @param name The name of the effect.
  87273. * @param scene The scene the effect belongs to.
  87274. * @param direction The direction the blur should be applied.
  87275. * @param kernel The size of the kernel used to blur.
  87276. * @param options The required width/height ratio to downsize to before computing the render pass.
  87277. * @param camera The camera to apply the render pass to.
  87278. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  87279. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  87280. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87281. * @param engine The engine which the post process will be applied. (default: current engine)
  87282. * @param reusable If the post process can be reused on the same frame. (default: false)
  87283. * @param textureType Type of textures used when performing the post process. (default: 0)
  87284. * @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)
  87285. */
  87286. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  87287. if (imageToBlur === void 0) { imageToBlur = null; }
  87288. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87289. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87290. if (blockCompilation === void 0) { blockCompilation = false; }
  87291. 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;
  87292. _this.direction = direction;
  87293. _this.onApplyObservable.add(function (effect) {
  87294. if (imageToBlur != null) {
  87295. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  87296. }
  87297. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87298. if (scene.activeCamera) {
  87299. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  87300. }
  87301. });
  87302. return _this;
  87303. }
  87304. return DepthOfFieldBlurPostProcess;
  87305. }(BABYLON.BlurPostProcess));
  87306. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  87307. })(BABYLON || (BABYLON = {}));
  87308. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  87309. var BABYLON;
  87310. (function (BABYLON) {
  87311. /**
  87312. * Options to be set when merging outputs from the default pipeline.
  87313. */
  87314. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  87315. function DepthOfFieldMergePostProcessOptions() {
  87316. }
  87317. return DepthOfFieldMergePostProcessOptions;
  87318. }());
  87319. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  87320. /**
  87321. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87322. */
  87323. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  87324. __extends(DepthOfFieldMergePostProcess, _super);
  87325. /**
  87326. * Creates a new instance of DepthOfFieldMergePostProcess
  87327. * @param name The name of the effect.
  87328. * @param originalFromInput Post process which's input will be used for the merge.
  87329. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  87330. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  87331. * @param options The required width/height ratio to downsize to before computing the render pass.
  87332. * @param camera The camera to apply the render pass to.
  87333. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87334. * @param engine The engine which the post process will be applied. (default: current engine)
  87335. * @param reusable If the post process can be reused on the same frame. (default: false)
  87336. * @param textureType Type of textures used when performing the post process. (default: 0)
  87337. * @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)
  87338. */
  87339. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87340. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87341. if (blockCompilation === void 0) { blockCompilation = false; }
  87342. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87343. _this.blurSteps = blurSteps;
  87344. _this.onApplyObservable.add(function (effect) {
  87345. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87346. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87347. blurSteps.forEach(function (step, index) {
  87348. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  87349. });
  87350. });
  87351. if (!blockCompilation) {
  87352. _this.updateEffect();
  87353. }
  87354. return _this;
  87355. }
  87356. /**
  87357. * Updates the effect with the current post process compile time values and recompiles the shader.
  87358. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87359. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87360. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87361. * @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
  87362. * @param onCompiled Called when the shader has been compiled.
  87363. * @param onError Called if there is an error when compiling a shader.
  87364. */
  87365. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87366. if (defines === void 0) { defines = null; }
  87367. if (uniforms === void 0) { uniforms = null; }
  87368. if (samplers === void 0) { samplers = null; }
  87369. if (!defines) {
  87370. defines = "";
  87371. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  87372. }
  87373. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  87374. };
  87375. return DepthOfFieldMergePostProcess;
  87376. }(BABYLON.PostProcess));
  87377. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  87378. })(BABYLON || (BABYLON = {}));
  87379. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  87380. var BABYLON;
  87381. (function (BABYLON) {
  87382. /**
  87383. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  87384. */
  87385. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  87386. __extends(CircleOfConfusionPostProcess, _super);
  87387. /**
  87388. * Creates a new instance CircleOfConfusionPostProcess
  87389. * @param name The name of the effect.
  87390. * @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.
  87391. * @param options The required width/height ratio to downsize to before computing the render pass.
  87392. * @param camera The camera to apply the render pass to.
  87393. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87394. * @param engine The engine which the post process will be applied. (default: current engine)
  87395. * @param reusable If the post process can be reused on the same frame. (default: false)
  87396. * @param textureType Type of textures used when performing the post process. (default: 0)
  87397. * @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)
  87398. */
  87399. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87400. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87401. if (blockCompilation === void 0) { blockCompilation = false; }
  87402. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87403. /**
  87404. * 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.
  87405. */
  87406. _this.lensSize = 50;
  87407. /**
  87408. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87409. */
  87410. _this.fStop = 1.4;
  87411. /**
  87412. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87413. */
  87414. _this.focusDistance = 2000;
  87415. /**
  87416. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  87417. */
  87418. _this.focalLength = 50;
  87419. _this._depthTexture = null;
  87420. _this._depthTexture = depthTexture;
  87421. _this.onApplyObservable.add(function (effect) {
  87422. if (!_this._depthTexture) {
  87423. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  87424. return;
  87425. }
  87426. effect.setTexture("depthSampler", _this._depthTexture);
  87427. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  87428. var aperture = _this.lensSize / _this.fStop;
  87429. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  87430. effect.setFloat('focusDistance', _this.focusDistance);
  87431. effect.setFloat('cocPrecalculation', cocPrecalculation);
  87432. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  87433. });
  87434. return _this;
  87435. }
  87436. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  87437. /**
  87438. * 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.
  87439. */
  87440. set: function (value) {
  87441. this._depthTexture = value;
  87442. },
  87443. enumerable: true,
  87444. configurable: true
  87445. });
  87446. return CircleOfConfusionPostProcess;
  87447. }(BABYLON.PostProcess));
  87448. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  87449. })(BABYLON || (BABYLON = {}));
  87450. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  87451. var BABYLON;
  87452. (function (BABYLON) {
  87453. /**
  87454. * Specifies the level of max blur that should be applied when using the depth of field effect
  87455. */
  87456. var DepthOfFieldEffectBlurLevel;
  87457. (function (DepthOfFieldEffectBlurLevel) {
  87458. /**
  87459. * Subtle blur
  87460. */
  87461. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  87462. /**
  87463. * Medium blur
  87464. */
  87465. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  87466. /**
  87467. * Large blur
  87468. */
  87469. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  87470. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  87471. /**
  87472. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  87473. */
  87474. var DepthOfFieldEffect = /** @class */ (function (_super) {
  87475. __extends(DepthOfFieldEffect, _super);
  87476. /**
  87477. * Creates a new instance DepthOfFieldEffect
  87478. * @param scene The scene the effect belongs to.
  87479. * @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.
  87480. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87481. * @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)
  87482. */
  87483. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  87484. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  87485. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87486. if (blockCompilation === void 0) { blockCompilation = false; }
  87487. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  87488. return _this._effects;
  87489. }, true) || this;
  87490. /**
  87491. * @hidden Internal post processes in depth of field effect
  87492. */
  87493. _this._effects = [];
  87494. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  87495. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87496. // 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)
  87497. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  87498. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87499. _this._depthOfFieldBlurY = [];
  87500. _this._depthOfFieldBlurX = [];
  87501. var blurCount = 1;
  87502. var kernelSize = 15;
  87503. switch (blurLevel) {
  87504. case DepthOfFieldEffectBlurLevel.High: {
  87505. blurCount = 3;
  87506. kernelSize = 51;
  87507. break;
  87508. }
  87509. case DepthOfFieldEffectBlurLevel.Medium: {
  87510. blurCount = 2;
  87511. kernelSize = 31;
  87512. break;
  87513. }
  87514. default: {
  87515. kernelSize = 15;
  87516. blurCount = 1;
  87517. break;
  87518. }
  87519. }
  87520. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  87521. var ratio = 1.0;
  87522. for (var i = 0; i < blurCount; i++) {
  87523. 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);
  87524. blurY.autoClear = false;
  87525. ratio = 0.75 / Math.pow(2, i);
  87526. 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);
  87527. blurX.autoClear = false;
  87528. _this._depthOfFieldBlurY.push(blurY);
  87529. _this._depthOfFieldBlurX.push(blurX);
  87530. }
  87531. // Set all post processes on the effect.
  87532. _this._effects = [_this._circleOfConfusion];
  87533. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  87534. _this._effects.push(_this._depthOfFieldBlurY[i]);
  87535. _this._effects.push(_this._depthOfFieldBlurX[i]);
  87536. }
  87537. // Merge blurred images with original image based on circleOfConfusion
  87538. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87539. _this._dofMerge.autoClear = false;
  87540. _this._effects.push(_this._dofMerge);
  87541. return _this;
  87542. }
  87543. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  87544. get: function () {
  87545. return this._circleOfConfusion.focalLength;
  87546. },
  87547. /**
  87548. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  87549. */
  87550. set: function (value) {
  87551. this._circleOfConfusion.focalLength = value;
  87552. },
  87553. enumerable: true,
  87554. configurable: true
  87555. });
  87556. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  87557. get: function () {
  87558. return this._circleOfConfusion.fStop;
  87559. },
  87560. /**
  87561. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87562. */
  87563. set: function (value) {
  87564. this._circleOfConfusion.fStop = value;
  87565. },
  87566. enumerable: true,
  87567. configurable: true
  87568. });
  87569. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  87570. get: function () {
  87571. return this._circleOfConfusion.focusDistance;
  87572. },
  87573. /**
  87574. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87575. */
  87576. set: function (value) {
  87577. this._circleOfConfusion.focusDistance = value;
  87578. },
  87579. enumerable: true,
  87580. configurable: true
  87581. });
  87582. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  87583. get: function () {
  87584. return this._circleOfConfusion.lensSize;
  87585. },
  87586. /**
  87587. * 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.
  87588. */
  87589. set: function (value) {
  87590. this._circleOfConfusion.lensSize = value;
  87591. },
  87592. enumerable: true,
  87593. configurable: true
  87594. });
  87595. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  87596. /**
  87597. * 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.
  87598. */
  87599. set: function (value) {
  87600. this._circleOfConfusion.depthTexture = value;
  87601. },
  87602. enumerable: true,
  87603. configurable: true
  87604. });
  87605. /**
  87606. * Disposes each of the internal effects for a given camera.
  87607. * @param camera The camera to dispose the effect on.
  87608. */
  87609. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  87610. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87611. this._effects[effectIndex].dispose(camera);
  87612. }
  87613. };
  87614. /**
  87615. * @hidden Internal
  87616. */
  87617. DepthOfFieldEffect.prototype._updateEffects = function () {
  87618. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87619. this._effects[effectIndex].updateEffect();
  87620. }
  87621. };
  87622. /**
  87623. * Internal
  87624. * @returns if all the contained post processes are ready.
  87625. * @hidden
  87626. */
  87627. DepthOfFieldEffect.prototype._isReady = function () {
  87628. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87629. if (!this._effects[effectIndex].isReady()) {
  87630. return false;
  87631. }
  87632. }
  87633. return true;
  87634. };
  87635. return DepthOfFieldEffect;
  87636. }(BABYLON.PostProcessRenderEffect));
  87637. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  87638. })(BABYLON || (BABYLON = {}));
  87639. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  87640. var BABYLON;
  87641. (function (BABYLON) {
  87642. /**
  87643. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87644. */
  87645. var BloomMergePostProcess = /** @class */ (function (_super) {
  87646. __extends(BloomMergePostProcess, _super);
  87647. /**
  87648. * Creates a new instance of @see BloomMergePostProcess
  87649. * @param name The name of the effect.
  87650. * @param originalFromInput Post process which's input will be used for the merge.
  87651. * @param blurred Blurred highlights post process which's output will be used.
  87652. * @param weight Weight of the bloom to be added to the original input.
  87653. * @param options The required width/height ratio to downsize to before computing the render pass.
  87654. * @param camera The camera to apply the render pass to.
  87655. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87656. * @param engine The engine which the post process will be applied. (default: current engine)
  87657. * @param reusable If the post process can be reused on the same frame. (default: false)
  87658. * @param textureType Type of textures used when performing the post process. (default: 0)
  87659. * @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)
  87660. */
  87661. function BloomMergePostProcess(name, originalFromInput, blurred,
  87662. /** Weight of the bloom to be added to the original input. */
  87663. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87664. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87665. if (blockCompilation === void 0) { blockCompilation = false; }
  87666. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87667. _this.weight = weight;
  87668. _this.onApplyObservable.add(function (effect) {
  87669. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87670. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  87671. effect.setFloat("bloomWeight", _this.weight);
  87672. });
  87673. if (!blockCompilation) {
  87674. _this.updateEffect();
  87675. }
  87676. return _this;
  87677. }
  87678. return BloomMergePostProcess;
  87679. }(BABYLON.PostProcess));
  87680. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  87681. })(BABYLON || (BABYLON = {}));
  87682. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  87683. var BABYLON;
  87684. (function (BABYLON) {
  87685. /**
  87686. * 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.
  87687. */
  87688. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  87689. __extends(ExtractHighlightsPostProcess, _super);
  87690. function ExtractHighlightsPostProcess(name, 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, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87694. /**
  87695. * The luminance threshold, pixels below this value will be set to black.
  87696. */
  87697. _this.threshold = 0.9;
  87698. /** @hidden */
  87699. _this._exposure = 1;
  87700. /**
  87701. * Post process which has the input texture to be used when performing highlight extraction
  87702. * @hidden
  87703. */
  87704. _this._inputPostProcess = null;
  87705. _this.onApplyObservable.add(function (effect) {
  87706. if (_this._inputPostProcess) {
  87707. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  87708. }
  87709. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  87710. effect.setFloat('exposure', _this._exposure);
  87711. });
  87712. return _this;
  87713. }
  87714. return ExtractHighlightsPostProcess;
  87715. }(BABYLON.PostProcess));
  87716. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  87717. })(BABYLON || (BABYLON = {}));
  87718. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  87719. var BABYLON;
  87720. (function (BABYLON) {
  87721. /**
  87722. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  87723. */
  87724. var BloomEffect = /** @class */ (function (_super) {
  87725. __extends(BloomEffect, _super);
  87726. /**
  87727. * Creates a new instance of @see BloomEffect
  87728. * @param scene The scene the effect belongs to.
  87729. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  87730. * @param bloomKernel The size of the kernel to be used when applying the blur.
  87731. * @param bloomWeight The the strength of bloom.
  87732. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87733. * @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)
  87734. */
  87735. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  87736. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87737. if (blockCompilation === void 0) { blockCompilation = false; }
  87738. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  87739. return _this._effects;
  87740. }, true) || this;
  87741. _this.bloomScale = bloomScale;
  87742. /**
  87743. * @hidden Internal
  87744. */
  87745. _this._effects = [];
  87746. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87747. _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);
  87748. _this._blurX.alwaysForcePOT = true;
  87749. _this._blurX.autoClear = false;
  87750. _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);
  87751. _this._blurY.alwaysForcePOT = true;
  87752. _this._blurY.autoClear = false;
  87753. _this.kernel = bloomKernel;
  87754. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  87755. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87756. _this._merge.autoClear = false;
  87757. _this._effects.push(_this._merge);
  87758. return _this;
  87759. }
  87760. Object.defineProperty(BloomEffect.prototype, "threshold", {
  87761. /**
  87762. * The luminance threshold to find bright areas of the image to bloom.
  87763. */
  87764. get: function () {
  87765. return this._downscale.threshold;
  87766. },
  87767. set: function (value) {
  87768. this._downscale.threshold = value;
  87769. },
  87770. enumerable: true,
  87771. configurable: true
  87772. });
  87773. Object.defineProperty(BloomEffect.prototype, "weight", {
  87774. /**
  87775. * The strength of the bloom.
  87776. */
  87777. get: function () {
  87778. return this._merge.weight;
  87779. },
  87780. set: function (value) {
  87781. this._merge.weight = value;
  87782. },
  87783. enumerable: true,
  87784. configurable: true
  87785. });
  87786. Object.defineProperty(BloomEffect.prototype, "kernel", {
  87787. /**
  87788. * Specifies the size of the bloom blur kernel, relative to the final output size
  87789. */
  87790. get: function () {
  87791. return this._blurX.kernel / this.bloomScale;
  87792. },
  87793. set: function (value) {
  87794. this._blurX.kernel = value * this.bloomScale;
  87795. this._blurY.kernel = value * this.bloomScale;
  87796. },
  87797. enumerable: true,
  87798. configurable: true
  87799. });
  87800. /**
  87801. * Disposes each of the internal effects for a given camera.
  87802. * @param camera The camera to dispose the effect on.
  87803. */
  87804. BloomEffect.prototype.disposeEffects = function (camera) {
  87805. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87806. this._effects[effectIndex].dispose(camera);
  87807. }
  87808. };
  87809. /**
  87810. * @hidden Internal
  87811. */
  87812. BloomEffect.prototype._updateEffects = function () {
  87813. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87814. this._effects[effectIndex].updateEffect();
  87815. }
  87816. };
  87817. /**
  87818. * Internal
  87819. * @returns if all the contained post processes are ready.
  87820. * @hidden
  87821. */
  87822. BloomEffect.prototype._isReady = function () {
  87823. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87824. if (!this._effects[effectIndex].isReady()) {
  87825. return false;
  87826. }
  87827. }
  87828. return true;
  87829. };
  87830. return BloomEffect;
  87831. }(BABYLON.PostProcessRenderEffect));
  87832. BABYLON.BloomEffect = BloomEffect;
  87833. })(BABYLON || (BABYLON = {}));
  87834. //# sourceMappingURL=babylon.bloomEffect.js.map
  87835. var BABYLON;
  87836. (function (BABYLON) {
  87837. /**
  87838. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  87839. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  87840. */
  87841. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  87842. __extends(DefaultRenderingPipeline, _super);
  87843. /**
  87844. * @constructor
  87845. * @param name - The rendering pipeline name (default: "")
  87846. * @param hdr - If high dynamic range textures should be used (default: true)
  87847. * @param scene - The scene linked to this pipeline (default: the last created scene)
  87848. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  87849. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  87850. */
  87851. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  87852. if (name === void 0) { name = ""; }
  87853. if (hdr === void 0) { hdr = true; }
  87854. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  87855. if (automaticBuild === void 0) { automaticBuild = true; }
  87856. var _this = _super.call(this, scene.getEngine(), name) || this;
  87857. _this._camerasToBeAttached = [];
  87858. /**
  87859. * ID of the sharpen post process,
  87860. */
  87861. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  87862. /**
  87863. * @ignore
  87864. * ID of the image processing post process;
  87865. */
  87866. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  87867. /**
  87868. * @ignore
  87869. * ID of the Fast Approximate Anti-Aliasing post process;
  87870. */
  87871. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  87872. /**
  87873. * ID of the chromatic aberration post process,
  87874. */
  87875. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  87876. /**
  87877. * ID of the grain post process
  87878. */
  87879. _this.GrainPostProcessId = "GrainPostProcessEffect";
  87880. /**
  87881. * Glow post process which adds a glow to emmisive areas of the image
  87882. */
  87883. _this._glowLayer = null;
  87884. /**
  87885. * Animations which can be used to tweak settings over a period of time
  87886. */
  87887. _this.animations = [];
  87888. _this._imageProcessingConfigurationObserver = null;
  87889. // Values
  87890. _this._sharpenEnabled = false;
  87891. _this._bloomEnabled = false;
  87892. _this._depthOfFieldEnabled = false;
  87893. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  87894. _this._fxaaEnabled = false;
  87895. _this._imageProcessingEnabled = true;
  87896. _this._bloomScale = 0.5;
  87897. _this._chromaticAberrationEnabled = false;
  87898. _this._grainEnabled = false;
  87899. _this._buildAllowed = true;
  87900. _this._resizeObserver = null;
  87901. _this._hardwareScaleLevel = 1.0;
  87902. _this._bloomKernel = 64;
  87903. /**
  87904. * Specifies the weight of the bloom in the final rendering
  87905. */
  87906. _this._bloomWeight = 0.15;
  87907. /**
  87908. * Specifies the luma threshold for the area that will be blurred by the bloom
  87909. */
  87910. _this._bloomThreshold = 0.9;
  87911. _this._samples = 1;
  87912. _this._hasCleared = false;
  87913. _this._prevPostProcess = null;
  87914. _this._prevPrevPostProcess = null;
  87915. _this._depthOfFieldSceneObserver = null;
  87916. _this._cameras = cameras || scene.cameras;
  87917. _this._cameras = _this._cameras.slice();
  87918. _this._camerasToBeAttached = _this._cameras.slice();
  87919. _this._buildAllowed = automaticBuild;
  87920. // Initialize
  87921. _this._scene = scene;
  87922. var caps = _this._scene.getEngine().getCaps();
  87923. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  87924. // Misc
  87925. if (_this._hdr) {
  87926. if (caps.textureHalfFloatRender) {
  87927. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87928. }
  87929. else if (caps.textureFloatRender) {
  87930. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  87931. }
  87932. }
  87933. else {
  87934. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  87935. }
  87936. // Attach
  87937. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87938. var engine = _this._scene.getEngine();
  87939. // Create post processes before hand so they can be modified before enabled.
  87940. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  87941. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  87942. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  87943. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  87944. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  87945. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  87946. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  87947. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  87948. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  87949. _this._resizeObserver = engine.onResizeObservable.add(function () {
  87950. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  87951. _this.bloomKernel = _this.bloomKernel;
  87952. });
  87953. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  87954. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  87955. });
  87956. _this._buildPipeline();
  87957. return _this;
  87958. }
  87959. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  87960. get: function () {
  87961. return this._sharpenEnabled;
  87962. },
  87963. /**
  87964. * Enable or disable the sharpen process from the pipeline
  87965. */
  87966. set: function (enabled) {
  87967. if (this._sharpenEnabled === enabled) {
  87968. return;
  87969. }
  87970. this._sharpenEnabled = enabled;
  87971. this._buildPipeline();
  87972. },
  87973. enumerable: true,
  87974. configurable: true
  87975. });
  87976. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  87977. /**
  87978. * Specifies the size of the bloom blur kernel, relative to the final output size
  87979. */
  87980. get: function () {
  87981. return this._bloomKernel;
  87982. },
  87983. set: function (value) {
  87984. this._bloomKernel = value;
  87985. this.bloom.kernel = value / this._hardwareScaleLevel;
  87986. },
  87987. enumerable: true,
  87988. configurable: true
  87989. });
  87990. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  87991. get: function () {
  87992. return this._bloomWeight;
  87993. },
  87994. /**
  87995. * The strength of the bloom.
  87996. */
  87997. set: function (value) {
  87998. if (this._bloomWeight === value) {
  87999. return;
  88000. }
  88001. this.bloom.weight = value;
  88002. this._bloomWeight = value;
  88003. },
  88004. enumerable: true,
  88005. configurable: true
  88006. });
  88007. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88008. get: function () {
  88009. return this._bloomThreshold;
  88010. },
  88011. /**
  88012. * The strength of the bloom.
  88013. */
  88014. set: function (value) {
  88015. if (this._bloomThreshold === value) {
  88016. return;
  88017. }
  88018. this.bloom.threshold = value;
  88019. this._bloomThreshold = value;
  88020. },
  88021. enumerable: true,
  88022. configurable: true
  88023. });
  88024. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88025. get: function () {
  88026. return this._bloomScale;
  88027. },
  88028. /**
  88029. * The scale of the bloom, lower value will provide better performance.
  88030. */
  88031. set: function (value) {
  88032. if (this._bloomScale === value) {
  88033. return;
  88034. }
  88035. this._bloomScale = value;
  88036. // recreate bloom and dispose old as this setting is not dynamic
  88037. this._rebuildBloom();
  88038. this._buildPipeline();
  88039. },
  88040. enumerable: true,
  88041. configurable: true
  88042. });
  88043. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88044. get: function () {
  88045. return this._bloomEnabled;
  88046. },
  88047. /**
  88048. * Enable or disable the bloom from the pipeline
  88049. */
  88050. set: function (enabled) {
  88051. if (this._bloomEnabled === enabled) {
  88052. return;
  88053. }
  88054. this._bloomEnabled = enabled;
  88055. this._buildPipeline();
  88056. },
  88057. enumerable: true,
  88058. configurable: true
  88059. });
  88060. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88061. // recreate bloom and dispose old as this setting is not dynamic
  88062. var oldBloom = this.bloom;
  88063. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88064. this.bloom.threshold = oldBloom.threshold;
  88065. for (var i = 0; i < this._cameras.length; i++) {
  88066. oldBloom.disposeEffects(this._cameras[i]);
  88067. }
  88068. };
  88069. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88070. /**
  88071. * If the depth of field is enabled.
  88072. */
  88073. get: function () {
  88074. return this._depthOfFieldEnabled;
  88075. },
  88076. set: function (enabled) {
  88077. if (this._depthOfFieldEnabled === enabled) {
  88078. return;
  88079. }
  88080. this._depthOfFieldEnabled = enabled;
  88081. this._buildPipeline();
  88082. },
  88083. enumerable: true,
  88084. configurable: true
  88085. });
  88086. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88087. /**
  88088. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88089. */
  88090. get: function () {
  88091. return this._depthOfFieldBlurLevel;
  88092. },
  88093. set: function (value) {
  88094. if (this._depthOfFieldBlurLevel === value) {
  88095. return;
  88096. }
  88097. this._depthOfFieldBlurLevel = value;
  88098. // recreate dof and dispose old as this setting is not dynamic
  88099. var oldDof = this.depthOfField;
  88100. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88101. this.depthOfField.focalLength = oldDof.focalLength;
  88102. this.depthOfField.focusDistance = oldDof.focusDistance;
  88103. this.depthOfField.fStop = oldDof.fStop;
  88104. this.depthOfField.lensSize = oldDof.lensSize;
  88105. for (var i = 0; i < this._cameras.length; i++) {
  88106. oldDof.disposeEffects(this._cameras[i]);
  88107. }
  88108. this._buildPipeline();
  88109. },
  88110. enumerable: true,
  88111. configurable: true
  88112. });
  88113. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  88114. get: function () {
  88115. return this._fxaaEnabled;
  88116. },
  88117. /**
  88118. * If the anti aliasing is enabled.
  88119. */
  88120. set: function (enabled) {
  88121. if (this._fxaaEnabled === enabled) {
  88122. return;
  88123. }
  88124. this._fxaaEnabled = enabled;
  88125. this._buildPipeline();
  88126. },
  88127. enumerable: true,
  88128. configurable: true
  88129. });
  88130. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88131. get: function () {
  88132. return this._samples;
  88133. },
  88134. /**
  88135. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88136. */
  88137. set: function (sampleCount) {
  88138. if (this._samples === sampleCount) {
  88139. return;
  88140. }
  88141. this._samples = sampleCount;
  88142. this._buildPipeline();
  88143. },
  88144. enumerable: true,
  88145. configurable: true
  88146. });
  88147. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88148. get: function () {
  88149. return this._imageProcessingEnabled;
  88150. },
  88151. /**
  88152. * If image processing is enabled.
  88153. */
  88154. set: function (enabled) {
  88155. if (this._imageProcessingEnabled === enabled) {
  88156. return;
  88157. }
  88158. this._imageProcessingEnabled = enabled;
  88159. this._buildPipeline();
  88160. },
  88161. enumerable: true,
  88162. configurable: true
  88163. });
  88164. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  88165. get: function () {
  88166. return this._glowLayer == null;
  88167. },
  88168. /**
  88169. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  88170. */
  88171. set: function (enabled) {
  88172. if (enabled && !this._glowLayer) {
  88173. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  88174. }
  88175. else if (!enabled && this._glowLayer) {
  88176. this._glowLayer.dispose();
  88177. this._glowLayer = null;
  88178. }
  88179. },
  88180. enumerable: true,
  88181. configurable: true
  88182. });
  88183. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  88184. get: function () {
  88185. return this._chromaticAberrationEnabled;
  88186. },
  88187. /**
  88188. * Enable or disable the chromaticAberration process from the pipeline
  88189. */
  88190. set: function (enabled) {
  88191. if (this._chromaticAberrationEnabled === enabled) {
  88192. return;
  88193. }
  88194. this._chromaticAberrationEnabled = enabled;
  88195. this._buildPipeline();
  88196. },
  88197. enumerable: true,
  88198. configurable: true
  88199. });
  88200. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  88201. get: function () {
  88202. return this._grainEnabled;
  88203. },
  88204. /**
  88205. * Enable or disable the grain process from the pipeline
  88206. */
  88207. set: function (enabled) {
  88208. if (this._grainEnabled === enabled) {
  88209. return;
  88210. }
  88211. this._grainEnabled = enabled;
  88212. this._buildPipeline();
  88213. },
  88214. enumerable: true,
  88215. configurable: true
  88216. });
  88217. /**
  88218. * Force the compilation of the entire pipeline.
  88219. */
  88220. DefaultRenderingPipeline.prototype.prepare = function () {
  88221. var previousState = this._buildAllowed;
  88222. this._buildAllowed = true;
  88223. this._buildPipeline();
  88224. this._buildAllowed = previousState;
  88225. };
  88226. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  88227. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  88228. if (this._hasCleared) {
  88229. postProcess.autoClear = false;
  88230. }
  88231. else {
  88232. postProcess.autoClear = true;
  88233. this._scene.autoClear = false;
  88234. this._hasCleared = true;
  88235. }
  88236. if (!skipTextureSharing) {
  88237. if (this._prevPrevPostProcess) {
  88238. postProcess.shareOutputWith(this._prevPrevPostProcess);
  88239. }
  88240. else {
  88241. postProcess.useOwnOutput();
  88242. }
  88243. if (this._prevPostProcess) {
  88244. this._prevPrevPostProcess = this._prevPostProcess;
  88245. }
  88246. this._prevPostProcess = postProcess;
  88247. }
  88248. };
  88249. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  88250. var _this = this;
  88251. if (!this._buildAllowed) {
  88252. return;
  88253. }
  88254. this._scene.autoClear = true;
  88255. var engine = this._scene.getEngine();
  88256. this._disposePostProcesses();
  88257. if (this._cameras !== null) {
  88258. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88259. // get back cameras to be used to reattach pipeline
  88260. this._cameras = this._camerasToBeAttached.slice();
  88261. }
  88262. this._reset();
  88263. this._prevPostProcess = null;
  88264. this._prevPrevPostProcess = null;
  88265. this._hasCleared = false;
  88266. if (this.depthOfFieldEnabled) {
  88267. // Multi camera suport
  88268. if (this._cameras.length > 1) {
  88269. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  88270. var camera = _a[_i];
  88271. var depthRenderer = this._scene.enableDepthRenderer(camera);
  88272. depthRenderer.useOnlyInActiveCamera = true;
  88273. }
  88274. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  88275. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  88276. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  88277. }
  88278. });
  88279. }
  88280. else {
  88281. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88282. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  88283. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  88284. }
  88285. if (!this.depthOfField._isReady()) {
  88286. this.depthOfField._updateEffects();
  88287. }
  88288. this.addEffect(this.depthOfField);
  88289. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  88290. }
  88291. else {
  88292. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88293. }
  88294. if (this.bloomEnabled) {
  88295. if (!this.bloom._isReady()) {
  88296. this.bloom._updateEffects();
  88297. }
  88298. this.addEffect(this.bloom);
  88299. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  88300. }
  88301. if (this._imageProcessingEnabled) {
  88302. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88303. if (this._hdr) {
  88304. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  88305. this._setAutoClearAndTextureSharing(this.imageProcessing);
  88306. }
  88307. else {
  88308. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  88309. }
  88310. }
  88311. if (this.sharpenEnabled) {
  88312. if (!this.sharpen.isReady()) {
  88313. this.sharpen.updateEffect();
  88314. }
  88315. this.addEffect(this._sharpenEffect);
  88316. this._setAutoClearAndTextureSharing(this.sharpen);
  88317. }
  88318. if (this.grainEnabled) {
  88319. if (!this.grain.isReady()) {
  88320. this.grain.updateEffect();
  88321. }
  88322. this.addEffect(this._grainEffect);
  88323. this._setAutoClearAndTextureSharing(this.grain);
  88324. }
  88325. if (this.chromaticAberrationEnabled) {
  88326. if (!this.chromaticAberration.isReady()) {
  88327. this.chromaticAberration.updateEffect();
  88328. }
  88329. this.addEffect(this._chromaticAberrationEffect);
  88330. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  88331. }
  88332. if (this.fxaaEnabled) {
  88333. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88334. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  88335. this._setAutoClearAndTextureSharing(this.fxaa, true);
  88336. }
  88337. if (this._cameras !== null) {
  88338. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  88339. }
  88340. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  88341. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  88342. }
  88343. };
  88344. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  88345. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  88346. for (var i = 0; i < this._cameras.length; i++) {
  88347. var camera = this._cameras[i];
  88348. if (this.imageProcessing) {
  88349. this.imageProcessing.dispose(camera);
  88350. }
  88351. if (this.fxaa) {
  88352. this.fxaa.dispose(camera);
  88353. }
  88354. // These are created in the constructor and should not be disposed on every pipeline change
  88355. if (disposeNonRecreated) {
  88356. if (this.sharpen) {
  88357. this.sharpen.dispose(camera);
  88358. }
  88359. if (this.depthOfField) {
  88360. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88361. this.depthOfField.disposeEffects(camera);
  88362. }
  88363. if (this.bloom) {
  88364. this.bloom.disposeEffects(camera);
  88365. }
  88366. if (this.chromaticAberration) {
  88367. this.chromaticAberration.dispose(camera);
  88368. }
  88369. if (this.grain) {
  88370. this.grain.dispose(camera);
  88371. }
  88372. if (this._glowLayer) {
  88373. this._glowLayer.dispose();
  88374. }
  88375. }
  88376. }
  88377. this.imageProcessing = null;
  88378. this.fxaa = null;
  88379. if (disposeNonRecreated) {
  88380. this.sharpen = null;
  88381. this._sharpenEffect = null;
  88382. this.depthOfField = null;
  88383. this.bloom = null;
  88384. this.chromaticAberration = null;
  88385. this._chromaticAberrationEffect = null;
  88386. this.grain = null;
  88387. this._grainEffect = null;
  88388. this._glowLayer = null;
  88389. }
  88390. };
  88391. /**
  88392. * Adds a camera to the pipeline
  88393. * @param camera the camera to be added
  88394. */
  88395. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  88396. this._camerasToBeAttached.push(camera);
  88397. this._buildPipeline();
  88398. };
  88399. /**
  88400. * Removes a camera from the pipeline
  88401. * @param camera the camera to remove
  88402. */
  88403. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  88404. var index = this._camerasToBeAttached.indexOf(camera);
  88405. this._camerasToBeAttached.splice(index, 1);
  88406. this._buildPipeline();
  88407. };
  88408. /**
  88409. * Dispose of the pipeline and stop all post processes
  88410. */
  88411. DefaultRenderingPipeline.prototype.dispose = function () {
  88412. this._disposePostProcesses(true);
  88413. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88414. this._scene.autoClear = true;
  88415. if (this._resizeObserver) {
  88416. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  88417. this._resizeObserver = null;
  88418. }
  88419. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  88420. _super.prototype.dispose.call(this);
  88421. };
  88422. /**
  88423. * Serialize the rendering pipeline (Used when exporting)
  88424. * @returns the serialized object
  88425. */
  88426. DefaultRenderingPipeline.prototype.serialize = function () {
  88427. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  88428. serializationObject.customType = "DefaultRenderingPipeline";
  88429. return serializationObject;
  88430. };
  88431. /**
  88432. * Parse the serialized pipeline
  88433. * @param source Source pipeline.
  88434. * @param scene The scene to load the pipeline to.
  88435. * @param rootUrl The URL of the serialized pipeline.
  88436. * @returns An instantiated pipeline from the serialized object.
  88437. */
  88438. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  88439. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  88440. };
  88441. __decorate([
  88442. BABYLON.serialize()
  88443. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  88444. __decorate([
  88445. BABYLON.serialize()
  88446. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  88447. __decorate([
  88448. BABYLON.serialize()
  88449. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  88450. __decorate([
  88451. BABYLON.serialize()
  88452. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  88453. __decorate([
  88454. BABYLON.serialize()
  88455. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  88456. __decorate([
  88457. BABYLON.serialize()
  88458. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  88459. __decorate([
  88460. BABYLON.serialize()
  88461. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  88462. __decorate([
  88463. BABYLON.serialize()
  88464. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  88465. __decorate([
  88466. BABYLON.serialize()
  88467. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  88468. __decorate([
  88469. BABYLON.serialize()
  88470. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  88471. __decorate([
  88472. BABYLON.serialize()
  88473. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  88474. __decorate([
  88475. BABYLON.serialize()
  88476. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  88477. __decorate([
  88478. BABYLON.serialize()
  88479. ], DefaultRenderingPipeline.prototype, "samples", null);
  88480. __decorate([
  88481. BABYLON.serialize()
  88482. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  88483. __decorate([
  88484. BABYLON.serialize()
  88485. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  88486. __decorate([
  88487. BABYLON.serialize()
  88488. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  88489. __decorate([
  88490. BABYLON.serialize()
  88491. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  88492. return DefaultRenderingPipeline;
  88493. }(BABYLON.PostProcessRenderPipeline));
  88494. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  88495. })(BABYLON || (BABYLON = {}));
  88496. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  88497. var BABYLON;
  88498. (function (BABYLON) {
  88499. /**
  88500. * @hidden
  88501. */
  88502. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  88503. __extends(ImageProcessingConfigurationDefines, _super);
  88504. function ImageProcessingConfigurationDefines() {
  88505. var _this = _super.call(this) || this;
  88506. _this.IMAGEPROCESSING = false;
  88507. _this.VIGNETTE = false;
  88508. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  88509. _this.VIGNETTEBLENDMODEOPAQUE = false;
  88510. _this.TONEMAPPING = false;
  88511. _this.TONEMAPPING_ACES = false;
  88512. _this.CONTRAST = false;
  88513. _this.COLORCURVES = false;
  88514. _this.COLORGRADING = false;
  88515. _this.COLORGRADING3D = false;
  88516. _this.SAMPLER3DGREENDEPTH = false;
  88517. _this.SAMPLER3DBGRMAP = false;
  88518. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  88519. _this.EXPOSURE = false;
  88520. _this.rebuild();
  88521. return _this;
  88522. }
  88523. return ImageProcessingConfigurationDefines;
  88524. }(BABYLON.MaterialDefines));
  88525. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  88526. /**
  88527. * This groups together the common properties used for image processing either in direct forward pass
  88528. * or through post processing effect depending on the use of the image processing pipeline in your scene
  88529. * or not.
  88530. */
  88531. var ImageProcessingConfiguration = /** @class */ (function () {
  88532. function ImageProcessingConfiguration() {
  88533. /**
  88534. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  88535. */
  88536. this.colorCurves = new BABYLON.ColorCurves();
  88537. this._colorCurvesEnabled = false;
  88538. this._colorGradingEnabled = false;
  88539. this._colorGradingWithGreenDepth = true;
  88540. this._colorGradingBGR = true;
  88541. /** @hidden */
  88542. this._exposure = 1.0;
  88543. this._toneMappingEnabled = false;
  88544. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  88545. this._contrast = 1.0;
  88546. /**
  88547. * Vignette stretch size.
  88548. */
  88549. this.vignetteStretch = 0;
  88550. /**
  88551. * Vignette centre X Offset.
  88552. */
  88553. this.vignetteCentreX = 0;
  88554. /**
  88555. * Vignette centre Y Offset.
  88556. */
  88557. this.vignetteCentreY = 0;
  88558. /**
  88559. * Vignette weight or intensity of the vignette effect.
  88560. */
  88561. this.vignetteWeight = 1.5;
  88562. /**
  88563. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  88564. * if vignetteEnabled is set to true.
  88565. */
  88566. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  88567. /**
  88568. * Camera field of view used by the Vignette effect.
  88569. */
  88570. this.vignetteCameraFov = 0.5;
  88571. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  88572. this._vignetteEnabled = false;
  88573. this._applyByPostProcess = false;
  88574. this._isEnabled = true;
  88575. /**
  88576. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  88577. */
  88578. this.onUpdateParameters = new BABYLON.Observable();
  88579. }
  88580. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  88581. /**
  88582. * Gets wether the color curves effect is enabled.
  88583. */
  88584. get: function () {
  88585. return this._colorCurvesEnabled;
  88586. },
  88587. /**
  88588. * Sets wether the color curves effect is enabled.
  88589. */
  88590. set: function (value) {
  88591. if (this._colorCurvesEnabled === value) {
  88592. return;
  88593. }
  88594. this._colorCurvesEnabled = value;
  88595. this._updateParameters();
  88596. },
  88597. enumerable: true,
  88598. configurable: true
  88599. });
  88600. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  88601. /**
  88602. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  88603. */
  88604. get: function () {
  88605. return this._colorGradingTexture;
  88606. },
  88607. /**
  88608. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  88609. */
  88610. set: function (value) {
  88611. if (this._colorGradingTexture === value) {
  88612. return;
  88613. }
  88614. this._colorGradingTexture = value;
  88615. this._updateParameters();
  88616. },
  88617. enumerable: true,
  88618. configurable: true
  88619. });
  88620. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  88621. /**
  88622. * Gets wether the color grading effect is enabled.
  88623. */
  88624. get: function () {
  88625. return this._colorGradingEnabled;
  88626. },
  88627. /**
  88628. * Sets wether the color grading effect is enabled.
  88629. */
  88630. set: function (value) {
  88631. if (this._colorGradingEnabled === value) {
  88632. return;
  88633. }
  88634. this._colorGradingEnabled = value;
  88635. this._updateParameters();
  88636. },
  88637. enumerable: true,
  88638. configurable: true
  88639. });
  88640. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  88641. /**
  88642. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  88643. */
  88644. get: function () {
  88645. return this._colorGradingWithGreenDepth;
  88646. },
  88647. /**
  88648. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  88649. */
  88650. set: function (value) {
  88651. if (this._colorGradingWithGreenDepth === value) {
  88652. return;
  88653. }
  88654. this._colorGradingWithGreenDepth = value;
  88655. this._updateParameters();
  88656. },
  88657. enumerable: true,
  88658. configurable: true
  88659. });
  88660. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  88661. /**
  88662. * Gets wether the color grading texture contains BGR values.
  88663. */
  88664. get: function () {
  88665. return this._colorGradingBGR;
  88666. },
  88667. /**
  88668. * Sets wether the color grading texture contains BGR values.
  88669. */
  88670. set: function (value) {
  88671. if (this._colorGradingBGR === value) {
  88672. return;
  88673. }
  88674. this._colorGradingBGR = value;
  88675. this._updateParameters();
  88676. },
  88677. enumerable: true,
  88678. configurable: true
  88679. });
  88680. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  88681. /**
  88682. * Gets the Exposure used in the effect.
  88683. */
  88684. get: function () {
  88685. return this._exposure;
  88686. },
  88687. /**
  88688. * Sets the Exposure used in the effect.
  88689. */
  88690. set: function (value) {
  88691. if (this._exposure === value) {
  88692. return;
  88693. }
  88694. this._exposure = value;
  88695. this._updateParameters();
  88696. },
  88697. enumerable: true,
  88698. configurable: true
  88699. });
  88700. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  88701. /**
  88702. * Gets wether the tone mapping effect is enabled.
  88703. */
  88704. get: function () {
  88705. return this._toneMappingEnabled;
  88706. },
  88707. /**
  88708. * Sets wether the tone mapping effect is enabled.
  88709. */
  88710. set: function (value) {
  88711. if (this._toneMappingEnabled === value) {
  88712. return;
  88713. }
  88714. this._toneMappingEnabled = value;
  88715. this._updateParameters();
  88716. },
  88717. enumerable: true,
  88718. configurable: true
  88719. });
  88720. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  88721. /**
  88722. * Gets the type of tone mapping effect.
  88723. */
  88724. get: function () {
  88725. return this._toneMappingType;
  88726. },
  88727. /**
  88728. * Sets the type of tone mapping effect used in BabylonJS.
  88729. */
  88730. set: function (value) {
  88731. if (this._toneMappingType === value) {
  88732. return;
  88733. }
  88734. this._toneMappingType = value;
  88735. this._updateParameters();
  88736. },
  88737. enumerable: true,
  88738. configurable: true
  88739. });
  88740. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  88741. /**
  88742. * Gets the contrast used in the effect.
  88743. */
  88744. get: function () {
  88745. return this._contrast;
  88746. },
  88747. /**
  88748. * Sets the contrast used in the effect.
  88749. */
  88750. set: function (value) {
  88751. if (this._contrast === value) {
  88752. return;
  88753. }
  88754. this._contrast = value;
  88755. this._updateParameters();
  88756. },
  88757. enumerable: true,
  88758. configurable: true
  88759. });
  88760. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  88761. /**
  88762. * Gets the vignette blend mode allowing different kind of effect.
  88763. */
  88764. get: function () {
  88765. return this._vignetteBlendMode;
  88766. },
  88767. /**
  88768. * Sets the vignette blend mode allowing different kind of effect.
  88769. */
  88770. set: function (value) {
  88771. if (this._vignetteBlendMode === value) {
  88772. return;
  88773. }
  88774. this._vignetteBlendMode = value;
  88775. this._updateParameters();
  88776. },
  88777. enumerable: true,
  88778. configurable: true
  88779. });
  88780. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  88781. /**
  88782. * Gets wether the vignette effect is enabled.
  88783. */
  88784. get: function () {
  88785. return this._vignetteEnabled;
  88786. },
  88787. /**
  88788. * Sets wether the vignette effect is enabled.
  88789. */
  88790. set: function (value) {
  88791. if (this._vignetteEnabled === value) {
  88792. return;
  88793. }
  88794. this._vignetteEnabled = value;
  88795. this._updateParameters();
  88796. },
  88797. enumerable: true,
  88798. configurable: true
  88799. });
  88800. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  88801. /**
  88802. * Gets wether the image processing is applied through a post process or not.
  88803. */
  88804. get: function () {
  88805. return this._applyByPostProcess;
  88806. },
  88807. /**
  88808. * Sets wether the image processing is applied through a post process or not.
  88809. */
  88810. set: function (value) {
  88811. if (this._applyByPostProcess === value) {
  88812. return;
  88813. }
  88814. this._applyByPostProcess = value;
  88815. this._updateParameters();
  88816. },
  88817. enumerable: true,
  88818. configurable: true
  88819. });
  88820. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  88821. /**
  88822. * Gets wether the image processing is enabled or not.
  88823. */
  88824. get: function () {
  88825. return this._isEnabled;
  88826. },
  88827. /**
  88828. * Sets wether the image processing is enabled or not.
  88829. */
  88830. set: function (value) {
  88831. if (this._isEnabled === value) {
  88832. return;
  88833. }
  88834. this._isEnabled = value;
  88835. this._updateParameters();
  88836. },
  88837. enumerable: true,
  88838. configurable: true
  88839. });
  88840. /**
  88841. * Method called each time the image processing information changes requires to recompile the effect.
  88842. */
  88843. ImageProcessingConfiguration.prototype._updateParameters = function () {
  88844. this.onUpdateParameters.notifyObservers(this);
  88845. };
  88846. /**
  88847. * Gets the current class name.
  88848. * @return "ImageProcessingConfiguration"
  88849. */
  88850. ImageProcessingConfiguration.prototype.getClassName = function () {
  88851. return "ImageProcessingConfiguration";
  88852. };
  88853. /**
  88854. * Prepare the list of uniforms associated with the Image Processing effects.
  88855. * @param uniforms The list of uniforms used in the effect
  88856. * @param defines the list of defines currently in use
  88857. */
  88858. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  88859. if (defines.EXPOSURE) {
  88860. uniforms.push("exposureLinear");
  88861. }
  88862. if (defines.CONTRAST) {
  88863. uniforms.push("contrast");
  88864. }
  88865. if (defines.COLORGRADING) {
  88866. uniforms.push("colorTransformSettings");
  88867. }
  88868. if (defines.VIGNETTE) {
  88869. uniforms.push("vInverseScreenSize");
  88870. uniforms.push("vignetteSettings1");
  88871. uniforms.push("vignetteSettings2");
  88872. }
  88873. if (defines.COLORCURVES) {
  88874. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  88875. }
  88876. };
  88877. /**
  88878. * Prepare the list of samplers associated with the Image Processing effects.
  88879. * @param samplersList The list of uniforms used in the effect
  88880. * @param defines the list of defines currently in use
  88881. */
  88882. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  88883. if (defines.COLORGRADING) {
  88884. samplersList.push("txColorTransform");
  88885. }
  88886. };
  88887. /**
  88888. * Prepare the list of defines associated to the shader.
  88889. * @param defines the list of defines to complete
  88890. * @param forPostProcess Define if we are currently in post process mode or not
  88891. */
  88892. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  88893. if (forPostProcess === void 0) { forPostProcess = false; }
  88894. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  88895. defines.VIGNETTE = false;
  88896. defines.TONEMAPPING = false;
  88897. defines.TONEMAPPING_ACES = false;
  88898. defines.CONTRAST = false;
  88899. defines.EXPOSURE = false;
  88900. defines.COLORCURVES = false;
  88901. defines.COLORGRADING = false;
  88902. defines.COLORGRADING3D = false;
  88903. defines.IMAGEPROCESSING = false;
  88904. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  88905. return;
  88906. }
  88907. defines.VIGNETTE = this.vignetteEnabled;
  88908. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  88909. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  88910. defines.TONEMAPPING = this.toneMappingEnabled;
  88911. switch (this._toneMappingType) {
  88912. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  88913. defines.TONEMAPPING_ACES = true;
  88914. break;
  88915. }
  88916. defines.CONTRAST = (this.contrast !== 1.0);
  88917. defines.EXPOSURE = (this.exposure !== 1.0);
  88918. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  88919. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  88920. if (defines.COLORGRADING) {
  88921. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  88922. }
  88923. else {
  88924. defines.COLORGRADING3D = false;
  88925. }
  88926. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  88927. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  88928. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  88929. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  88930. };
  88931. /**
  88932. * Returns true if all the image processing information are ready.
  88933. * @returns True if ready, otherwise, false
  88934. */
  88935. ImageProcessingConfiguration.prototype.isReady = function () {
  88936. // Color Grading texure can not be none blocking.
  88937. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  88938. };
  88939. /**
  88940. * Binds the image processing to the shader.
  88941. * @param effect The effect to bind to
  88942. * @param aspectRatio Define the current aspect ratio of the effect
  88943. */
  88944. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  88945. if (aspectRatio === void 0) { aspectRatio = 1; }
  88946. // Color Curves
  88947. if (this._colorCurvesEnabled && this.colorCurves) {
  88948. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  88949. }
  88950. // Vignette
  88951. if (this._vignetteEnabled) {
  88952. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  88953. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  88954. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  88955. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  88956. var vignetteScaleX = vignetteScaleY * aspectRatio;
  88957. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  88958. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  88959. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  88960. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  88961. var vignettePower = -2.0 * this.vignetteWeight;
  88962. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  88963. }
  88964. // Exposure
  88965. effect.setFloat("exposureLinear", this.exposure);
  88966. // Contrast
  88967. effect.setFloat("contrast", this.contrast);
  88968. // Color transform settings
  88969. if (this.colorGradingTexture) {
  88970. effect.setTexture("txColorTransform", this.colorGradingTexture);
  88971. var textureSize = this.colorGradingTexture.getSize().height;
  88972. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  88973. 0.5 / textureSize, // textureOffset
  88974. textureSize, // textureSize
  88975. this.colorGradingTexture.level // weight
  88976. );
  88977. }
  88978. };
  88979. /**
  88980. * Clones the current image processing instance.
  88981. * @return The cloned image processing
  88982. */
  88983. ImageProcessingConfiguration.prototype.clone = function () {
  88984. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  88985. };
  88986. /**
  88987. * Serializes the current image processing instance to a json representation.
  88988. * @return a JSON representation
  88989. */
  88990. ImageProcessingConfiguration.prototype.serialize = function () {
  88991. return BABYLON.SerializationHelper.Serialize(this);
  88992. };
  88993. /**
  88994. * Parses the image processing from a json representation.
  88995. * @param source the JSON source to parse
  88996. * @return The parsed image processing
  88997. */
  88998. ImageProcessingConfiguration.Parse = function (source) {
  88999. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89000. };
  89001. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89002. /**
  89003. * Used to apply the vignette as a mix with the pixel color.
  89004. */
  89005. get: function () {
  89006. return this._VIGNETTEMODE_MULTIPLY;
  89007. },
  89008. enumerable: true,
  89009. configurable: true
  89010. });
  89011. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89012. /**
  89013. * Used to apply the vignette as a replacement of the pixel color.
  89014. */
  89015. get: function () {
  89016. return this._VIGNETTEMODE_OPAQUE;
  89017. },
  89018. enumerable: true,
  89019. configurable: true
  89020. });
  89021. /**
  89022. * Default tone mapping applied in BabylonJS.
  89023. */
  89024. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89025. /**
  89026. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89027. * to other engines rendering to increase portability.
  89028. */
  89029. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89030. // Static constants associated to the image processing.
  89031. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89032. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89033. __decorate([
  89034. BABYLON.serializeAsColorCurves()
  89035. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89036. __decorate([
  89037. BABYLON.serialize()
  89038. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89039. __decorate([
  89040. BABYLON.serializeAsTexture("colorGradingTexture")
  89041. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89042. __decorate([
  89043. BABYLON.serialize()
  89044. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89045. __decorate([
  89046. BABYLON.serialize()
  89047. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89048. __decorate([
  89049. BABYLON.serialize()
  89050. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89051. __decorate([
  89052. BABYLON.serialize()
  89053. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89054. __decorate([
  89055. BABYLON.serialize()
  89056. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89057. __decorate([
  89058. BABYLON.serialize()
  89059. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89060. __decorate([
  89061. BABYLON.serialize()
  89062. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89063. __decorate([
  89064. BABYLON.serialize()
  89065. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89066. __decorate([
  89067. BABYLON.serialize()
  89068. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89069. __decorate([
  89070. BABYLON.serialize()
  89071. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89072. __decorate([
  89073. BABYLON.serialize()
  89074. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89075. __decorate([
  89076. BABYLON.serializeAsColor4()
  89077. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89078. __decorate([
  89079. BABYLON.serialize()
  89080. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89081. __decorate([
  89082. BABYLON.serialize()
  89083. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89084. __decorate([
  89085. BABYLON.serialize()
  89086. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89087. __decorate([
  89088. BABYLON.serialize()
  89089. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89090. __decorate([
  89091. BABYLON.serialize()
  89092. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89093. return ImageProcessingConfiguration;
  89094. }());
  89095. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89096. })(BABYLON || (BABYLON = {}));
  89097. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  89098. var BABYLON;
  89099. (function (BABYLON) {
  89100. /**
  89101. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89102. * It can help converting any input color in a desired output one. This can then be used to create effects
  89103. * from sepia, black and white to sixties or futuristic rendering...
  89104. *
  89105. * The only supported format is currently 3dl.
  89106. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89107. */
  89108. var ColorGradingTexture = /** @class */ (function (_super) {
  89109. __extends(ColorGradingTexture, _super);
  89110. /**
  89111. * Instantiates a ColorGradingTexture from the following parameters.
  89112. *
  89113. * @param url The location of the color gradind data (currently only supporting 3dl)
  89114. * @param scene The scene the texture will be used in
  89115. */
  89116. function ColorGradingTexture(url, scene) {
  89117. var _this = _super.call(this, scene) || this;
  89118. if (!url) {
  89119. return _this;
  89120. }
  89121. _this._engine = scene.getEngine();
  89122. _this._textureMatrix = BABYLON.Matrix.Identity();
  89123. _this.name = url;
  89124. _this.url = url;
  89125. _this.hasAlpha = false;
  89126. _this.isCube = false;
  89127. _this.is3D = _this._engine.webGLVersion > 1;
  89128. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89129. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89130. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89131. _this.anisotropicFilteringLevel = 1;
  89132. _this._texture = _this._getFromCache(url, true);
  89133. if (!_this._texture) {
  89134. if (!scene.useDelayedTextureLoading) {
  89135. _this.loadTexture();
  89136. }
  89137. else {
  89138. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89139. }
  89140. }
  89141. return _this;
  89142. }
  89143. /**
  89144. * Returns the texture matrix used in most of the material.
  89145. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89146. */
  89147. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89148. return this._textureMatrix;
  89149. };
  89150. /**
  89151. * Occurs when the file being loaded is a .3dl LUT file.
  89152. */
  89153. ColorGradingTexture.prototype.load3dlTexture = function () {
  89154. var engine = this._engine;
  89155. var texture;
  89156. if (engine.webGLVersion === 1) {
  89157. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89158. }
  89159. else {
  89160. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89161. }
  89162. this._texture = texture;
  89163. var callback = function (text) {
  89164. if (typeof text !== "string") {
  89165. return;
  89166. }
  89167. var data = null;
  89168. var tempData = null;
  89169. var line;
  89170. var lines = text.split('\n');
  89171. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  89172. var maxColor = 0;
  89173. for (var i = 0; i < lines.length; i++) {
  89174. line = lines[i];
  89175. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  89176. continue;
  89177. }
  89178. if (line.indexOf('#') === 0) {
  89179. continue;
  89180. }
  89181. var words = line.split(" ");
  89182. if (size === 0) {
  89183. // Number of space + one
  89184. size = words.length;
  89185. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  89186. tempData = new Float32Array(size * size * size * 4);
  89187. continue;
  89188. }
  89189. if (size != 0) {
  89190. var r = Math.max(parseInt(words[0]), 0);
  89191. var g = Math.max(parseInt(words[1]), 0);
  89192. var b = Math.max(parseInt(words[2]), 0);
  89193. maxColor = Math.max(r, maxColor);
  89194. maxColor = Math.max(g, maxColor);
  89195. maxColor = Math.max(b, maxColor);
  89196. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  89197. if (tempData) {
  89198. tempData[pixelStorageIndex + 0] = r;
  89199. tempData[pixelStorageIndex + 1] = g;
  89200. tempData[pixelStorageIndex + 2] = b;
  89201. }
  89202. // Keep for reference in case of back compat problems.
  89203. // pixelIndexSlice++;
  89204. // if (pixelIndexSlice % size == 0) {
  89205. // pixelIndexH++;
  89206. // pixelIndexSlice = 0;
  89207. // if (pixelIndexH % size == 0) {
  89208. // pixelIndexW++;
  89209. // pixelIndexH = 0;
  89210. // }
  89211. // }
  89212. pixelIndexH++;
  89213. if (pixelIndexH % size == 0) {
  89214. pixelIndexSlice++;
  89215. pixelIndexH = 0;
  89216. if (pixelIndexSlice % size == 0) {
  89217. pixelIndexW++;
  89218. pixelIndexSlice = 0;
  89219. }
  89220. }
  89221. }
  89222. }
  89223. if (tempData && data) {
  89224. for (var i = 0; i < tempData.length; i++) {
  89225. if (i > 0 && (i + 1) % 4 === 0) {
  89226. data[i] = 255;
  89227. }
  89228. else {
  89229. var value = tempData[i];
  89230. data[i] = (value / maxColor * 255);
  89231. }
  89232. }
  89233. }
  89234. if (texture.is3D) {
  89235. texture.updateSize(size, size, size);
  89236. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89237. }
  89238. else {
  89239. texture.updateSize(size * size, size);
  89240. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89241. }
  89242. };
  89243. var scene = this.getScene();
  89244. if (scene) {
  89245. scene._loadFile(this.url, callback);
  89246. }
  89247. else {
  89248. this._engine._loadFile(this.url, callback);
  89249. }
  89250. return this._texture;
  89251. };
  89252. /**
  89253. * Starts the loading process of the texture.
  89254. */
  89255. ColorGradingTexture.prototype.loadTexture = function () {
  89256. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  89257. this.load3dlTexture();
  89258. }
  89259. };
  89260. /**
  89261. * Clones the color gradind texture.
  89262. */
  89263. ColorGradingTexture.prototype.clone = function () {
  89264. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  89265. // Base texture
  89266. newTexture.level = this.level;
  89267. return newTexture;
  89268. };
  89269. /**
  89270. * Called during delayed load for textures.
  89271. */
  89272. ColorGradingTexture.prototype.delayLoad = function () {
  89273. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  89274. return;
  89275. }
  89276. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  89277. this._texture = this._getFromCache(this.url, true);
  89278. if (!this._texture) {
  89279. this.loadTexture();
  89280. }
  89281. };
  89282. /**
  89283. * Parses a color grading texture serialized by Babylon.
  89284. * @param parsedTexture The texture information being parsedTexture
  89285. * @param scene The scene to load the texture in
  89286. * @param rootUrl The root url of the data assets to load
  89287. * @return A color gradind texture
  89288. */
  89289. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  89290. var texture = null;
  89291. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  89292. texture = new ColorGradingTexture(parsedTexture.name, scene);
  89293. texture.name = parsedTexture.name;
  89294. texture.level = parsedTexture.level;
  89295. }
  89296. return texture;
  89297. };
  89298. /**
  89299. * Serializes the LUT texture to json format.
  89300. */
  89301. ColorGradingTexture.prototype.serialize = function () {
  89302. if (!this.name) {
  89303. return null;
  89304. }
  89305. var serializationObject = {};
  89306. serializationObject.name = this.name;
  89307. serializationObject.level = this.level;
  89308. serializationObject.customType = "BABYLON.ColorGradingTexture";
  89309. return serializationObject;
  89310. };
  89311. /**
  89312. * Empty line regex stored for GC.
  89313. */
  89314. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  89315. return ColorGradingTexture;
  89316. }(BABYLON.BaseTexture));
  89317. BABYLON.ColorGradingTexture = ColorGradingTexture;
  89318. })(BABYLON || (BABYLON = {}));
  89319. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  89320. var BABYLON;
  89321. (function (BABYLON) {
  89322. /**
  89323. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  89324. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  89325. * 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;
  89326. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  89327. */
  89328. var ColorCurves = /** @class */ (function () {
  89329. function ColorCurves() {
  89330. this._dirty = true;
  89331. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  89332. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  89333. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89334. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  89335. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89336. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  89337. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  89338. this._globalHue = 30;
  89339. this._globalDensity = 0;
  89340. this._globalSaturation = 0;
  89341. this._globalExposure = 0;
  89342. this._highlightsHue = 30;
  89343. this._highlightsDensity = 0;
  89344. this._highlightsSaturation = 0;
  89345. this._highlightsExposure = 0;
  89346. this._midtonesHue = 30;
  89347. this._midtonesDensity = 0;
  89348. this._midtonesSaturation = 0;
  89349. this._midtonesExposure = 0;
  89350. this._shadowsHue = 30;
  89351. this._shadowsDensity = 0;
  89352. this._shadowsSaturation = 0;
  89353. this._shadowsExposure = 0;
  89354. }
  89355. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  89356. /**
  89357. * Gets the global Hue value.
  89358. * 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).
  89359. */
  89360. get: function () {
  89361. return this._globalHue;
  89362. },
  89363. /**
  89364. * Sets the global Hue value.
  89365. * 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).
  89366. */
  89367. set: function (value) {
  89368. this._globalHue = value;
  89369. this._dirty = true;
  89370. },
  89371. enumerable: true,
  89372. configurable: true
  89373. });
  89374. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  89375. /**
  89376. * Gets the global Density value.
  89377. * 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.
  89378. * Values less than zero provide a filter of opposite hue.
  89379. */
  89380. get: function () {
  89381. return this._globalDensity;
  89382. },
  89383. /**
  89384. * Sets the global Density value.
  89385. * 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.
  89386. * Values less than zero provide a filter of opposite hue.
  89387. */
  89388. set: function (value) {
  89389. this._globalDensity = value;
  89390. this._dirty = true;
  89391. },
  89392. enumerable: true,
  89393. configurable: true
  89394. });
  89395. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  89396. /**
  89397. * Gets the global Saturation value.
  89398. * 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.
  89399. */
  89400. get: function () {
  89401. return this._globalSaturation;
  89402. },
  89403. /**
  89404. * Sets the global Saturation value.
  89405. * 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.
  89406. */
  89407. set: function (value) {
  89408. this._globalSaturation = value;
  89409. this._dirty = true;
  89410. },
  89411. enumerable: true,
  89412. configurable: true
  89413. });
  89414. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  89415. /**
  89416. * Gets the global Exposure value.
  89417. * 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.
  89418. */
  89419. get: function () {
  89420. return this._globalExposure;
  89421. },
  89422. /**
  89423. * Sets the global Exposure value.
  89424. * 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.
  89425. */
  89426. set: function (value) {
  89427. this._globalExposure = value;
  89428. this._dirty = true;
  89429. },
  89430. enumerable: true,
  89431. configurable: true
  89432. });
  89433. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  89434. /**
  89435. * Gets the highlights Hue value.
  89436. * 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).
  89437. */
  89438. get: function () {
  89439. return this._highlightsHue;
  89440. },
  89441. /**
  89442. * Sets the highlights Hue value.
  89443. * 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).
  89444. */
  89445. set: function (value) {
  89446. this._highlightsHue = value;
  89447. this._dirty = true;
  89448. },
  89449. enumerable: true,
  89450. configurable: true
  89451. });
  89452. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  89453. /**
  89454. * Gets the highlights Density value.
  89455. * 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.
  89456. * Values less than zero provide a filter of opposite hue.
  89457. */
  89458. get: function () {
  89459. return this._highlightsDensity;
  89460. },
  89461. /**
  89462. * Sets the highlights Density value.
  89463. * 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.
  89464. * Values less than zero provide a filter of opposite hue.
  89465. */
  89466. set: function (value) {
  89467. this._highlightsDensity = value;
  89468. this._dirty = true;
  89469. },
  89470. enumerable: true,
  89471. configurable: true
  89472. });
  89473. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  89474. /**
  89475. * Gets the highlights Saturation value.
  89476. * 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.
  89477. */
  89478. get: function () {
  89479. return this._highlightsSaturation;
  89480. },
  89481. /**
  89482. * Sets the highlights Saturation value.
  89483. * 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.
  89484. */
  89485. set: function (value) {
  89486. this._highlightsSaturation = value;
  89487. this._dirty = true;
  89488. },
  89489. enumerable: true,
  89490. configurable: true
  89491. });
  89492. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  89493. /**
  89494. * Gets the highlights Exposure value.
  89495. * 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.
  89496. */
  89497. get: function () {
  89498. return this._highlightsExposure;
  89499. },
  89500. /**
  89501. * Sets the highlights Exposure value.
  89502. * 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.
  89503. */
  89504. set: function (value) {
  89505. this._highlightsExposure = value;
  89506. this._dirty = true;
  89507. },
  89508. enumerable: true,
  89509. configurable: true
  89510. });
  89511. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  89512. /**
  89513. * Gets the midtones Hue value.
  89514. * 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).
  89515. */
  89516. get: function () {
  89517. return this._midtonesHue;
  89518. },
  89519. /**
  89520. * Sets the midtones Hue value.
  89521. * 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).
  89522. */
  89523. set: function (value) {
  89524. this._midtonesHue = value;
  89525. this._dirty = true;
  89526. },
  89527. enumerable: true,
  89528. configurable: true
  89529. });
  89530. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  89531. /**
  89532. * Gets the midtones Density value.
  89533. * 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.
  89534. * Values less than zero provide a filter of opposite hue.
  89535. */
  89536. get: function () {
  89537. return this._midtonesDensity;
  89538. },
  89539. /**
  89540. * Sets the midtones Density value.
  89541. * 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.
  89542. * Values less than zero provide a filter of opposite hue.
  89543. */
  89544. set: function (value) {
  89545. this._midtonesDensity = value;
  89546. this._dirty = true;
  89547. },
  89548. enumerable: true,
  89549. configurable: true
  89550. });
  89551. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  89552. /**
  89553. * Gets the midtones Saturation value.
  89554. * 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.
  89555. */
  89556. get: function () {
  89557. return this._midtonesSaturation;
  89558. },
  89559. /**
  89560. * Sets the midtones Saturation value.
  89561. * 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.
  89562. */
  89563. set: function (value) {
  89564. this._midtonesSaturation = value;
  89565. this._dirty = true;
  89566. },
  89567. enumerable: true,
  89568. configurable: true
  89569. });
  89570. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  89571. /**
  89572. * Gets the midtones Exposure value.
  89573. * 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.
  89574. */
  89575. get: function () {
  89576. return this._midtonesExposure;
  89577. },
  89578. /**
  89579. * Sets the midtones Exposure value.
  89580. * 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.
  89581. */
  89582. set: function (value) {
  89583. this._midtonesExposure = value;
  89584. this._dirty = true;
  89585. },
  89586. enumerable: true,
  89587. configurable: true
  89588. });
  89589. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  89590. /**
  89591. * Gets the shadows Hue value.
  89592. * 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).
  89593. */
  89594. get: function () {
  89595. return this._shadowsHue;
  89596. },
  89597. /**
  89598. * Sets the shadows Hue value.
  89599. * 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).
  89600. */
  89601. set: function (value) {
  89602. this._shadowsHue = value;
  89603. this._dirty = true;
  89604. },
  89605. enumerable: true,
  89606. configurable: true
  89607. });
  89608. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  89609. /**
  89610. * Gets the shadows Density value.
  89611. * 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.
  89612. * Values less than zero provide a filter of opposite hue.
  89613. */
  89614. get: function () {
  89615. return this._shadowsDensity;
  89616. },
  89617. /**
  89618. * Sets the shadows Density value.
  89619. * 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.
  89620. * Values less than zero provide a filter of opposite hue.
  89621. */
  89622. set: function (value) {
  89623. this._shadowsDensity = value;
  89624. this._dirty = true;
  89625. },
  89626. enumerable: true,
  89627. configurable: true
  89628. });
  89629. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  89630. /**
  89631. * Gets the shadows Saturation value.
  89632. * 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.
  89633. */
  89634. get: function () {
  89635. return this._shadowsSaturation;
  89636. },
  89637. /**
  89638. * Sets the shadows Saturation value.
  89639. * 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.
  89640. */
  89641. set: function (value) {
  89642. this._shadowsSaturation = value;
  89643. this._dirty = true;
  89644. },
  89645. enumerable: true,
  89646. configurable: true
  89647. });
  89648. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  89649. /**
  89650. * Gets the shadows Exposure value.
  89651. * 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.
  89652. */
  89653. get: function () {
  89654. return this._shadowsExposure;
  89655. },
  89656. /**
  89657. * Sets the shadows Exposure value.
  89658. * 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.
  89659. */
  89660. set: function (value) {
  89661. this._shadowsExposure = value;
  89662. this._dirty = true;
  89663. },
  89664. enumerable: true,
  89665. configurable: true
  89666. });
  89667. /**
  89668. * Returns the class name
  89669. * @returns The class name
  89670. */
  89671. ColorCurves.prototype.getClassName = function () {
  89672. return "ColorCurves";
  89673. };
  89674. /**
  89675. * Binds the color curves to the shader.
  89676. * @param colorCurves The color curve to bind
  89677. * @param effect The effect to bind to
  89678. * @param positiveUniform The positive uniform shader parameter
  89679. * @param neutralUniform The neutral uniform shader parameter
  89680. * @param negativeUniform The negative uniform shader parameter
  89681. */
  89682. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  89683. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  89684. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  89685. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  89686. if (colorCurves._dirty) {
  89687. colorCurves._dirty = false;
  89688. // Fill in global info.
  89689. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  89690. // Compute highlights info.
  89691. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  89692. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  89693. // Compute midtones info.
  89694. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  89695. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  89696. // Compute shadows info.
  89697. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  89698. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  89699. // Compute deltas (neutral is midtones).
  89700. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  89701. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  89702. }
  89703. if (effect) {
  89704. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  89705. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  89706. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  89707. }
  89708. };
  89709. /**
  89710. * Prepare the list of uniforms associated with the ColorCurves effects.
  89711. * @param uniformsList The list of uniforms used in the effect
  89712. */
  89713. ColorCurves.PrepareUniforms = function (uniformsList) {
  89714. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  89715. };
  89716. /**
  89717. * Returns color grading data based on a hue, density, saturation and exposure value.
  89718. * @param filterHue The hue of the color filter.
  89719. * @param filterDensity The density of the color filter.
  89720. * @param saturation The saturation.
  89721. * @param exposure The exposure.
  89722. * @param result The result data container.
  89723. */
  89724. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  89725. if (hue == null) {
  89726. return;
  89727. }
  89728. hue = ColorCurves.clamp(hue, 0, 360);
  89729. density = ColorCurves.clamp(density, -100, 100);
  89730. saturation = ColorCurves.clamp(saturation, -100, 100);
  89731. exposure = ColorCurves.clamp(exposure, -100, 100);
  89732. // Remap the slider/config filter density with non-linear mapping and also scale by half
  89733. // so that the maximum filter density is only 50% control. This provides fine control
  89734. // for small values and reasonable range.
  89735. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  89736. density *= 0.5;
  89737. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  89738. if (density < 0) {
  89739. density *= -1;
  89740. hue = (hue + 180) % 360;
  89741. }
  89742. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  89743. result.scaleToRef(2, result);
  89744. result.a = 1 + 0.01 * saturation;
  89745. };
  89746. /**
  89747. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  89748. * @param value The input slider value in range [-100,100].
  89749. * @returns Adjusted value.
  89750. */
  89751. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  89752. value /= 100;
  89753. var x = Math.abs(value);
  89754. x = Math.pow(x, 2);
  89755. if (value < 0) {
  89756. x *= -1;
  89757. }
  89758. x *= 100;
  89759. return x;
  89760. };
  89761. /**
  89762. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  89763. * @param hue The hue (H) input.
  89764. * @param saturation The saturation (S) input.
  89765. * @param brightness The brightness (B) input.
  89766. * @result An RGBA color represented as Vector4.
  89767. */
  89768. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  89769. var h = ColorCurves.clamp(hue, 0, 360);
  89770. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  89771. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  89772. if (s === 0) {
  89773. result.r = v;
  89774. result.g = v;
  89775. result.b = v;
  89776. }
  89777. else {
  89778. // sector 0 to 5
  89779. h /= 60;
  89780. var i = Math.floor(h);
  89781. // fractional part of h
  89782. var f = h - i;
  89783. var p = v * (1 - s);
  89784. var q = v * (1 - s * f);
  89785. var t = v * (1 - s * (1 - f));
  89786. switch (i) {
  89787. case 0:
  89788. result.r = v;
  89789. result.g = t;
  89790. result.b = p;
  89791. break;
  89792. case 1:
  89793. result.r = q;
  89794. result.g = v;
  89795. result.b = p;
  89796. break;
  89797. case 2:
  89798. result.r = p;
  89799. result.g = v;
  89800. result.b = t;
  89801. break;
  89802. case 3:
  89803. result.r = p;
  89804. result.g = q;
  89805. result.b = v;
  89806. break;
  89807. case 4:
  89808. result.r = t;
  89809. result.g = p;
  89810. result.b = v;
  89811. break;
  89812. default: // case 5:
  89813. result.r = v;
  89814. result.g = p;
  89815. result.b = q;
  89816. break;
  89817. }
  89818. }
  89819. result.a = 1;
  89820. };
  89821. /**
  89822. * Returns a value clamped between min and max
  89823. * @param value The value to clamp
  89824. * @param min The minimum of value
  89825. * @param max The maximum of value
  89826. * @returns The clamped value.
  89827. */
  89828. ColorCurves.clamp = function (value, min, max) {
  89829. return Math.min(Math.max(value, min), max);
  89830. };
  89831. /**
  89832. * Clones the current color curve instance.
  89833. * @return The cloned curves
  89834. */
  89835. ColorCurves.prototype.clone = function () {
  89836. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  89837. };
  89838. /**
  89839. * Serializes the current color curve instance to a json representation.
  89840. * @return a JSON representation
  89841. */
  89842. ColorCurves.prototype.serialize = function () {
  89843. return BABYLON.SerializationHelper.Serialize(this);
  89844. };
  89845. /**
  89846. * Parses the color curve from a json representation.
  89847. * @param source the JSON source to parse
  89848. * @return The parsed curves
  89849. */
  89850. ColorCurves.Parse = function (source) {
  89851. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  89852. };
  89853. __decorate([
  89854. BABYLON.serialize()
  89855. ], ColorCurves.prototype, "_globalHue", void 0);
  89856. __decorate([
  89857. BABYLON.serialize()
  89858. ], ColorCurves.prototype, "_globalDensity", void 0);
  89859. __decorate([
  89860. BABYLON.serialize()
  89861. ], ColorCurves.prototype, "_globalSaturation", void 0);
  89862. __decorate([
  89863. BABYLON.serialize()
  89864. ], ColorCurves.prototype, "_globalExposure", void 0);
  89865. __decorate([
  89866. BABYLON.serialize()
  89867. ], ColorCurves.prototype, "_highlightsHue", void 0);
  89868. __decorate([
  89869. BABYLON.serialize()
  89870. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  89871. __decorate([
  89872. BABYLON.serialize()
  89873. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  89874. __decorate([
  89875. BABYLON.serialize()
  89876. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  89877. __decorate([
  89878. BABYLON.serialize()
  89879. ], ColorCurves.prototype, "_midtonesHue", void 0);
  89880. __decorate([
  89881. BABYLON.serialize()
  89882. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  89883. __decorate([
  89884. BABYLON.serialize()
  89885. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  89886. __decorate([
  89887. BABYLON.serialize()
  89888. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  89889. return ColorCurves;
  89890. }());
  89891. BABYLON.ColorCurves = ColorCurves;
  89892. })(BABYLON || (BABYLON = {}));
  89893. //# sourceMappingURL=babylon.colorCurves.js.map
  89894. var BABYLON;
  89895. (function (BABYLON) {
  89896. /**
  89897. * Post process which applies a refractin texture
  89898. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  89899. */
  89900. var RefractionPostProcess = /** @class */ (function (_super) {
  89901. __extends(RefractionPostProcess, _super);
  89902. /**
  89903. * Initializes the RefractionPostProcess
  89904. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  89905. * @param name The name of the effect.
  89906. * @param refractionTextureUrl Url of the refraction texture to use
  89907. * @param color the base color of the refraction (used to taint the rendering)
  89908. * @param depth simulated refraction depth
  89909. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  89910. * @param camera The camera to apply the render pass to.
  89911. * @param options The required width/height ratio to downsize to before computing the render pass.
  89912. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  89913. * @param engine The engine which the post process will be applied. (default: current engine)
  89914. * @param reusable If the post process can be reused on the same frame. (default: false)
  89915. */
  89916. function RefractionPostProcess(name, refractionTextureUrl,
  89917. /** the base color of the refraction (used to taint the rendering) */
  89918. color,
  89919. /** simulated refraction depth */
  89920. depth,
  89921. /** the coefficient of the base color (0 to remove base color tainting) */
  89922. colorLevel, options, camera, samplingMode, engine, reusable) {
  89923. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  89924. _this.color = color;
  89925. _this.depth = depth;
  89926. _this.colorLevel = colorLevel;
  89927. _this._ownRefractionTexture = true;
  89928. _this.onActivateObservable.add(function (cam) {
  89929. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  89930. });
  89931. _this.onApplyObservable.add(function (effect) {
  89932. effect.setColor3("baseColor", _this.color);
  89933. effect.setFloat("depth", _this.depth);
  89934. effect.setFloat("colorLevel", _this.colorLevel);
  89935. effect.setTexture("refractionSampler", _this._refTexture);
  89936. });
  89937. return _this;
  89938. }
  89939. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  89940. /**
  89941. * Gets or sets the refraction texture
  89942. * Please note that you are responsible for disposing the texture if you set it manually
  89943. */
  89944. get: function () {
  89945. return this._refTexture;
  89946. },
  89947. set: function (value) {
  89948. if (this._refTexture && this._ownRefractionTexture) {
  89949. this._refTexture.dispose();
  89950. }
  89951. this._refTexture = value;
  89952. this._ownRefractionTexture = false;
  89953. },
  89954. enumerable: true,
  89955. configurable: true
  89956. });
  89957. // Methods
  89958. /**
  89959. * Disposes of the post process
  89960. * @param camera Camera to dispose post process on
  89961. */
  89962. RefractionPostProcess.prototype.dispose = function (camera) {
  89963. if (this._refTexture && this._ownRefractionTexture) {
  89964. this._refTexture.dispose();
  89965. this._refTexture = null;
  89966. }
  89967. _super.prototype.dispose.call(this, camera);
  89968. };
  89969. return RefractionPostProcess;
  89970. }(BABYLON.PostProcess));
  89971. BABYLON.RefractionPostProcess = RefractionPostProcess;
  89972. })(BABYLON || (BABYLON = {}));
  89973. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  89974. var BABYLON;
  89975. (function (BABYLON) {
  89976. /**
  89977. * Post process used to render in black and white
  89978. */
  89979. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  89980. __extends(BlackAndWhitePostProcess, _super);
  89981. /**
  89982. * Creates a black and white post process
  89983. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  89984. * @param name The name of the effect.
  89985. * @param options The required width/height ratio to downsize to before computing the render pass.
  89986. * @param camera The camera to apply the render pass to.
  89987. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  89988. * @param engine The engine which the post process will be applied. (default: current engine)
  89989. * @param reusable If the post process can be reused on the same frame. (default: false)
  89990. */
  89991. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  89992. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  89993. /**
  89994. * Linear about to convert he result to black and white (default: 1)
  89995. */
  89996. _this.degree = 1;
  89997. _this.onApplyObservable.add(function (effect) {
  89998. effect.setFloat("degree", _this.degree);
  89999. });
  90000. return _this;
  90001. }
  90002. return BlackAndWhitePostProcess;
  90003. }(BABYLON.PostProcess));
  90004. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90005. })(BABYLON || (BABYLON = {}));
  90006. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90007. var BABYLON;
  90008. (function (BABYLON) {
  90009. /**
  90010. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90011. * input texture to perform effects such as edge detection or sharpening
  90012. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90013. */
  90014. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90015. __extends(ConvolutionPostProcess, _super);
  90016. /**
  90017. * Creates a new instance ConvolutionPostProcess
  90018. * @param name The name of the effect.
  90019. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90020. * @param options The required width/height ratio to downsize to before computing the render pass.
  90021. * @param camera The camera to apply the render pass to.
  90022. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90023. * @param engine The engine which the post process will be applied. (default: current engine)
  90024. * @param reusable If the post process can be reused on the same frame. (default: false)
  90025. * @param textureType Type of textures used when performing the post process. (default: 0)
  90026. */
  90027. function ConvolutionPostProcess(name,
  90028. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90029. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90030. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90031. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90032. _this.kernel = kernel;
  90033. _this.onApply = function (effect) {
  90034. effect.setFloat2("screenSize", _this.width, _this.height);
  90035. effect.setArray("kernel", _this.kernel);
  90036. };
  90037. return _this;
  90038. }
  90039. // Statics
  90040. /**
  90041. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90042. */
  90043. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90044. /**
  90045. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90046. */
  90047. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90048. /**
  90049. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90050. */
  90051. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90052. /**
  90053. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90054. */
  90055. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90056. /**
  90057. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90058. */
  90059. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90060. /**
  90061. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90062. */
  90063. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90064. return ConvolutionPostProcess;
  90065. }(BABYLON.PostProcess));
  90066. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90067. })(BABYLON || (BABYLON = {}));
  90068. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  90069. var BABYLON;
  90070. (function (BABYLON) {
  90071. /**
  90072. * Applies a kernel filter to the image
  90073. */
  90074. var FilterPostProcess = /** @class */ (function (_super) {
  90075. __extends(FilterPostProcess, _super);
  90076. /**
  90077. *
  90078. * @param name The name of the effect.
  90079. * @param kernelMatrix The matrix to be applied to the image
  90080. * @param options The required width/height ratio to downsize to before computing the render pass.
  90081. * @param camera The camera to apply the render pass to.
  90082. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90083. * @param engine The engine which the post process will be applied. (default: current engine)
  90084. * @param reusable If the post process can be reused on the same frame. (default: false)
  90085. */
  90086. function FilterPostProcess(name,
  90087. /** The matrix to be applied to the image */
  90088. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90089. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90090. _this.kernelMatrix = kernelMatrix;
  90091. _this.onApply = function (effect) {
  90092. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90093. };
  90094. return _this;
  90095. }
  90096. return FilterPostProcess;
  90097. }(BABYLON.PostProcess));
  90098. BABYLON.FilterPostProcess = FilterPostProcess;
  90099. })(BABYLON || (BABYLON = {}));
  90100. //# sourceMappingURL=babylon.filterPostProcess.js.map
  90101. var BABYLON;
  90102. (function (BABYLON) {
  90103. /**
  90104. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90105. */
  90106. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90107. __extends(VolumetricLightScatteringPostProcess, _super);
  90108. /**
  90109. * @constructor
  90110. * @param name The post-process name
  90111. * @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)
  90112. * @param camera The camera that the post-process will be attached to
  90113. * @param mesh The mesh used to create the light scattering
  90114. * @param samples The post-process quality, default 100
  90115. * @param samplingModeThe post-process filtering mode
  90116. * @param engine The babylon engine
  90117. * @param reusable If the post-process is reusable
  90118. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90119. */
  90120. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90121. if (samples === void 0) { samples = 100; }
  90122. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90123. 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;
  90124. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90125. /**
  90126. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90127. */
  90128. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90129. /**
  90130. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90131. */
  90132. _this.useCustomMeshPosition = false;
  90133. /**
  90134. * If the post-process should inverse the light scattering direction
  90135. */
  90136. _this.invert = true;
  90137. /**
  90138. * Array containing the excluded meshes not rendered in the internal pass
  90139. */
  90140. _this.excludedMeshes = new Array();
  90141. /**
  90142. * Controls the overall intensity of the post-process
  90143. */
  90144. _this.exposure = 0.3;
  90145. /**
  90146. * Dissipates each sample's contribution in range [0, 1]
  90147. */
  90148. _this.decay = 0.96815;
  90149. /**
  90150. * Controls the overall intensity of each sample
  90151. */
  90152. _this.weight = 0.58767;
  90153. /**
  90154. * Controls the density of each sample
  90155. */
  90156. _this.density = 0.926;
  90157. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  90158. engine = scene.getEngine();
  90159. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  90160. // Configure mesh
  90161. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  90162. // Configure
  90163. _this._createPass(scene, ratio.passRatio || ratio);
  90164. _this.onActivate = function (camera) {
  90165. if (!_this.isSupported) {
  90166. _this.dispose(camera);
  90167. }
  90168. _this.onActivate = null;
  90169. };
  90170. _this.onApplyObservable.add(function (effect) {
  90171. _this._updateMeshScreenCoordinates(scene);
  90172. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  90173. effect.setFloat("exposure", _this.exposure);
  90174. effect.setFloat("decay", _this.decay);
  90175. effect.setFloat("weight", _this.weight);
  90176. effect.setFloat("density", _this.density);
  90177. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  90178. });
  90179. return _this;
  90180. }
  90181. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  90182. /**
  90183. * @hidden
  90184. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  90185. */
  90186. get: function () {
  90187. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90188. return false;
  90189. },
  90190. set: function (useDiffuseColor) {
  90191. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90192. },
  90193. enumerable: true,
  90194. configurable: true
  90195. });
  90196. /**
  90197. * Returns the string "VolumetricLightScatteringPostProcess"
  90198. * @returns "VolumetricLightScatteringPostProcess"
  90199. */
  90200. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  90201. return "VolumetricLightScatteringPostProcess";
  90202. };
  90203. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  90204. var mesh = subMesh.getMesh();
  90205. // Render this.mesh as default
  90206. if (mesh === this.mesh && mesh.material) {
  90207. return mesh.material.isReady(mesh);
  90208. }
  90209. var defines = [];
  90210. var attribs = [BABYLON.VertexBuffer.PositionKind];
  90211. var material = subMesh.getMaterial();
  90212. // Alpha test
  90213. if (material) {
  90214. if (material.needAlphaTesting()) {
  90215. defines.push("#define ALPHATEST");
  90216. }
  90217. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  90218. attribs.push(BABYLON.VertexBuffer.UVKind);
  90219. defines.push("#define UV1");
  90220. }
  90221. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  90222. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  90223. defines.push("#define UV2");
  90224. }
  90225. }
  90226. // Bones
  90227. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  90228. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  90229. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  90230. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  90231. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  90232. }
  90233. else {
  90234. defines.push("#define NUM_BONE_INFLUENCERS 0");
  90235. }
  90236. // Instances
  90237. if (useInstances) {
  90238. defines.push("#define INSTANCES");
  90239. attribs.push("world0");
  90240. attribs.push("world1");
  90241. attribs.push("world2");
  90242. attribs.push("world3");
  90243. }
  90244. // Get correct effect
  90245. var join = defines.join("\n");
  90246. if (this._cachedDefines !== join) {
  90247. this._cachedDefines = join;
  90248. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  90249. }
  90250. return this._volumetricLightScatteringPass.isReady();
  90251. };
  90252. /**
  90253. * Sets the new light position for light scattering effect
  90254. * @param position The new custom light position
  90255. */
  90256. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  90257. this.customMeshPosition = position;
  90258. };
  90259. /**
  90260. * Returns the light position for light scattering effect
  90261. * @return Vector3 The custom light position
  90262. */
  90263. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  90264. return this.customMeshPosition;
  90265. };
  90266. /**
  90267. * Disposes the internal assets and detaches the post-process from the camera
  90268. */
  90269. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  90270. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  90271. if (rttIndex !== -1) {
  90272. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  90273. }
  90274. this._volumetricLightScatteringRTT.dispose();
  90275. _super.prototype.dispose.call(this, camera);
  90276. };
  90277. /**
  90278. * Returns the render target texture used by the post-process
  90279. * @return the render target texture used by the post-process
  90280. */
  90281. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  90282. return this._volumetricLightScatteringRTT;
  90283. };
  90284. // Private methods
  90285. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  90286. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  90287. return true;
  90288. }
  90289. return false;
  90290. };
  90291. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  90292. var _this = this;
  90293. var engine = scene.getEngine();
  90294. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  90295. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90296. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90297. this._volumetricLightScatteringRTT.renderList = null;
  90298. this._volumetricLightScatteringRTT.renderParticles = false;
  90299. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  90300. var camera = this.getCamera();
  90301. if (camera) {
  90302. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90303. }
  90304. else {
  90305. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90306. }
  90307. // Custom render function for submeshes
  90308. var renderSubMesh = function (subMesh) {
  90309. var mesh = subMesh.getRenderingMesh();
  90310. if (_this._meshExcluded(mesh)) {
  90311. return;
  90312. }
  90313. var material = subMesh.getMaterial();
  90314. if (!material) {
  90315. return;
  90316. }
  90317. var scene = mesh.getScene();
  90318. var engine = scene.getEngine();
  90319. // Culling
  90320. engine.setState(material.backFaceCulling);
  90321. // Managing instances
  90322. var batch = mesh._getInstancesRenderList(subMesh._id);
  90323. if (batch.mustReturn) {
  90324. return;
  90325. }
  90326. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  90327. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  90328. var effect = _this._volumetricLightScatteringPass;
  90329. if (mesh === _this.mesh) {
  90330. if (subMesh.effect) {
  90331. effect = subMesh.effect;
  90332. }
  90333. else {
  90334. effect = material.getEffect();
  90335. }
  90336. }
  90337. engine.enableEffect(effect);
  90338. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  90339. if (mesh === _this.mesh) {
  90340. material.bind(mesh.getWorldMatrix(), mesh);
  90341. }
  90342. else {
  90343. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  90344. // Alpha test
  90345. if (material && material.needAlphaTesting()) {
  90346. var alphaTexture = material.getAlphaTestTexture();
  90347. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  90348. if (alphaTexture) {
  90349. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  90350. }
  90351. }
  90352. // Bones
  90353. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  90354. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  90355. }
  90356. }
  90357. // Draw
  90358. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  90359. }
  90360. };
  90361. // Render target texture callbacks
  90362. var savedSceneClearColor;
  90363. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  90364. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  90365. savedSceneClearColor = scene.clearColor;
  90366. scene.clearColor = sceneClearColor;
  90367. });
  90368. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  90369. scene.clearColor = savedSceneClearColor;
  90370. });
  90371. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  90372. var engine = scene.getEngine();
  90373. var index;
  90374. if (depthOnlySubMeshes.length) {
  90375. engine.setColorWrite(false);
  90376. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  90377. renderSubMesh(depthOnlySubMeshes.data[index]);
  90378. }
  90379. engine.setColorWrite(true);
  90380. }
  90381. for (index = 0; index < opaqueSubMeshes.length; index++) {
  90382. renderSubMesh(opaqueSubMeshes.data[index]);
  90383. }
  90384. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  90385. renderSubMesh(alphaTestSubMeshes.data[index]);
  90386. }
  90387. if (transparentSubMeshes.length) {
  90388. // Sort sub meshes
  90389. for (index = 0; index < transparentSubMeshes.length; index++) {
  90390. var submesh = transparentSubMeshes.data[index];
  90391. var boundingInfo = submesh.getBoundingInfo();
  90392. if (boundingInfo && scene.activeCamera) {
  90393. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  90394. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  90395. }
  90396. }
  90397. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  90398. sortedArray.sort(function (a, b) {
  90399. // Alpha index first
  90400. if (a._alphaIndex > b._alphaIndex) {
  90401. return 1;
  90402. }
  90403. if (a._alphaIndex < b._alphaIndex) {
  90404. return -1;
  90405. }
  90406. // Then distance to camera
  90407. if (a._distanceToCamera < b._distanceToCamera) {
  90408. return 1;
  90409. }
  90410. if (a._distanceToCamera > b._distanceToCamera) {
  90411. return -1;
  90412. }
  90413. return 0;
  90414. });
  90415. // Render sub meshes
  90416. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  90417. for (index = 0; index < sortedArray.length; index++) {
  90418. renderSubMesh(sortedArray[index]);
  90419. }
  90420. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  90421. }
  90422. };
  90423. };
  90424. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  90425. var transform = scene.getTransformMatrix();
  90426. var meshPosition;
  90427. if (this.useCustomMeshPosition) {
  90428. meshPosition = this.customMeshPosition;
  90429. }
  90430. else if (this.attachedNode) {
  90431. meshPosition = this.attachedNode.position;
  90432. }
  90433. else {
  90434. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  90435. }
  90436. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  90437. this._screenCoordinates.x = pos.x / this._viewPort.width;
  90438. this._screenCoordinates.y = pos.y / this._viewPort.height;
  90439. if (this.invert) {
  90440. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  90441. }
  90442. };
  90443. // Static methods
  90444. /**
  90445. * Creates a default mesh for the Volumeric Light Scattering post-process
  90446. * @param name The mesh name
  90447. * @param scene The scene where to create the mesh
  90448. * @return the default mesh
  90449. */
  90450. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  90451. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  90452. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  90453. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  90454. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  90455. mesh.material = material;
  90456. return mesh;
  90457. };
  90458. __decorate([
  90459. BABYLON.serializeAsVector3()
  90460. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  90461. __decorate([
  90462. BABYLON.serialize()
  90463. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  90464. __decorate([
  90465. BABYLON.serialize()
  90466. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  90467. __decorate([
  90468. BABYLON.serializeAsMeshReference()
  90469. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  90470. __decorate([
  90471. BABYLON.serialize()
  90472. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  90473. __decorate([
  90474. BABYLON.serialize()
  90475. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  90476. __decorate([
  90477. BABYLON.serialize()
  90478. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  90479. __decorate([
  90480. BABYLON.serialize()
  90481. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  90482. __decorate([
  90483. BABYLON.serialize()
  90484. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  90485. return VolumetricLightScatteringPostProcess;
  90486. }(BABYLON.PostProcess));
  90487. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  90488. })(BABYLON || (BABYLON = {}));
  90489. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  90490. var BABYLON;
  90491. (function (BABYLON) {
  90492. /**
  90493. *
  90494. * This post-process allows the modification of rendered colors by using
  90495. * a 'look-up table' (LUT). This effect is also called Color Grading.
  90496. *
  90497. * The object needs to be provided an url to a texture containing the color
  90498. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  90499. * Use an image editing software to tweak the LUT to match your needs.
  90500. *
  90501. * For an example of a color LUT, see here:
  90502. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  90503. * For explanations on color grading, see here:
  90504. * @see http://udn.epicgames.com/Three/ColorGrading.html
  90505. *
  90506. */
  90507. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  90508. __extends(ColorCorrectionPostProcess, _super);
  90509. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  90510. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  90511. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  90512. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  90513. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90514. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90515. _this.onApply = function (effect) {
  90516. effect.setTexture("colorTable", _this._colorTableTexture);
  90517. };
  90518. return _this;
  90519. }
  90520. return ColorCorrectionPostProcess;
  90521. }(BABYLON.PostProcess));
  90522. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  90523. })(BABYLON || (BABYLON = {}));
  90524. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  90525. var BABYLON;
  90526. (function (BABYLON) {
  90527. /** Defines operator used for tonemapping */
  90528. var TonemappingOperator;
  90529. (function (TonemappingOperator) {
  90530. /** Hable */
  90531. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  90532. /** Reinhard */
  90533. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  90534. /** HejiDawson */
  90535. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  90536. /** Photographic */
  90537. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  90538. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  90539. /**
  90540. * Defines a post process to apply tone mapping
  90541. */
  90542. var TonemapPostProcess = /** @class */ (function (_super) {
  90543. __extends(TonemapPostProcess, _super);
  90544. /**
  90545. * Creates a new TonemapPostProcess
  90546. * @param name defines the name of the postprocess
  90547. * @param _operator defines the operator to use
  90548. * @param exposureAdjustment defines the required exposure adjustement
  90549. * @param camera defines the camera to use (can be null)
  90550. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  90551. * @param engine defines the hosting engine (can be ignore if camera is set)
  90552. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  90553. */
  90554. function TonemapPostProcess(name, _operator,
  90555. /** Defines the required exposure adjustement */
  90556. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  90557. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90558. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90559. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  90560. _this._operator = _operator;
  90561. _this.exposureAdjustment = exposureAdjustment;
  90562. var defines = "#define ";
  90563. if (_this._operator === TonemappingOperator.Hable) {
  90564. defines += "HABLE_TONEMAPPING";
  90565. }
  90566. else if (_this._operator === TonemappingOperator.Reinhard) {
  90567. defines += "REINHARD_TONEMAPPING";
  90568. }
  90569. else if (_this._operator === TonemappingOperator.HejiDawson) {
  90570. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  90571. }
  90572. else if (_this._operator === TonemappingOperator.Photographic) {
  90573. defines += "PHOTOGRAPHIC_TONEMAPPING";
  90574. }
  90575. //sadly a second call to create the effect.
  90576. _this.updateEffect(defines);
  90577. _this.onApply = function (effect) {
  90578. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  90579. };
  90580. return _this;
  90581. }
  90582. return TonemapPostProcess;
  90583. }(BABYLON.PostProcess));
  90584. BABYLON.TonemapPostProcess = TonemapPostProcess;
  90585. })(BABYLON || (BABYLON = {}));
  90586. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  90587. var BABYLON;
  90588. (function (BABYLON) {
  90589. /**
  90590. * DisplayPassPostProcess which produces an output the same as it's input
  90591. */
  90592. var DisplayPassPostProcess = /** @class */ (function (_super) {
  90593. __extends(DisplayPassPostProcess, _super);
  90594. /**
  90595. * Creates the DisplayPassPostProcess
  90596. * @param name The name of the effect.
  90597. * @param options The required width/height ratio to downsize to before computing the render pass.
  90598. * @param camera The camera to apply the render pass to.
  90599. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90600. * @param engine The engine which the post process will be applied. (default: current engine)
  90601. * @param reusable If the post process can be reused on the same frame. (default: false)
  90602. */
  90603. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  90604. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  90605. }
  90606. return DisplayPassPostProcess;
  90607. }(BABYLON.PostProcess));
  90608. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  90609. })(BABYLON || (BABYLON = {}));
  90610. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  90611. var BABYLON;
  90612. (function (BABYLON) {
  90613. /**
  90614. * Extracts highlights from the image
  90615. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  90616. */
  90617. var HighlightsPostProcess = /** @class */ (function (_super) {
  90618. __extends(HighlightsPostProcess, _super);
  90619. /**
  90620. * Extracts highlights from the image
  90621. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  90622. * @param name The name of the effect.
  90623. * @param options The required width/height ratio to downsize to before computing the render pass.
  90624. * @param camera The camera to apply the render pass to.
  90625. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90626. * @param engine The engine which the post process will be applied. (default: current engine)
  90627. * @param reusable If the post process can be reused on the same frame. (default: false)
  90628. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  90629. */
  90630. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  90631. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90632. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90633. }
  90634. return HighlightsPostProcess;
  90635. }(BABYLON.PostProcess));
  90636. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  90637. })(BABYLON || (BABYLON = {}));
  90638. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  90639. var BABYLON;
  90640. (function (BABYLON) {
  90641. /**
  90642. * ImageProcessingPostProcess
  90643. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  90644. */
  90645. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  90646. __extends(ImageProcessingPostProcess, _super);
  90647. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  90648. if (camera === void 0) { camera = null; }
  90649. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90650. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  90651. _this._fromLinearSpace = true;
  90652. /**
  90653. * Defines cache preventing GC.
  90654. */
  90655. _this._defines = {
  90656. IMAGEPROCESSING: false,
  90657. VIGNETTE: false,
  90658. VIGNETTEBLENDMODEMULTIPLY: false,
  90659. VIGNETTEBLENDMODEOPAQUE: false,
  90660. TONEMAPPING: false,
  90661. TONEMAPPING_ACES: false,
  90662. CONTRAST: false,
  90663. COLORCURVES: false,
  90664. COLORGRADING: false,
  90665. COLORGRADING3D: false,
  90666. FROMLINEARSPACE: false,
  90667. SAMPLER3DGREENDEPTH: false,
  90668. SAMPLER3DBGRMAP: false,
  90669. IMAGEPROCESSINGPOSTPROCESS: false,
  90670. EXPOSURE: false,
  90671. };
  90672. // Setup the configuration as forced by the constructor. This would then not force the
  90673. // scene materials output in linear space and let untouched the default forward pass.
  90674. if (imageProcessingConfiguration) {
  90675. imageProcessingConfiguration.applyByPostProcess = true;
  90676. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  90677. // This will cause the shader to be compiled
  90678. _this.fromLinearSpace = false;
  90679. }
  90680. // Setup the default processing configuration to the scene.
  90681. else {
  90682. _this._attachImageProcessingConfiguration(null, true);
  90683. _this.imageProcessingConfiguration.applyByPostProcess = true;
  90684. }
  90685. _this.onApply = function (effect) {
  90686. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  90687. };
  90688. return _this;
  90689. }
  90690. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  90691. /**
  90692. * Gets the image processing configuration used either in this material.
  90693. */
  90694. get: function () {
  90695. return this._imageProcessingConfiguration;
  90696. },
  90697. /**
  90698. * Sets the Default image processing configuration used either in the this material.
  90699. *
  90700. * If sets to null, the scene one is in use.
  90701. */
  90702. set: function (value) {
  90703. this._attachImageProcessingConfiguration(value);
  90704. },
  90705. enumerable: true,
  90706. configurable: true
  90707. });
  90708. /**
  90709. * Attaches a new image processing configuration to the PBR Material.
  90710. * @param configuration
  90711. */
  90712. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  90713. var _this = this;
  90714. if (doNotBuild === void 0) { doNotBuild = false; }
  90715. if (configuration === this._imageProcessingConfiguration) {
  90716. return;
  90717. }
  90718. // Detaches observer.
  90719. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  90720. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  90721. }
  90722. // Pick the scene configuration if needed.
  90723. if (!configuration) {
  90724. var scene = null;
  90725. var engine = this.getEngine();
  90726. var camera = this.getCamera();
  90727. if (camera) {
  90728. scene = camera.getScene();
  90729. }
  90730. else if (engine && engine.scenes) {
  90731. var scenes = engine.scenes;
  90732. scene = scenes[scenes.length - 1];
  90733. }
  90734. else {
  90735. scene = BABYLON.Engine.LastCreatedScene;
  90736. }
  90737. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  90738. }
  90739. else {
  90740. this._imageProcessingConfiguration = configuration;
  90741. }
  90742. // Attaches observer.
  90743. if (this._imageProcessingConfiguration) {
  90744. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  90745. _this._updateParameters();
  90746. });
  90747. }
  90748. // Ensure the effect will be rebuilt.
  90749. if (!doNotBuild) {
  90750. this._updateParameters();
  90751. }
  90752. };
  90753. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  90754. /**
  90755. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  90756. */
  90757. get: function () {
  90758. return this.imageProcessingConfiguration.colorCurves;
  90759. },
  90760. /**
  90761. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  90762. */
  90763. set: function (value) {
  90764. this.imageProcessingConfiguration.colorCurves = value;
  90765. },
  90766. enumerable: true,
  90767. configurable: true
  90768. });
  90769. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  90770. /**
  90771. * Gets wether the color curves effect is enabled.
  90772. */
  90773. get: function () {
  90774. return this.imageProcessingConfiguration.colorCurvesEnabled;
  90775. },
  90776. /**
  90777. * Sets wether the color curves effect is enabled.
  90778. */
  90779. set: function (value) {
  90780. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  90781. },
  90782. enumerable: true,
  90783. configurable: true
  90784. });
  90785. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  90786. /**
  90787. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  90788. */
  90789. get: function () {
  90790. return this.imageProcessingConfiguration.colorGradingTexture;
  90791. },
  90792. /**
  90793. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  90794. */
  90795. set: function (value) {
  90796. this.imageProcessingConfiguration.colorGradingTexture = value;
  90797. },
  90798. enumerable: true,
  90799. configurable: true
  90800. });
  90801. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  90802. /**
  90803. * Gets wether the color grading effect is enabled.
  90804. */
  90805. get: function () {
  90806. return this.imageProcessingConfiguration.colorGradingEnabled;
  90807. },
  90808. /**
  90809. * Gets wether the color grading effect is enabled.
  90810. */
  90811. set: function (value) {
  90812. this.imageProcessingConfiguration.colorGradingEnabled = value;
  90813. },
  90814. enumerable: true,
  90815. configurable: true
  90816. });
  90817. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  90818. /**
  90819. * Gets exposure used in the effect.
  90820. */
  90821. get: function () {
  90822. return this.imageProcessingConfiguration.exposure;
  90823. },
  90824. /**
  90825. * Sets exposure used in the effect.
  90826. */
  90827. set: function (value) {
  90828. this.imageProcessingConfiguration.exposure = value;
  90829. },
  90830. enumerable: true,
  90831. configurable: true
  90832. });
  90833. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  90834. /**
  90835. * Gets wether tonemapping is enabled or not.
  90836. */
  90837. get: function () {
  90838. return this._imageProcessingConfiguration.toneMappingEnabled;
  90839. },
  90840. /**
  90841. * Sets wether tonemapping is enabled or not
  90842. */
  90843. set: function (value) {
  90844. this._imageProcessingConfiguration.toneMappingEnabled = value;
  90845. },
  90846. enumerable: true,
  90847. configurable: true
  90848. });
  90849. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  90850. /**
  90851. * Gets contrast used in the effect.
  90852. */
  90853. get: function () {
  90854. return this.imageProcessingConfiguration.contrast;
  90855. },
  90856. /**
  90857. * Sets contrast used in the effect.
  90858. */
  90859. set: function (value) {
  90860. this.imageProcessingConfiguration.contrast = value;
  90861. },
  90862. enumerable: true,
  90863. configurable: true
  90864. });
  90865. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  90866. /**
  90867. * Gets Vignette stretch size.
  90868. */
  90869. get: function () {
  90870. return this.imageProcessingConfiguration.vignetteStretch;
  90871. },
  90872. /**
  90873. * Sets Vignette stretch size.
  90874. */
  90875. set: function (value) {
  90876. this.imageProcessingConfiguration.vignetteStretch = value;
  90877. },
  90878. enumerable: true,
  90879. configurable: true
  90880. });
  90881. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  90882. /**
  90883. * Gets Vignette centre X Offset.
  90884. */
  90885. get: function () {
  90886. return this.imageProcessingConfiguration.vignetteCentreX;
  90887. },
  90888. /**
  90889. * Sets Vignette centre X Offset.
  90890. */
  90891. set: function (value) {
  90892. this.imageProcessingConfiguration.vignetteCentreX = value;
  90893. },
  90894. enumerable: true,
  90895. configurable: true
  90896. });
  90897. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  90898. /**
  90899. * Gets Vignette centre Y Offset.
  90900. */
  90901. get: function () {
  90902. return this.imageProcessingConfiguration.vignetteCentreY;
  90903. },
  90904. /**
  90905. * Sets Vignette centre Y Offset.
  90906. */
  90907. set: function (value) {
  90908. this.imageProcessingConfiguration.vignetteCentreY = value;
  90909. },
  90910. enumerable: true,
  90911. configurable: true
  90912. });
  90913. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  90914. /**
  90915. * Gets Vignette weight or intensity of the vignette effect.
  90916. */
  90917. get: function () {
  90918. return this.imageProcessingConfiguration.vignetteWeight;
  90919. },
  90920. /**
  90921. * Sets Vignette weight or intensity of the vignette effect.
  90922. */
  90923. set: function (value) {
  90924. this.imageProcessingConfiguration.vignetteWeight = value;
  90925. },
  90926. enumerable: true,
  90927. configurable: true
  90928. });
  90929. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  90930. /**
  90931. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  90932. * if vignetteEnabled is set to true.
  90933. */
  90934. get: function () {
  90935. return this.imageProcessingConfiguration.vignetteColor;
  90936. },
  90937. /**
  90938. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  90939. * if vignetteEnabled is set to true.
  90940. */
  90941. set: function (value) {
  90942. this.imageProcessingConfiguration.vignetteColor = value;
  90943. },
  90944. enumerable: true,
  90945. configurable: true
  90946. });
  90947. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  90948. /**
  90949. * Gets Camera field of view used by the Vignette effect.
  90950. */
  90951. get: function () {
  90952. return this.imageProcessingConfiguration.vignetteCameraFov;
  90953. },
  90954. /**
  90955. * Sets Camera field of view used by the Vignette effect.
  90956. */
  90957. set: function (value) {
  90958. this.imageProcessingConfiguration.vignetteCameraFov = value;
  90959. },
  90960. enumerable: true,
  90961. configurable: true
  90962. });
  90963. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  90964. /**
  90965. * Gets the vignette blend mode allowing different kind of effect.
  90966. */
  90967. get: function () {
  90968. return this.imageProcessingConfiguration.vignetteBlendMode;
  90969. },
  90970. /**
  90971. * Sets the vignette blend mode allowing different kind of effect.
  90972. */
  90973. set: function (value) {
  90974. this.imageProcessingConfiguration.vignetteBlendMode = value;
  90975. },
  90976. enumerable: true,
  90977. configurable: true
  90978. });
  90979. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  90980. /**
  90981. * Gets wether the vignette effect is enabled.
  90982. */
  90983. get: function () {
  90984. return this.imageProcessingConfiguration.vignetteEnabled;
  90985. },
  90986. /**
  90987. * Sets wether the vignette effect is enabled.
  90988. */
  90989. set: function (value) {
  90990. this.imageProcessingConfiguration.vignetteEnabled = value;
  90991. },
  90992. enumerable: true,
  90993. configurable: true
  90994. });
  90995. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  90996. /**
  90997. * Gets wether the input of the processing is in Gamma or Linear Space.
  90998. */
  90999. get: function () {
  91000. return this._fromLinearSpace;
  91001. },
  91002. /**
  91003. * Sets wether the input of the processing is in Gamma or Linear Space.
  91004. */
  91005. set: function (value) {
  91006. if (this._fromLinearSpace === value) {
  91007. return;
  91008. }
  91009. this._fromLinearSpace = value;
  91010. this._updateParameters();
  91011. },
  91012. enumerable: true,
  91013. configurable: true
  91014. });
  91015. /**
  91016. * "ImageProcessingPostProcess"
  91017. * @returns "ImageProcessingPostProcess"
  91018. */
  91019. ImageProcessingPostProcess.prototype.getClassName = function () {
  91020. return "ImageProcessingPostProcess";
  91021. };
  91022. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91023. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91024. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91025. var defines = "";
  91026. for (var define in this._defines) {
  91027. if (this._defines[define]) {
  91028. defines += "#define " + define + ";\r\n";
  91029. }
  91030. }
  91031. var samplers = ["textureSampler"];
  91032. var uniforms = ["scale"];
  91033. if (BABYLON.ImageProcessingConfiguration) {
  91034. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91035. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91036. }
  91037. this.updateEffect(defines, uniforms, samplers);
  91038. };
  91039. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91040. _super.prototype.dispose.call(this, camera);
  91041. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91042. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91043. }
  91044. if (this._imageProcessingConfiguration) {
  91045. this.imageProcessingConfiguration.applyByPostProcess = false;
  91046. }
  91047. };
  91048. __decorate([
  91049. BABYLON.serialize()
  91050. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91051. return ImageProcessingPostProcess;
  91052. }(BABYLON.PostProcess));
  91053. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91054. })(BABYLON || (BABYLON = {}));
  91055. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  91056. var BABYLON;
  91057. (function (BABYLON) {
  91058. /**
  91059. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91060. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91061. * As an example, all you have to do is to create the post-process:
  91062. * var mb = new BABYLON.MotionBlurProcess(
  91063. * 'mb', // The name of the effect.
  91064. * scene, // The scene containing the objects to blur according to their velocity.
  91065. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91066. * camera // The camera to apply the render pass to.
  91067. * );
  91068. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91069. */
  91070. var MotionBlurProcess = /** @class */ (function (_super) {
  91071. __extends(MotionBlurProcess, _super);
  91072. /**
  91073. * Creates a new instance MotionBlurPostProcess
  91074. * @param name The name of the effect.
  91075. * @param scene The scene containing the objects to blur according to their velocity.
  91076. * @param options The required width/height ratio to downsize to before computing the render pass.
  91077. * @param camera The camera to apply the render pass to.
  91078. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91079. * @param engine The engine which the post process will be applied. (default: current engine)
  91080. * @param reusable If the post process can be reused on the same frame. (default: false)
  91081. * @param textureType Type of textures used when performing the post process. (default: 0)
  91082. * @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)
  91083. */
  91084. function MotionBlurProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91085. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91086. if (blockCompilation === void 0) { blockCompilation = false; }
  91087. 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;
  91088. /**
  91089. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91090. */
  91091. _this.motionStrength = 1;
  91092. _this._motionBlurSamples = 32;
  91093. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91094. if (_this._geometryBufferRenderer) {
  91095. if (!_this._geometryBufferRenderer.isSupported) {
  91096. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91097. _this.dispose();
  91098. return _this;
  91099. }
  91100. _this._geometryBufferRenderer.enableVelocity = true;
  91101. }
  91102. _this.onApply = function (effect) {
  91103. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91104. effect.setFloat("motionScale", scene.getAnimationRatio());
  91105. effect.setFloat("motionStrength", _this.motionStrength);
  91106. if (_this._geometryBufferRenderer) {
  91107. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91108. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91109. }
  91110. };
  91111. return _this;
  91112. }
  91113. Object.defineProperty(MotionBlurProcess.prototype, "motionBlurSamples", {
  91114. /**
  91115. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  91116. */
  91117. get: function () {
  91118. return this._motionBlurSamples;
  91119. },
  91120. /**
  91121. * Sets the number of iterations to be used for motion blur quality
  91122. */
  91123. set: function (samples) {
  91124. this._motionBlurSamples = samples;
  91125. this.updateEffect("#define SAMPLES " + samples.toFixed(1));
  91126. },
  91127. enumerable: true,
  91128. configurable: true
  91129. });
  91130. /**
  91131. * Disposes the post process.
  91132. * @param camera The camera to dispose the post process on.
  91133. */
  91134. MotionBlurProcess.prototype.dispose = function (camera) {
  91135. if (this._geometryBufferRenderer) {
  91136. // Clear previous transformation matrices dictionary used to compute objects velocities
  91137. this._geometryBufferRenderer._previousTransformationMatrices = {};
  91138. }
  91139. _super.prototype.dispose.call(this, camera);
  91140. };
  91141. return MotionBlurProcess;
  91142. }(BABYLON.PostProcess));
  91143. BABYLON.MotionBlurProcess = MotionBlurProcess;
  91144. })(BABYLON || (BABYLON = {}));
  91145. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  91146. var BABYLON;
  91147. (function (BABYLON) {
  91148. /**
  91149. * Class used to store bone information
  91150. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91151. */
  91152. var Bone = /** @class */ (function (_super) {
  91153. __extends(Bone, _super);
  91154. /**
  91155. * Create a new bone
  91156. * @param name defines the bone name
  91157. * @param skeleton defines the parent skeleton
  91158. * @param parentBone defines the parent (can be null if the bone is the root)
  91159. * @param localMatrix defines the local matrix
  91160. * @param restPose defines the rest pose matrix
  91161. * @param baseMatrix defines the base matrix
  91162. * @param index defines index of the bone in the hiearchy
  91163. */
  91164. function Bone(
  91165. /**
  91166. * defines the bone name
  91167. */
  91168. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  91169. if (parentBone === void 0) { parentBone = null; }
  91170. if (localMatrix === void 0) { localMatrix = null; }
  91171. if (restPose === void 0) { restPose = null; }
  91172. if (baseMatrix === void 0) { baseMatrix = null; }
  91173. if (index === void 0) { index = null; }
  91174. var _this = _super.call(this, name, skeleton.getScene()) || this;
  91175. _this.name = name;
  91176. /**
  91177. * Gets the list of child bones
  91178. */
  91179. _this.children = new Array();
  91180. /** Gets the animations associated with this bone */
  91181. _this.animations = new Array();
  91182. /**
  91183. * @hidden Internal only
  91184. * Set this value to map this bone to a different index in the transform matrices
  91185. * Set this value to -1 to exclude the bone from the transform matrices
  91186. */
  91187. _this._index = null;
  91188. _this._absoluteTransform = new BABYLON.Matrix();
  91189. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  91190. _this._scalingDeterminant = 1;
  91191. _this._worldTransform = new BABYLON.Matrix();
  91192. _this._needToDecompose = true;
  91193. _this._needToCompose = false;
  91194. _this._skeleton = skeleton;
  91195. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  91196. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  91197. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  91198. _this._index = index;
  91199. skeleton.bones.push(_this);
  91200. _this.setParent(parentBone, false);
  91201. if (baseMatrix || localMatrix) {
  91202. _this._updateDifferenceMatrix();
  91203. }
  91204. return _this;
  91205. }
  91206. Object.defineProperty(Bone.prototype, "_matrix", {
  91207. /** @hidden */
  91208. get: function () {
  91209. this._compose();
  91210. return this._localMatrix;
  91211. },
  91212. /** @hidden */
  91213. set: function (value) {
  91214. this._localMatrix.copyFrom(value);
  91215. this._needToDecompose = true;
  91216. },
  91217. enumerable: true,
  91218. configurable: true
  91219. });
  91220. // Members
  91221. /**
  91222. * Gets the parent skeleton
  91223. * @returns a skeleton
  91224. */
  91225. Bone.prototype.getSkeleton = function () {
  91226. return this._skeleton;
  91227. };
  91228. /**
  91229. * Gets parent bone
  91230. * @returns a bone or null if the bone is the root of the bone hierarchy
  91231. */
  91232. Bone.prototype.getParent = function () {
  91233. return this._parent;
  91234. };
  91235. /**
  91236. * Sets the parent bone
  91237. * @param parent defines the parent (can be null if the bone is the root)
  91238. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91239. */
  91240. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  91241. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91242. if (this._parent === parent) {
  91243. return;
  91244. }
  91245. if (this._parent) {
  91246. var index = this._parent.children.indexOf(this);
  91247. if (index !== -1) {
  91248. this._parent.children.splice(index, 1);
  91249. }
  91250. }
  91251. this._parent = parent;
  91252. if (this._parent) {
  91253. this._parent.children.push(this);
  91254. }
  91255. if (updateDifferenceMatrix) {
  91256. this._updateDifferenceMatrix();
  91257. }
  91258. this.markAsDirty();
  91259. };
  91260. /**
  91261. * Gets the local matrix
  91262. * @returns a matrix
  91263. */
  91264. Bone.prototype.getLocalMatrix = function () {
  91265. this._compose();
  91266. return this._localMatrix;
  91267. };
  91268. /**
  91269. * Gets the base matrix (initial matrix which remains unchanged)
  91270. * @returns a matrix
  91271. */
  91272. Bone.prototype.getBaseMatrix = function () {
  91273. return this._baseMatrix;
  91274. };
  91275. /**
  91276. * Gets the rest pose matrix
  91277. * @returns a matrix
  91278. */
  91279. Bone.prototype.getRestPose = function () {
  91280. return this._restPose;
  91281. };
  91282. /**
  91283. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  91284. */
  91285. Bone.prototype.getWorldMatrix = function () {
  91286. return this._worldTransform;
  91287. };
  91288. /**
  91289. * Sets the local matrix to rest pose matrix
  91290. */
  91291. Bone.prototype.returnToRest = function () {
  91292. this.updateMatrix(this._restPose.clone());
  91293. };
  91294. /**
  91295. * Gets the inverse of the absolute transform matrix.
  91296. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  91297. * @returns a matrix
  91298. */
  91299. Bone.prototype.getInvertedAbsoluteTransform = function () {
  91300. return this._invertedAbsoluteTransform;
  91301. };
  91302. /**
  91303. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  91304. * @returns a matrix
  91305. */
  91306. Bone.prototype.getAbsoluteTransform = function () {
  91307. return this._absoluteTransform;
  91308. };
  91309. Object.defineProperty(Bone.prototype, "position", {
  91310. // Properties (matches AbstractMesh properties)
  91311. /** Gets or sets current position (in local space) */
  91312. get: function () {
  91313. this._decompose();
  91314. return this._localPosition;
  91315. },
  91316. set: function (newPosition) {
  91317. this._decompose();
  91318. this._localPosition.copyFrom(newPosition);
  91319. this._markAsDirtyAndCompose();
  91320. },
  91321. enumerable: true,
  91322. configurable: true
  91323. });
  91324. Object.defineProperty(Bone.prototype, "rotation", {
  91325. /** Gets or sets current rotation (in local space) */
  91326. get: function () {
  91327. return this.getRotation();
  91328. },
  91329. set: function (newRotation) {
  91330. this.setRotation(newRotation);
  91331. },
  91332. enumerable: true,
  91333. configurable: true
  91334. });
  91335. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  91336. /** Gets or sets current rotation quaternion (in local space) */
  91337. get: function () {
  91338. this._decompose();
  91339. return this._localRotation;
  91340. },
  91341. set: function (newRotation) {
  91342. this.setRotationQuaternion(newRotation);
  91343. },
  91344. enumerable: true,
  91345. configurable: true
  91346. });
  91347. Object.defineProperty(Bone.prototype, "scaling", {
  91348. /** Gets or sets current scaling (in local space) */
  91349. get: function () {
  91350. return this.getScale();
  91351. },
  91352. set: function (newScaling) {
  91353. this.setScale(newScaling);
  91354. },
  91355. enumerable: true,
  91356. configurable: true
  91357. });
  91358. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  91359. /**
  91360. * Gets the animation properties override
  91361. */
  91362. get: function () {
  91363. return this._skeleton.animationPropertiesOverride;
  91364. },
  91365. enumerable: true,
  91366. configurable: true
  91367. });
  91368. // Methods
  91369. Bone.prototype._decompose = function () {
  91370. if (!this._needToDecompose) {
  91371. return;
  91372. }
  91373. this._needToDecompose = false;
  91374. if (!this._localScaling) {
  91375. this._localScaling = BABYLON.Vector3.Zero();
  91376. this._localRotation = BABYLON.Quaternion.Zero();
  91377. this._localPosition = BABYLON.Vector3.Zero();
  91378. }
  91379. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  91380. };
  91381. Bone.prototype._compose = function () {
  91382. if (!this._needToCompose) {
  91383. return;
  91384. }
  91385. this._needToCompose = false;
  91386. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  91387. };
  91388. /**
  91389. * Update the base and local matrices
  91390. * @param matrix defines the new base or local matrix
  91391. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91392. * @param updateLocalMatrix defines if the local matrix should be updated
  91393. */
  91394. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  91395. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91396. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  91397. this._baseMatrix.copyFrom(matrix);
  91398. if (updateDifferenceMatrix) {
  91399. this._updateDifferenceMatrix();
  91400. }
  91401. if (updateLocalMatrix) {
  91402. this._localMatrix.copyFrom(matrix);
  91403. this._markAsDirtyAndDecompose();
  91404. }
  91405. else {
  91406. this.markAsDirty();
  91407. }
  91408. };
  91409. /** @hidden */
  91410. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  91411. if (updateChildren === void 0) { updateChildren = true; }
  91412. if (!rootMatrix) {
  91413. rootMatrix = this._baseMatrix;
  91414. }
  91415. if (this._parent) {
  91416. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91417. }
  91418. else {
  91419. this._absoluteTransform.copyFrom(rootMatrix);
  91420. }
  91421. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  91422. if (updateChildren) {
  91423. for (var index = 0; index < this.children.length; index++) {
  91424. this.children[index]._updateDifferenceMatrix();
  91425. }
  91426. }
  91427. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  91428. };
  91429. /**
  91430. * Flag the bone as dirty (Forcing it to update everything)
  91431. */
  91432. Bone.prototype.markAsDirty = function () {
  91433. this._currentRenderId++;
  91434. this._childRenderId++;
  91435. this._skeleton._markAsDirty();
  91436. };
  91437. Bone.prototype._markAsDirtyAndCompose = function () {
  91438. this.markAsDirty();
  91439. this._needToCompose = true;
  91440. };
  91441. Bone.prototype._markAsDirtyAndDecompose = function () {
  91442. this.markAsDirty();
  91443. this._needToDecompose = true;
  91444. };
  91445. /**
  91446. * Copy an animation range from another bone
  91447. * @param source defines the source bone
  91448. * @param rangeName defines the range name to copy
  91449. * @param frameOffset defines the frame offset
  91450. * @param rescaleAsRequired defines if rescaling must be applied if required
  91451. * @param skelDimensionsRatio defines the scaling ratio
  91452. * @returns true if operation was successful
  91453. */
  91454. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  91455. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  91456. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  91457. // all animation may be coming from a library skeleton, so may need to create animation
  91458. if (this.animations.length === 0) {
  91459. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  91460. this.animations[0].setKeys([]);
  91461. }
  91462. // get animation info / verify there is such a range from the source bone
  91463. var sourceRange = source.animations[0].getRange(rangeName);
  91464. if (!sourceRange) {
  91465. return false;
  91466. }
  91467. var from = sourceRange.from;
  91468. var to = sourceRange.to;
  91469. var sourceKeys = source.animations[0].getKeys();
  91470. // rescaling prep
  91471. var sourceBoneLength = source.length;
  91472. var sourceParent = source.getParent();
  91473. var parent = this.getParent();
  91474. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  91475. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  91476. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  91477. var destKeys = this.animations[0].getKeys();
  91478. // loop vars declaration
  91479. var orig;
  91480. var origTranslation;
  91481. var mat;
  91482. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  91483. orig = sourceKeys[key];
  91484. if (orig.frame >= from && orig.frame <= to) {
  91485. if (rescaleAsRequired) {
  91486. mat = orig.value.clone();
  91487. // scale based on parent ratio, when bone has parent
  91488. if (parentScalingReqd) {
  91489. origTranslation = mat.getTranslation();
  91490. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  91491. // scale based on skeleton dimension ratio when root bone, and value is passed
  91492. }
  91493. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  91494. origTranslation = mat.getTranslation();
  91495. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  91496. // use original when root bone, and no data for skelDimensionsRatio
  91497. }
  91498. else {
  91499. mat = orig.value;
  91500. }
  91501. }
  91502. else {
  91503. mat = orig.value;
  91504. }
  91505. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  91506. }
  91507. }
  91508. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  91509. return true;
  91510. };
  91511. /**
  91512. * Translate the bone in local or world space
  91513. * @param vec The amount to translate the bone
  91514. * @param space The space that the translation is in
  91515. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91516. */
  91517. Bone.prototype.translate = function (vec, space, mesh) {
  91518. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91519. var lm = this.getLocalMatrix();
  91520. if (space == BABYLON.Space.LOCAL) {
  91521. lm.m[12] += vec.x;
  91522. lm.m[13] += vec.y;
  91523. lm.m[14] += vec.z;
  91524. }
  91525. else {
  91526. var wm = null;
  91527. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91528. if (mesh) {
  91529. wm = mesh.getWorldMatrix();
  91530. }
  91531. this._skeleton.computeAbsoluteTransforms();
  91532. var tmat = Bone._tmpMats[0];
  91533. var tvec = Bone._tmpVecs[0];
  91534. if (this._parent) {
  91535. if (mesh && wm) {
  91536. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91537. tmat.multiplyToRef(wm, tmat);
  91538. }
  91539. else {
  91540. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91541. }
  91542. }
  91543. tmat.m[12] = 0;
  91544. tmat.m[13] = 0;
  91545. tmat.m[14] = 0;
  91546. tmat.invert();
  91547. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  91548. lm.m[12] += tvec.x;
  91549. lm.m[13] += tvec.y;
  91550. lm.m[14] += tvec.z;
  91551. }
  91552. this._markAsDirtyAndDecompose();
  91553. };
  91554. /**
  91555. * Set the postion of the bone in local or world space
  91556. * @param position The position to set the bone
  91557. * @param space The space that the position is in
  91558. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91559. */
  91560. Bone.prototype.setPosition = function (position, space, mesh) {
  91561. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91562. var lm = this.getLocalMatrix();
  91563. if (space == BABYLON.Space.LOCAL) {
  91564. lm.m[12] = position.x;
  91565. lm.m[13] = position.y;
  91566. lm.m[14] = position.z;
  91567. }
  91568. else {
  91569. var wm = null;
  91570. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91571. if (mesh) {
  91572. wm = mesh.getWorldMatrix();
  91573. }
  91574. this._skeleton.computeAbsoluteTransforms();
  91575. var tmat = Bone._tmpMats[0];
  91576. var vec = Bone._tmpVecs[0];
  91577. if (this._parent) {
  91578. if (mesh && wm) {
  91579. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91580. tmat.multiplyToRef(wm, tmat);
  91581. }
  91582. else {
  91583. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91584. }
  91585. }
  91586. tmat.invert();
  91587. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  91588. lm.m[12] = vec.x;
  91589. lm.m[13] = vec.y;
  91590. lm.m[14] = vec.z;
  91591. }
  91592. this._markAsDirtyAndDecompose();
  91593. };
  91594. /**
  91595. * Set the absolute position of the bone (world space)
  91596. * @param position The position to set the bone
  91597. * @param mesh The mesh that this bone is attached to
  91598. */
  91599. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  91600. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  91601. };
  91602. /**
  91603. * Scale the bone on the x, y and z axes (in local space)
  91604. * @param x The amount to scale the bone on the x axis
  91605. * @param y The amount to scale the bone on the y axis
  91606. * @param z The amount to scale the bone on the z axis
  91607. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  91608. */
  91609. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  91610. if (scaleChildren === void 0) { scaleChildren = false; }
  91611. var locMat = this.getLocalMatrix();
  91612. // Apply new scaling on top of current local matrix
  91613. var scaleMat = Bone._tmpMats[0];
  91614. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  91615. scaleMat.multiplyToRef(locMat, locMat);
  91616. // Invert scaling matrix and apply the inverse to all children
  91617. scaleMat.invert();
  91618. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  91619. var child = _a[_i];
  91620. var cm = child.getLocalMatrix();
  91621. cm.multiplyToRef(scaleMat, cm);
  91622. cm.m[12] *= x;
  91623. cm.m[13] *= y;
  91624. cm.m[14] *= z;
  91625. child._markAsDirtyAndDecompose();
  91626. }
  91627. this._markAsDirtyAndDecompose();
  91628. if (scaleChildren) {
  91629. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  91630. var child = _c[_b];
  91631. child.scale(x, y, z, scaleChildren);
  91632. }
  91633. }
  91634. };
  91635. /**
  91636. * Set the bone scaling in local space
  91637. * @param scale defines the scaling vector
  91638. */
  91639. Bone.prototype.setScale = function (scale) {
  91640. this._decompose();
  91641. this._localScaling.copyFrom(scale);
  91642. this._markAsDirtyAndCompose();
  91643. };
  91644. /**
  91645. * Gets the current scaling in local space
  91646. * @returns the current scaling vector
  91647. */
  91648. Bone.prototype.getScale = function () {
  91649. this._decompose();
  91650. return this._localScaling;
  91651. };
  91652. /**
  91653. * Gets the current scaling in local space and stores it in a target vector
  91654. * @param result defines the target vector
  91655. */
  91656. Bone.prototype.getScaleToRef = function (result) {
  91657. this._decompose();
  91658. result.copyFrom(this._localScaling);
  91659. };
  91660. /**
  91661. * Set the yaw, pitch, and roll of the bone in local or world space
  91662. * @param yaw The rotation of the bone on the y axis
  91663. * @param pitch The rotation of the bone on the x axis
  91664. * @param roll The rotation of the bone on the z axis
  91665. * @param space The space that the axes of rotation are in
  91666. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91667. */
  91668. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  91669. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91670. if (space === BABYLON.Space.LOCAL) {
  91671. var quat = Bone._tmpQuat;
  91672. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  91673. this.setRotationQuaternion(quat, space, mesh);
  91674. return;
  91675. }
  91676. var rotMatInv = Bone._tmpMats[0];
  91677. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91678. return;
  91679. }
  91680. var rotMat = Bone._tmpMats[1];
  91681. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  91682. rotMatInv.multiplyToRef(rotMat, rotMat);
  91683. this._rotateWithMatrix(rotMat, space, mesh);
  91684. };
  91685. /**
  91686. * Add a rotation to the bone on an axis in local or world space
  91687. * @param axis The axis to rotate the bone on
  91688. * @param amount The amount to rotate the bone
  91689. * @param space The space that the axis is in
  91690. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91691. */
  91692. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  91693. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91694. var rmat = Bone._tmpMats[0];
  91695. rmat.m[12] = 0;
  91696. rmat.m[13] = 0;
  91697. rmat.m[14] = 0;
  91698. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  91699. this._rotateWithMatrix(rmat, space, mesh);
  91700. };
  91701. /**
  91702. * Set the rotation of the bone to a particular axis angle in local or world space
  91703. * @param axis The axis to rotate the bone on
  91704. * @param angle The angle that the bone should be rotated to
  91705. * @param space The space that the axis is in
  91706. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91707. */
  91708. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  91709. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91710. if (space === BABYLON.Space.LOCAL) {
  91711. var quat = Bone._tmpQuat;
  91712. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  91713. this.setRotationQuaternion(quat, space, mesh);
  91714. return;
  91715. }
  91716. var rotMatInv = Bone._tmpMats[0];
  91717. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91718. return;
  91719. }
  91720. var rotMat = Bone._tmpMats[1];
  91721. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  91722. rotMatInv.multiplyToRef(rotMat, rotMat);
  91723. this._rotateWithMatrix(rotMat, space, mesh);
  91724. };
  91725. /**
  91726. * Set the euler rotation of the bone in local of world space
  91727. * @param rotation The euler rotation that the bone should be set to
  91728. * @param space The space that the rotation is in
  91729. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91730. */
  91731. Bone.prototype.setRotation = function (rotation, space, mesh) {
  91732. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91733. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  91734. };
  91735. /**
  91736. * Set the quaternion rotation of the bone in local of world space
  91737. * @param quat The quaternion rotation that the bone should be set to
  91738. * @param space The space that the rotation is in
  91739. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91740. */
  91741. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  91742. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91743. if (space === BABYLON.Space.LOCAL) {
  91744. this._decompose();
  91745. this._localRotation.copyFrom(quat);
  91746. this._markAsDirtyAndCompose();
  91747. return;
  91748. }
  91749. var rotMatInv = Bone._tmpMats[0];
  91750. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91751. return;
  91752. }
  91753. var rotMat = Bone._tmpMats[1];
  91754. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  91755. rotMatInv.multiplyToRef(rotMat, rotMat);
  91756. this._rotateWithMatrix(rotMat, space, mesh);
  91757. };
  91758. /**
  91759. * Set the rotation matrix of the bone in local of world space
  91760. * @param rotMat The rotation matrix that the bone should be set to
  91761. * @param space The space that the rotation is in
  91762. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91763. */
  91764. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  91765. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91766. if (space === BABYLON.Space.LOCAL) {
  91767. var quat = Bone._tmpQuat;
  91768. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  91769. this.setRotationQuaternion(quat, space, mesh);
  91770. return;
  91771. }
  91772. var rotMatInv = Bone._tmpMats[0];
  91773. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91774. return;
  91775. }
  91776. var rotMat2 = Bone._tmpMats[1];
  91777. rotMat2.copyFrom(rotMat);
  91778. rotMatInv.multiplyToRef(rotMat, rotMat2);
  91779. this._rotateWithMatrix(rotMat2, space, mesh);
  91780. };
  91781. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  91782. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91783. var lmat = this.getLocalMatrix();
  91784. var lx = lmat.m[12];
  91785. var ly = lmat.m[13];
  91786. var lz = lmat.m[14];
  91787. var parent = this.getParent();
  91788. var parentScale = Bone._tmpMats[3];
  91789. var parentScaleInv = Bone._tmpMats[4];
  91790. if (parent && space == BABYLON.Space.WORLD) {
  91791. if (mesh) {
  91792. parentScale.copyFrom(mesh.getWorldMatrix());
  91793. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  91794. }
  91795. else {
  91796. parentScale.copyFrom(parent.getAbsoluteTransform());
  91797. }
  91798. parentScaleInv.copyFrom(parentScale);
  91799. parentScaleInv.invert();
  91800. lmat.multiplyToRef(parentScale, lmat);
  91801. lmat.multiplyToRef(rmat, lmat);
  91802. lmat.multiplyToRef(parentScaleInv, lmat);
  91803. }
  91804. else {
  91805. if (space == BABYLON.Space.WORLD && mesh) {
  91806. parentScale.copyFrom(mesh.getWorldMatrix());
  91807. parentScaleInv.copyFrom(parentScale);
  91808. parentScaleInv.invert();
  91809. lmat.multiplyToRef(parentScale, lmat);
  91810. lmat.multiplyToRef(rmat, lmat);
  91811. lmat.multiplyToRef(parentScaleInv, lmat);
  91812. }
  91813. else {
  91814. lmat.multiplyToRef(rmat, lmat);
  91815. }
  91816. }
  91817. lmat.m[12] = lx;
  91818. lmat.m[13] = ly;
  91819. lmat.m[14] = lz;
  91820. this.computeAbsoluteTransforms();
  91821. this._markAsDirtyAndDecompose();
  91822. };
  91823. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  91824. var scaleMatrix = Bone._tmpMats[2];
  91825. rotMatInv.copyFrom(this.getAbsoluteTransform());
  91826. if (mesh) {
  91827. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  91828. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  91829. }
  91830. rotMatInv.invert();
  91831. if (isNaN(rotMatInv.m[0])) {
  91832. // Matrix failed to invert.
  91833. // This can happen if scale is zero for example.
  91834. return false;
  91835. }
  91836. scaleMatrix.m[0] *= this._scalingDeterminant;
  91837. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  91838. return true;
  91839. };
  91840. /**
  91841. * Get the position of the bone in local or world space
  91842. * @param space The space that the returned position is in
  91843. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91844. * @returns The position of the bone
  91845. */
  91846. Bone.prototype.getPosition = function (space, mesh) {
  91847. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91848. if (mesh === void 0) { mesh = null; }
  91849. var pos = BABYLON.Vector3.Zero();
  91850. this.getPositionToRef(space, mesh, pos);
  91851. return pos;
  91852. };
  91853. /**
  91854. * Copy the position of the bone to a vector3 in local or world space
  91855. * @param space The space that the returned position is in
  91856. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91857. * @param result The vector3 to copy the position to
  91858. */
  91859. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  91860. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91861. if (space == BABYLON.Space.LOCAL) {
  91862. var lm = this.getLocalMatrix();
  91863. result.x = lm.m[12];
  91864. result.y = lm.m[13];
  91865. result.z = lm.m[14];
  91866. }
  91867. else {
  91868. var wm = null;
  91869. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91870. if (mesh) {
  91871. wm = mesh.getWorldMatrix();
  91872. }
  91873. this._skeleton.computeAbsoluteTransforms();
  91874. var tmat = Bone._tmpMats[0];
  91875. if (mesh && wm) {
  91876. tmat.copyFrom(this.getAbsoluteTransform());
  91877. tmat.multiplyToRef(wm, tmat);
  91878. }
  91879. else {
  91880. tmat = this.getAbsoluteTransform();
  91881. }
  91882. result.x = tmat.m[12];
  91883. result.y = tmat.m[13];
  91884. result.z = tmat.m[14];
  91885. }
  91886. };
  91887. /**
  91888. * Get the absolute position of the bone (world space)
  91889. * @param mesh The mesh that this bone is attached to
  91890. * @returns The absolute position of the bone
  91891. */
  91892. Bone.prototype.getAbsolutePosition = function (mesh) {
  91893. if (mesh === void 0) { mesh = null; }
  91894. var pos = BABYLON.Vector3.Zero();
  91895. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  91896. return pos;
  91897. };
  91898. /**
  91899. * Copy the absolute position of the bone (world space) to the result param
  91900. * @param mesh The mesh that this bone is attached to
  91901. * @param result The vector3 to copy the absolute position to
  91902. */
  91903. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  91904. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  91905. };
  91906. /**
  91907. * Compute the absolute transforms of this bone and its children
  91908. */
  91909. Bone.prototype.computeAbsoluteTransforms = function () {
  91910. this._compose();
  91911. if (this._parent) {
  91912. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91913. }
  91914. else {
  91915. this._absoluteTransform.copyFrom(this._localMatrix);
  91916. var poseMatrix = this._skeleton.getPoseMatrix();
  91917. if (poseMatrix) {
  91918. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  91919. }
  91920. }
  91921. var children = this.children;
  91922. var len = children.length;
  91923. for (var i = 0; i < len; i++) {
  91924. children[i].computeAbsoluteTransforms();
  91925. }
  91926. };
  91927. /**
  91928. * Get the world direction from an axis that is in the local space of the bone
  91929. * @param localAxis The local direction that is used to compute the world direction
  91930. * @param mesh The mesh that this bone is attached to
  91931. * @returns The world direction
  91932. */
  91933. Bone.prototype.getDirection = function (localAxis, mesh) {
  91934. if (mesh === void 0) { mesh = null; }
  91935. var result = BABYLON.Vector3.Zero();
  91936. this.getDirectionToRef(localAxis, mesh, result);
  91937. return result;
  91938. };
  91939. /**
  91940. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  91941. * @param localAxis The local direction that is used to compute the world direction
  91942. * @param mesh The mesh that this bone is attached to
  91943. * @param result The vector3 that the world direction will be copied to
  91944. */
  91945. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  91946. if (mesh === void 0) { mesh = null; }
  91947. var wm = null;
  91948. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91949. if (mesh) {
  91950. wm = mesh.getWorldMatrix();
  91951. }
  91952. this._skeleton.computeAbsoluteTransforms();
  91953. var mat = Bone._tmpMats[0];
  91954. mat.copyFrom(this.getAbsoluteTransform());
  91955. if (mesh && wm) {
  91956. mat.multiplyToRef(wm, mat);
  91957. }
  91958. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  91959. result.normalize();
  91960. };
  91961. /**
  91962. * Get the euler rotation of the bone in local or world space
  91963. * @param space The space that the rotation should be in
  91964. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91965. * @returns The euler rotation
  91966. */
  91967. Bone.prototype.getRotation = function (space, mesh) {
  91968. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91969. if (mesh === void 0) { mesh = null; }
  91970. var result = BABYLON.Vector3.Zero();
  91971. this.getRotationToRef(space, mesh, result);
  91972. return result;
  91973. };
  91974. /**
  91975. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  91976. * @param space The space that the rotation should be in
  91977. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91978. * @param result The vector3 that the rotation should be copied to
  91979. */
  91980. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  91981. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91982. if (mesh === void 0) { mesh = null; }
  91983. var quat = Bone._tmpQuat;
  91984. this.getRotationQuaternionToRef(space, mesh, quat);
  91985. quat.toEulerAnglesToRef(result);
  91986. };
  91987. /**
  91988. * Get the quaternion rotation of the bone in either local or world space
  91989. * @param space The space that the rotation should be in
  91990. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91991. * @returns The quaternion rotation
  91992. */
  91993. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  91994. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91995. if (mesh === void 0) { mesh = null; }
  91996. var result = BABYLON.Quaternion.Identity();
  91997. this.getRotationQuaternionToRef(space, mesh, result);
  91998. return result;
  91999. };
  92000. /**
  92001. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92002. * @param space The space that the rotation should be in
  92003. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92004. * @param result The quaternion that the rotation should be copied to
  92005. */
  92006. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92007. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92008. if (mesh === void 0) { mesh = null; }
  92009. if (space == BABYLON.Space.LOCAL) {
  92010. this._decompose();
  92011. result.copyFrom(this._localRotation);
  92012. }
  92013. else {
  92014. var mat = Bone._tmpMats[0];
  92015. var amat = this.getAbsoluteTransform();
  92016. if (mesh) {
  92017. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92018. }
  92019. else {
  92020. mat.copyFrom(amat);
  92021. }
  92022. mat.m[0] *= this._scalingDeterminant;
  92023. mat.m[1] *= this._scalingDeterminant;
  92024. mat.m[2] *= this._scalingDeterminant;
  92025. mat.decompose(undefined, result, undefined);
  92026. }
  92027. };
  92028. /**
  92029. * Get the rotation matrix of the bone in local or world space
  92030. * @param space The space that the rotation should be in
  92031. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92032. * @returns The rotation matrix
  92033. */
  92034. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92035. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92036. var result = BABYLON.Matrix.Identity();
  92037. this.getRotationMatrixToRef(space, mesh, result);
  92038. return result;
  92039. };
  92040. /**
  92041. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92042. * @param space The space that the rotation should be in
  92043. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92044. * @param result The quaternion that the rotation should be copied to
  92045. */
  92046. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92047. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92048. if (space == BABYLON.Space.LOCAL) {
  92049. this.getLocalMatrix().getRotationMatrixToRef(result);
  92050. }
  92051. else {
  92052. var mat = Bone._tmpMats[0];
  92053. var amat = this.getAbsoluteTransform();
  92054. if (mesh) {
  92055. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92056. }
  92057. else {
  92058. mat.copyFrom(amat);
  92059. }
  92060. mat.m[0] *= this._scalingDeterminant;
  92061. mat.m[1] *= this._scalingDeterminant;
  92062. mat.m[2] *= this._scalingDeterminant;
  92063. mat.getRotationMatrixToRef(result);
  92064. }
  92065. };
  92066. /**
  92067. * Get the world position of a point that is in the local space of the bone
  92068. * @param position The local position
  92069. * @param mesh The mesh that this bone is attached to
  92070. * @returns The world position
  92071. */
  92072. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92073. if (mesh === void 0) { mesh = null; }
  92074. var result = BABYLON.Vector3.Zero();
  92075. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92076. return result;
  92077. };
  92078. /**
  92079. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92080. * @param position The local position
  92081. * @param mesh The mesh that this bone is attached to
  92082. * @param result The vector3 that the world position should be copied to
  92083. */
  92084. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92085. if (mesh === void 0) { mesh = null; }
  92086. var wm = null;
  92087. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92088. if (mesh) {
  92089. wm = mesh.getWorldMatrix();
  92090. }
  92091. this._skeleton.computeAbsoluteTransforms();
  92092. var tmat = Bone._tmpMats[0];
  92093. if (mesh && wm) {
  92094. tmat.copyFrom(this.getAbsoluteTransform());
  92095. tmat.multiplyToRef(wm, tmat);
  92096. }
  92097. else {
  92098. tmat = this.getAbsoluteTransform();
  92099. }
  92100. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92101. };
  92102. /**
  92103. * Get the local position of a point that is in world space
  92104. * @param position The world position
  92105. * @param mesh The mesh that this bone is attached to
  92106. * @returns The local position
  92107. */
  92108. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92109. if (mesh === void 0) { mesh = null; }
  92110. var result = BABYLON.Vector3.Zero();
  92111. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92112. return result;
  92113. };
  92114. /**
  92115. * Get the local position of a point that is in world space and copy it to the result param
  92116. * @param position The world position
  92117. * @param mesh The mesh that this bone is attached to
  92118. * @param result The vector3 that the local position should be copied to
  92119. */
  92120. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  92121. if (mesh === void 0) { mesh = null; }
  92122. var wm = null;
  92123. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92124. if (mesh) {
  92125. wm = mesh.getWorldMatrix();
  92126. }
  92127. this._skeleton.computeAbsoluteTransforms();
  92128. var tmat = Bone._tmpMats[0];
  92129. tmat.copyFrom(this.getAbsoluteTransform());
  92130. if (mesh && wm) {
  92131. tmat.multiplyToRef(wm, tmat);
  92132. }
  92133. tmat.invert();
  92134. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92135. };
  92136. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  92137. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  92138. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92139. return Bone;
  92140. }(BABYLON.Node));
  92141. BABYLON.Bone = Bone;
  92142. })(BABYLON || (BABYLON = {}));
  92143. //# sourceMappingURL=babylon.bone.js.map
  92144. var BABYLON;
  92145. (function (BABYLON) {
  92146. /**
  92147. * Class used to apply inverse kinematics to bones
  92148. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  92149. */
  92150. var BoneIKController = /** @class */ (function () {
  92151. /**
  92152. * Creates a new BoneIKController
  92153. * @param mesh defines the mesh to control
  92154. * @param bone defines the bone to control
  92155. * @param options defines options to set up the controller
  92156. */
  92157. function BoneIKController(mesh, bone, options) {
  92158. /**
  92159. * Gets or sets the target position
  92160. */
  92161. this.targetPosition = BABYLON.Vector3.Zero();
  92162. /**
  92163. * Gets or sets the pole target position
  92164. */
  92165. this.poleTargetPosition = BABYLON.Vector3.Zero();
  92166. /**
  92167. * Gets or sets the pole target local offset
  92168. */
  92169. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  92170. /**
  92171. * Gets or sets the pole angle
  92172. */
  92173. this.poleAngle = 0;
  92174. /**
  92175. * 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)
  92176. */
  92177. this.slerpAmount = 1;
  92178. this._bone1Quat = BABYLON.Quaternion.Identity();
  92179. this._bone1Mat = BABYLON.Matrix.Identity();
  92180. this._bone2Ang = Math.PI;
  92181. this._maxAngle = Math.PI;
  92182. this._rightHandedSystem = false;
  92183. this._bendAxis = BABYLON.Vector3.Right();
  92184. this._slerping = false;
  92185. this._adjustRoll = 0;
  92186. this._bone2 = bone;
  92187. this._bone1 = bone.getParent();
  92188. if (!this._bone1) {
  92189. return;
  92190. }
  92191. this.mesh = mesh;
  92192. var bonePos = bone.getPosition();
  92193. if (bone.getAbsoluteTransform().determinant() > 0) {
  92194. this._rightHandedSystem = true;
  92195. this._bendAxis.x = 0;
  92196. this._bendAxis.y = 0;
  92197. this._bendAxis.z = -1;
  92198. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  92199. this._adjustRoll = Math.PI * .5;
  92200. this._bendAxis.z = 1;
  92201. }
  92202. }
  92203. if (this._bone1.length) {
  92204. var boneScale1 = this._bone1.getScale();
  92205. var boneScale2 = this._bone2.getScale();
  92206. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  92207. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  92208. }
  92209. else if (this._bone1.children[0]) {
  92210. mesh.computeWorldMatrix(true);
  92211. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  92212. var pos2 = this._bone2.getAbsolutePosition(mesh);
  92213. var pos3 = this._bone1.getAbsolutePosition(mesh);
  92214. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  92215. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  92216. }
  92217. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  92218. this.maxAngle = Math.PI;
  92219. if (options) {
  92220. if (options.targetMesh) {
  92221. this.targetMesh = options.targetMesh;
  92222. this.targetMesh.computeWorldMatrix(true);
  92223. }
  92224. if (options.poleTargetMesh) {
  92225. this.poleTargetMesh = options.poleTargetMesh;
  92226. this.poleTargetMesh.computeWorldMatrix(true);
  92227. }
  92228. else if (options.poleTargetBone) {
  92229. this.poleTargetBone = options.poleTargetBone;
  92230. }
  92231. else if (this._bone1.getParent()) {
  92232. this.poleTargetBone = this._bone1.getParent();
  92233. }
  92234. if (options.poleTargetLocalOffset) {
  92235. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  92236. }
  92237. if (options.poleAngle) {
  92238. this.poleAngle = options.poleAngle;
  92239. }
  92240. if (options.bendAxis) {
  92241. this._bendAxis.copyFrom(options.bendAxis);
  92242. }
  92243. if (options.maxAngle) {
  92244. this.maxAngle = options.maxAngle;
  92245. }
  92246. if (options.slerpAmount) {
  92247. this.slerpAmount = options.slerpAmount;
  92248. }
  92249. }
  92250. }
  92251. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  92252. /**
  92253. * Gets or sets maximum allowed angle
  92254. */
  92255. get: function () {
  92256. return this._maxAngle;
  92257. },
  92258. set: function (value) {
  92259. this._setMaxAngle(value);
  92260. },
  92261. enumerable: true,
  92262. configurable: true
  92263. });
  92264. BoneIKController.prototype._setMaxAngle = function (ang) {
  92265. if (ang < 0) {
  92266. ang = 0;
  92267. }
  92268. if (ang > Math.PI || ang == undefined) {
  92269. ang = Math.PI;
  92270. }
  92271. this._maxAngle = ang;
  92272. var a = this._bone1Length;
  92273. var b = this._bone2Length;
  92274. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  92275. };
  92276. /**
  92277. * Force the controller to update the bones
  92278. */
  92279. BoneIKController.prototype.update = function () {
  92280. var bone1 = this._bone1;
  92281. if (!bone1) {
  92282. return;
  92283. }
  92284. var target = this.targetPosition;
  92285. var poleTarget = this.poleTargetPosition;
  92286. var mat1 = BoneIKController._tmpMats[0];
  92287. var mat2 = BoneIKController._tmpMats[1];
  92288. if (this.targetMesh) {
  92289. target.copyFrom(this.targetMesh.getAbsolutePosition());
  92290. }
  92291. if (this.poleTargetBone) {
  92292. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  92293. }
  92294. else if (this.poleTargetMesh) {
  92295. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  92296. }
  92297. var bonePos = BoneIKController._tmpVecs[0];
  92298. var zaxis = BoneIKController._tmpVecs[1];
  92299. var xaxis = BoneIKController._tmpVecs[2];
  92300. var yaxis = BoneIKController._tmpVecs[3];
  92301. var upAxis = BoneIKController._tmpVecs[4];
  92302. var _tmpQuat = BoneIKController._tmpQuat;
  92303. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  92304. poleTarget.subtractToRef(bonePos, upAxis);
  92305. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  92306. upAxis.y = 1;
  92307. }
  92308. else {
  92309. upAxis.normalize();
  92310. }
  92311. target.subtractToRef(bonePos, yaxis);
  92312. yaxis.normalize();
  92313. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  92314. zaxis.normalize();
  92315. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  92316. xaxis.normalize();
  92317. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  92318. var a = this._bone1Length;
  92319. var b = this._bone2Length;
  92320. var c = BABYLON.Vector3.Distance(bonePos, target);
  92321. if (this._maxReach > 0) {
  92322. c = Math.min(this._maxReach, c);
  92323. }
  92324. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  92325. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  92326. if (acosa > 1) {
  92327. acosa = 1;
  92328. }
  92329. if (acosb > 1) {
  92330. acosb = 1;
  92331. }
  92332. if (acosa < -1) {
  92333. acosa = -1;
  92334. }
  92335. if (acosb < -1) {
  92336. acosb = -1;
  92337. }
  92338. var angA = Math.acos(acosa);
  92339. var angB = Math.acos(acosb);
  92340. var angC = -angA - angB;
  92341. if (this._rightHandedSystem) {
  92342. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  92343. mat2.multiplyToRef(mat1, mat1);
  92344. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  92345. mat2.multiplyToRef(mat1, mat1);
  92346. }
  92347. else {
  92348. var _tmpVec = BoneIKController._tmpVecs[5];
  92349. _tmpVec.copyFrom(this._bendAxis);
  92350. _tmpVec.x *= -1;
  92351. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  92352. mat2.multiplyToRef(mat1, mat1);
  92353. }
  92354. if (this.poleAngle) {
  92355. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  92356. mat1.multiplyToRef(mat2, mat1);
  92357. }
  92358. if (this._bone1) {
  92359. if (this.slerpAmount < 1) {
  92360. if (!this._slerping) {
  92361. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  92362. }
  92363. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  92364. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  92365. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  92366. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  92367. this._slerping = true;
  92368. }
  92369. else {
  92370. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  92371. this._bone1Mat.copyFrom(mat1);
  92372. this._slerping = false;
  92373. }
  92374. }
  92375. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  92376. this._bone2Ang = angC;
  92377. };
  92378. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  92379. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  92380. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  92381. return BoneIKController;
  92382. }());
  92383. BABYLON.BoneIKController = BoneIKController;
  92384. })(BABYLON || (BABYLON = {}));
  92385. //# sourceMappingURL=babylon.boneIKController.js.map
  92386. var BABYLON;
  92387. (function (BABYLON) {
  92388. /**
  92389. * Class used to make a bone look toward a point in space
  92390. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  92391. */
  92392. var BoneLookController = /** @class */ (function () {
  92393. /**
  92394. * Create a BoneLookController
  92395. * @param mesh the mesh that the bone belongs to
  92396. * @param bone the bone that will be looking to the target
  92397. * @param target the target Vector3 to look at
  92398. * @param settings optional settings:
  92399. * * maxYaw: the maximum angle the bone will yaw to
  92400. * * minYaw: the minimum angle the bone will yaw to
  92401. * * maxPitch: the maximum angle the bone will pitch to
  92402. * * minPitch: the minimum angle the bone will yaw to
  92403. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  92404. * * upAxis: the up axis of the coordinate system
  92405. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  92406. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  92407. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  92408. * * adjustYaw: used to make an adjustment to the yaw of the bone
  92409. * * adjustPitch: used to make an adjustment to the pitch of the bone
  92410. * * adjustRoll: used to make an adjustment to the roll of the bone
  92411. **/
  92412. function BoneLookController(mesh, bone, target, options) {
  92413. /**
  92414. * The up axis of the coordinate system that is used when the bone is rotated
  92415. */
  92416. this.upAxis = BABYLON.Vector3.Up();
  92417. /**
  92418. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  92419. */
  92420. this.upAxisSpace = BABYLON.Space.LOCAL;
  92421. /**
  92422. * Used to make an adjustment to the yaw of the bone
  92423. */
  92424. this.adjustYaw = 0;
  92425. /**
  92426. * Used to make an adjustment to the pitch of the bone
  92427. */
  92428. this.adjustPitch = 0;
  92429. /**
  92430. * Used to make an adjustment to the roll of the bone
  92431. */
  92432. this.adjustRoll = 0;
  92433. /**
  92434. * 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)
  92435. */
  92436. this.slerpAmount = 1;
  92437. this._boneQuat = BABYLON.Quaternion.Identity();
  92438. this._slerping = false;
  92439. this._firstFrameSkipped = false;
  92440. this._fowardAxis = BABYLON.Vector3.Forward();
  92441. this.mesh = mesh;
  92442. this.bone = bone;
  92443. this.target = target;
  92444. if (options) {
  92445. if (options.adjustYaw) {
  92446. this.adjustYaw = options.adjustYaw;
  92447. }
  92448. if (options.adjustPitch) {
  92449. this.adjustPitch = options.adjustPitch;
  92450. }
  92451. if (options.adjustRoll) {
  92452. this.adjustRoll = options.adjustRoll;
  92453. }
  92454. if (options.maxYaw != null) {
  92455. this.maxYaw = options.maxYaw;
  92456. }
  92457. else {
  92458. this.maxYaw = Math.PI;
  92459. }
  92460. if (options.minYaw != null) {
  92461. this.minYaw = options.minYaw;
  92462. }
  92463. else {
  92464. this.minYaw = -Math.PI;
  92465. }
  92466. if (options.maxPitch != null) {
  92467. this.maxPitch = options.maxPitch;
  92468. }
  92469. else {
  92470. this.maxPitch = Math.PI;
  92471. }
  92472. if (options.minPitch != null) {
  92473. this.minPitch = options.minPitch;
  92474. }
  92475. else {
  92476. this.minPitch = -Math.PI;
  92477. }
  92478. if (options.slerpAmount != null) {
  92479. this.slerpAmount = options.slerpAmount;
  92480. }
  92481. if (options.upAxis != null) {
  92482. this.upAxis = options.upAxis;
  92483. }
  92484. if (options.upAxisSpace != null) {
  92485. this.upAxisSpace = options.upAxisSpace;
  92486. }
  92487. if (options.yawAxis != null || options.pitchAxis != null) {
  92488. var newYawAxis = BABYLON.Axis.Y;
  92489. var newPitchAxis = BABYLON.Axis.X;
  92490. if (options.yawAxis != null) {
  92491. newYawAxis = options.yawAxis.clone();
  92492. newYawAxis.normalize();
  92493. }
  92494. if (options.pitchAxis != null) {
  92495. newPitchAxis = options.pitchAxis.clone();
  92496. newPitchAxis.normalize();
  92497. }
  92498. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  92499. this._transformYawPitch = BABYLON.Matrix.Identity();
  92500. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  92501. this._transformYawPitchInv = this._transformYawPitch.clone();
  92502. this._transformYawPitch.invert();
  92503. }
  92504. }
  92505. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  92506. this.upAxisSpace = BABYLON.Space.LOCAL;
  92507. }
  92508. }
  92509. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  92510. /**
  92511. * Gets or sets the minimum yaw angle that the bone can look to
  92512. */
  92513. get: function () {
  92514. return this._minYaw;
  92515. },
  92516. set: function (value) {
  92517. this._minYaw = value;
  92518. this._minYawSin = Math.sin(value);
  92519. this._minYawCos = Math.cos(value);
  92520. if (this._maxYaw != null) {
  92521. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92522. this._yawRange = this._maxYaw - this._minYaw;
  92523. }
  92524. },
  92525. enumerable: true,
  92526. configurable: true
  92527. });
  92528. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  92529. /**
  92530. * Gets or sets the maximum yaw angle that the bone can look to
  92531. */
  92532. get: function () {
  92533. return this._maxYaw;
  92534. },
  92535. set: function (value) {
  92536. this._maxYaw = value;
  92537. this._maxYawSin = Math.sin(value);
  92538. this._maxYawCos = Math.cos(value);
  92539. if (this._minYaw != null) {
  92540. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92541. this._yawRange = this._maxYaw - this._minYaw;
  92542. }
  92543. },
  92544. enumerable: true,
  92545. configurable: true
  92546. });
  92547. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  92548. /**
  92549. * Gets or sets the minimum pitch angle that the bone can look to
  92550. */
  92551. get: function () {
  92552. return this._minPitch;
  92553. },
  92554. set: function (value) {
  92555. this._minPitch = value;
  92556. this._minPitchTan = Math.tan(value);
  92557. },
  92558. enumerable: true,
  92559. configurable: true
  92560. });
  92561. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  92562. /**
  92563. * Gets or sets the maximum pitch angle that the bone can look to
  92564. */
  92565. get: function () {
  92566. return this._maxPitch;
  92567. },
  92568. set: function (value) {
  92569. this._maxPitch = value;
  92570. this._maxPitchTan = Math.tan(value);
  92571. },
  92572. enumerable: true,
  92573. configurable: true
  92574. });
  92575. /**
  92576. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  92577. */
  92578. BoneLookController.prototype.update = function () {
  92579. //skip the first frame when slerping so that the mesh rotation is correct
  92580. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  92581. this._firstFrameSkipped = true;
  92582. return;
  92583. }
  92584. var bone = this.bone;
  92585. var bonePos = BoneLookController._tmpVecs[0];
  92586. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  92587. var target = this.target;
  92588. var _tmpMat1 = BoneLookController._tmpMats[0];
  92589. var _tmpMat2 = BoneLookController._tmpMats[1];
  92590. var mesh = this.mesh;
  92591. var parentBone = bone.getParent();
  92592. var upAxis = BoneLookController._tmpVecs[1];
  92593. upAxis.copyFrom(this.upAxis);
  92594. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  92595. if (this._transformYawPitch) {
  92596. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  92597. }
  92598. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  92599. }
  92600. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  92601. mesh.getDirectionToRef(upAxis, upAxis);
  92602. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  92603. upAxis.normalize();
  92604. }
  92605. }
  92606. var checkYaw = false;
  92607. var checkPitch = false;
  92608. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  92609. checkYaw = true;
  92610. }
  92611. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  92612. checkPitch = true;
  92613. }
  92614. if (checkYaw || checkPitch) {
  92615. var spaceMat = BoneLookController._tmpMats[2];
  92616. var spaceMatInv = BoneLookController._tmpMats[3];
  92617. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  92618. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  92619. }
  92620. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  92621. spaceMat.copyFrom(mesh.getWorldMatrix());
  92622. }
  92623. else {
  92624. var forwardAxis = BoneLookController._tmpVecs[2];
  92625. forwardAxis.copyFrom(this._fowardAxis);
  92626. if (this._transformYawPitch) {
  92627. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  92628. }
  92629. if (parentBone) {
  92630. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  92631. }
  92632. else {
  92633. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  92634. }
  92635. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  92636. rightAxis.normalize();
  92637. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  92638. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  92639. }
  92640. spaceMat.invertToRef(spaceMatInv);
  92641. var xzlen = null;
  92642. if (checkPitch) {
  92643. var localTarget = BoneLookController._tmpVecs[3];
  92644. target.subtractToRef(bonePos, localTarget);
  92645. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  92646. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92647. var pitch = Math.atan2(localTarget.y, xzlen);
  92648. var newPitch = pitch;
  92649. if (pitch > this._maxPitch) {
  92650. localTarget.y = this._maxPitchTan * xzlen;
  92651. newPitch = this._maxPitch;
  92652. }
  92653. else if (pitch < this._minPitch) {
  92654. localTarget.y = this._minPitchTan * xzlen;
  92655. newPitch = this._minPitch;
  92656. }
  92657. if (pitch != newPitch) {
  92658. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  92659. localTarget.addInPlace(bonePos);
  92660. target = localTarget;
  92661. }
  92662. }
  92663. if (checkYaw) {
  92664. var localTarget = BoneLookController._tmpVecs[4];
  92665. target.subtractToRef(bonePos, localTarget);
  92666. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  92667. var yaw = Math.atan2(localTarget.x, localTarget.z);
  92668. var newYaw = yaw;
  92669. if (yaw > this._maxYaw || yaw < this._minYaw) {
  92670. if (xzlen == null) {
  92671. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92672. }
  92673. if (this._yawRange > Math.PI) {
  92674. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  92675. localTarget.z = this._maxYawCos * xzlen;
  92676. localTarget.x = this._maxYawSin * xzlen;
  92677. newYaw = this._maxYaw;
  92678. }
  92679. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  92680. localTarget.z = this._minYawCos * xzlen;
  92681. localTarget.x = this._minYawSin * xzlen;
  92682. newYaw = this._minYaw;
  92683. }
  92684. }
  92685. else {
  92686. if (yaw > this._maxYaw) {
  92687. localTarget.z = this._maxYawCos * xzlen;
  92688. localTarget.x = this._maxYawSin * xzlen;
  92689. newYaw = this._maxYaw;
  92690. }
  92691. else if (yaw < this._minYaw) {
  92692. localTarget.z = this._minYawCos * xzlen;
  92693. localTarget.x = this._minYawSin * xzlen;
  92694. newYaw = this._minYaw;
  92695. }
  92696. }
  92697. }
  92698. if (this._slerping && this._yawRange > Math.PI) {
  92699. //are we going to be crossing into the min/max region?
  92700. var boneFwd = BoneLookController._tmpVecs[8];
  92701. boneFwd.copyFrom(BABYLON.Axis.Z);
  92702. if (this._transformYawPitch) {
  92703. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  92704. }
  92705. var boneRotMat = BoneLookController._tmpMats[4];
  92706. this._boneQuat.toRotationMatrix(boneRotMat);
  92707. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  92708. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  92709. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  92710. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  92711. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  92712. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  92713. if (angBtwTar > angBtwMidYaw) {
  92714. if (xzlen == null) {
  92715. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92716. }
  92717. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  92718. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  92719. if (angBtwMin < angBtwMax) {
  92720. newYaw = boneYaw + Math.PI * .75;
  92721. localTarget.z = Math.cos(newYaw) * xzlen;
  92722. localTarget.x = Math.sin(newYaw) * xzlen;
  92723. }
  92724. else {
  92725. newYaw = boneYaw - Math.PI * .75;
  92726. localTarget.z = Math.cos(newYaw) * xzlen;
  92727. localTarget.x = Math.sin(newYaw) * xzlen;
  92728. }
  92729. }
  92730. }
  92731. if (yaw != newYaw) {
  92732. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  92733. localTarget.addInPlace(bonePos);
  92734. target = localTarget;
  92735. }
  92736. }
  92737. }
  92738. var zaxis = BoneLookController._tmpVecs[5];
  92739. var xaxis = BoneLookController._tmpVecs[6];
  92740. var yaxis = BoneLookController._tmpVecs[7];
  92741. var _tmpQuat = BoneLookController._tmpQuat;
  92742. target.subtractToRef(bonePos, zaxis);
  92743. zaxis.normalize();
  92744. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  92745. xaxis.normalize();
  92746. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  92747. yaxis.normalize();
  92748. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  92749. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  92750. return;
  92751. }
  92752. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  92753. return;
  92754. }
  92755. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  92756. return;
  92757. }
  92758. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  92759. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  92760. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  92761. }
  92762. if (this.slerpAmount < 1) {
  92763. if (!this._slerping) {
  92764. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  92765. }
  92766. if (this._transformYawPitch) {
  92767. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  92768. }
  92769. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  92770. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  92771. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  92772. this._slerping = true;
  92773. }
  92774. else {
  92775. if (this._transformYawPitch) {
  92776. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  92777. }
  92778. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  92779. this._slerping = false;
  92780. }
  92781. };
  92782. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  92783. var angDiff = ang2 - ang1;
  92784. angDiff %= Math.PI * 2;
  92785. if (angDiff > Math.PI) {
  92786. angDiff -= Math.PI * 2;
  92787. }
  92788. else if (angDiff < -Math.PI) {
  92789. angDiff += Math.PI * 2;
  92790. }
  92791. return angDiff;
  92792. };
  92793. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  92794. ang1 %= (2 * Math.PI);
  92795. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  92796. ang2 %= (2 * Math.PI);
  92797. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  92798. var ab = 0;
  92799. if (ang1 < ang2) {
  92800. ab = ang2 - ang1;
  92801. }
  92802. else {
  92803. ab = ang1 - ang2;
  92804. }
  92805. if (ab > Math.PI) {
  92806. ab = Math.PI * 2 - ab;
  92807. }
  92808. return ab;
  92809. };
  92810. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  92811. ang %= (2 * Math.PI);
  92812. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  92813. ang1 %= (2 * Math.PI);
  92814. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  92815. ang2 %= (2 * Math.PI);
  92816. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  92817. if (ang1 < ang2) {
  92818. if (ang > ang1 && ang < ang2) {
  92819. return true;
  92820. }
  92821. }
  92822. else {
  92823. if (ang > ang2 && ang < ang1) {
  92824. return true;
  92825. }
  92826. }
  92827. return false;
  92828. };
  92829. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  92830. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  92831. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92832. return BoneLookController;
  92833. }());
  92834. BABYLON.BoneLookController = BoneLookController;
  92835. })(BABYLON || (BABYLON = {}));
  92836. //# sourceMappingURL=babylon.boneLookController.js.map
  92837. var BABYLON;
  92838. (function (BABYLON) {
  92839. /**
  92840. * Class used to handle skinning animations
  92841. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92842. */
  92843. var Skeleton = /** @class */ (function () {
  92844. /**
  92845. * Creates a new skeleton
  92846. * @param name defines the skeleton name
  92847. * @param id defines the skeleton Id
  92848. * @param scene defines the hosting scene
  92849. */
  92850. function Skeleton(
  92851. /** defines the skeleton name */
  92852. name,
  92853. /** defines the skeleton Id */
  92854. id, scene) {
  92855. this.name = name;
  92856. this.id = id;
  92857. /**
  92858. * Gets the list of child bones
  92859. */
  92860. this.bones = new Array();
  92861. /**
  92862. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  92863. */
  92864. this.needInitialSkinMatrix = false;
  92865. this._isDirty = true;
  92866. this._meshesWithPoseMatrix = new Array();
  92867. this._identity = BABYLON.Matrix.Identity();
  92868. this._ranges = {};
  92869. this._lastAbsoluteTransformsUpdateId = -1;
  92870. /**
  92871. * Specifies if the skeleton should be serialized
  92872. */
  92873. this.doNotSerialize = false;
  92874. this._animationPropertiesOverride = null;
  92875. // Events
  92876. /**
  92877. * An observable triggered before computing the skeleton's matrices
  92878. */
  92879. this.onBeforeComputeObservable = new BABYLON.Observable();
  92880. this.bones = [];
  92881. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  92882. scene.skeletons.push(this);
  92883. //make sure it will recalculate the matrix next time prepare is called.
  92884. this._isDirty = true;
  92885. }
  92886. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  92887. /**
  92888. * Gets or sets the animation properties override
  92889. */
  92890. get: function () {
  92891. if (!this._animationPropertiesOverride) {
  92892. return this._scene.animationPropertiesOverride;
  92893. }
  92894. return this._animationPropertiesOverride;
  92895. },
  92896. set: function (value) {
  92897. this._animationPropertiesOverride = value;
  92898. },
  92899. enumerable: true,
  92900. configurable: true
  92901. });
  92902. // Members
  92903. /**
  92904. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  92905. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  92906. * @returns a Float32Array containing matrices data
  92907. */
  92908. Skeleton.prototype.getTransformMatrices = function (mesh) {
  92909. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  92910. return mesh._bonesTransformMatrices;
  92911. }
  92912. if (!this._transformMatrices) {
  92913. this.prepare();
  92914. }
  92915. return this._transformMatrices;
  92916. };
  92917. /**
  92918. * Gets the current hosting scene
  92919. * @returns a scene object
  92920. */
  92921. Skeleton.prototype.getScene = function () {
  92922. return this._scene;
  92923. };
  92924. // Methods
  92925. /**
  92926. * Gets a string representing the current skeleton data
  92927. * @param fullDetails defines a boolean indicating if we want a verbose version
  92928. * @returns a string representing the current skeleton data
  92929. */
  92930. Skeleton.prototype.toString = function (fullDetails) {
  92931. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  92932. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  92933. if (fullDetails) {
  92934. ret += ", Ranges: {";
  92935. var first = true;
  92936. for (var name_1 in this._ranges) {
  92937. if (first) {
  92938. ret += ", ";
  92939. first = false;
  92940. }
  92941. ret += name_1;
  92942. }
  92943. ret += "}";
  92944. }
  92945. return ret;
  92946. };
  92947. /**
  92948. * Get bone's index searching by name
  92949. * @param name defines bone's name to search for
  92950. * @return the indice of the bone. Returns -1 if not found
  92951. */
  92952. Skeleton.prototype.getBoneIndexByName = function (name) {
  92953. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  92954. if (this.bones[boneIndex].name === name) {
  92955. return boneIndex;
  92956. }
  92957. }
  92958. return -1;
  92959. };
  92960. /**
  92961. * Creater a new animation range
  92962. * @param name defines the name of the range
  92963. * @param from defines the start key
  92964. * @param to defines the end key
  92965. */
  92966. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  92967. // check name not already in use
  92968. if (!this._ranges[name]) {
  92969. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  92970. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  92971. if (this.bones[i].animations[0]) {
  92972. this.bones[i].animations[0].createRange(name, from, to);
  92973. }
  92974. }
  92975. }
  92976. };
  92977. /**
  92978. * Delete a specific animation range
  92979. * @param name defines the name of the range
  92980. * @param deleteFrames defines if frames must be removed as well
  92981. */
  92982. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  92983. if (deleteFrames === void 0) { deleteFrames = true; }
  92984. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  92985. if (this.bones[i].animations[0]) {
  92986. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  92987. }
  92988. }
  92989. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  92990. };
  92991. /**
  92992. * Gets a specific animation range
  92993. * @param name defines the name of the range to look for
  92994. * @returns the requested animation range or null if not found
  92995. */
  92996. Skeleton.prototype.getAnimationRange = function (name) {
  92997. return this._ranges[name];
  92998. };
  92999. /**
  93000. * Gets the list of all animation ranges defined on this skeleton
  93001. * @returns an array
  93002. */
  93003. Skeleton.prototype.getAnimationRanges = function () {
  93004. var animationRanges = [];
  93005. var name;
  93006. var i = 0;
  93007. for (name in this._ranges) {
  93008. animationRanges[i] = this._ranges[name];
  93009. i++;
  93010. }
  93011. return animationRanges;
  93012. };
  93013. /**
  93014. * Copy animation range from a source skeleton.
  93015. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93016. * @param source defines the source skeleton
  93017. * @param name defines the name of the range to copy
  93018. * @param rescaleAsRequired defines if rescaling must be applied if required
  93019. * @returns true if operation was successful
  93020. */
  93021. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93022. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93023. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93024. return false;
  93025. }
  93026. var ret = true;
  93027. var frameOffset = this._getHighestAnimationFrame() + 1;
  93028. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93029. var boneDict = {};
  93030. var sourceBones = source.bones;
  93031. var nBones;
  93032. var i;
  93033. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93034. boneDict[sourceBones[i].name] = sourceBones[i];
  93035. }
  93036. if (this.bones.length !== sourceBones.length) {
  93037. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93038. ret = false;
  93039. }
  93040. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93041. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93042. var boneName = this.bones[i].name;
  93043. var sourceBone = boneDict[boneName];
  93044. if (sourceBone) {
  93045. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93046. }
  93047. else {
  93048. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93049. ret = false;
  93050. }
  93051. }
  93052. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93053. var range = source.getAnimationRange(name);
  93054. if (range) {
  93055. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93056. }
  93057. return ret;
  93058. };
  93059. /**
  93060. * Forces the skeleton to go to rest pose
  93061. */
  93062. Skeleton.prototype.returnToRest = function () {
  93063. for (var index = 0; index < this.bones.length; index++) {
  93064. this.bones[index].returnToRest();
  93065. }
  93066. };
  93067. Skeleton.prototype._getHighestAnimationFrame = function () {
  93068. var ret = 0;
  93069. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93070. if (this.bones[i].animations[0]) {
  93071. var highest = this.bones[i].animations[0].getHighestFrame();
  93072. if (ret < highest) {
  93073. ret = highest;
  93074. }
  93075. }
  93076. }
  93077. return ret;
  93078. };
  93079. /**
  93080. * Begin a specific animation range
  93081. * @param name defines the name of the range to start
  93082. * @param loop defines if looping must be turned on (false by default)
  93083. * @param speedRatio defines the speed ratio to apply (1 by default)
  93084. * @param onAnimationEnd defines a callback which will be called when animation will end
  93085. * @returns a new animatable
  93086. */
  93087. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93088. var range = this.getAnimationRange(name);
  93089. if (!range) {
  93090. return null;
  93091. }
  93092. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93093. };
  93094. /** @hidden */
  93095. Skeleton.prototype._markAsDirty = function () {
  93096. this._isDirty = true;
  93097. };
  93098. /** @hidden */
  93099. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  93100. this._meshesWithPoseMatrix.push(mesh);
  93101. };
  93102. /** @hidden */
  93103. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  93104. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  93105. if (index > -1) {
  93106. this._meshesWithPoseMatrix.splice(index, 1);
  93107. }
  93108. };
  93109. /** @hidden */
  93110. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  93111. this.onBeforeComputeObservable.notifyObservers(this);
  93112. for (var index = 0; index < this.bones.length; index++) {
  93113. var bone = this.bones[index];
  93114. var parentBone = bone.getParent();
  93115. if (parentBone) {
  93116. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  93117. }
  93118. else {
  93119. if (initialSkinMatrix) {
  93120. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  93121. }
  93122. else {
  93123. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  93124. }
  93125. }
  93126. if (bone._index !== -1) {
  93127. var mappedIndex = bone._index === null ? index : bone._index;
  93128. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  93129. }
  93130. }
  93131. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  93132. };
  93133. /**
  93134. * Build all resources required to render a skeleton
  93135. */
  93136. Skeleton.prototype.prepare = function () {
  93137. if (!this._isDirty) {
  93138. return;
  93139. }
  93140. if (this.needInitialSkinMatrix) {
  93141. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  93142. var mesh = this._meshesWithPoseMatrix[index];
  93143. var poseMatrix = mesh.getPoseMatrix();
  93144. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  93145. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93146. }
  93147. if (this._synchronizedWithMesh !== mesh) {
  93148. this._synchronizedWithMesh = mesh;
  93149. // Prepare bones
  93150. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  93151. var bone = this.bones[boneIndex];
  93152. if (!bone.getParent()) {
  93153. var matrix = bone.getBaseMatrix();
  93154. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  93155. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  93156. }
  93157. }
  93158. }
  93159. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  93160. }
  93161. }
  93162. else {
  93163. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  93164. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93165. }
  93166. this._computeTransformMatrices(this._transformMatrices, null);
  93167. }
  93168. this._isDirty = false;
  93169. this._scene._activeBones.addCount(this.bones.length, false);
  93170. };
  93171. /**
  93172. * Gets the list of animatables currently running for this skeleton
  93173. * @returns an array of animatables
  93174. */
  93175. Skeleton.prototype.getAnimatables = function () {
  93176. if (!this._animatables || this._animatables.length !== this.bones.length) {
  93177. this._animatables = [];
  93178. for (var index = 0; index < this.bones.length; index++) {
  93179. this._animatables.push(this.bones[index]);
  93180. }
  93181. }
  93182. return this._animatables;
  93183. };
  93184. /**
  93185. * Clone the current skeleton
  93186. * @param name defines the name of the new skeleton
  93187. * @param id defines the id of the enw skeleton
  93188. * @returns the new skeleton
  93189. */
  93190. Skeleton.prototype.clone = function (name, id) {
  93191. var result = new Skeleton(name, id || name, this._scene);
  93192. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93193. for (var index = 0; index < this.bones.length; index++) {
  93194. var source = this.bones[index];
  93195. var parentBone = null;
  93196. var parent_1 = source.getParent();
  93197. if (parent_1) {
  93198. var parentIndex = this.bones.indexOf(parent_1);
  93199. parentBone = result.bones[parentIndex];
  93200. }
  93201. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  93202. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  93203. }
  93204. if (this._ranges) {
  93205. result._ranges = {};
  93206. for (var rangeName in this._ranges) {
  93207. var range = this._ranges[rangeName];
  93208. if (range) {
  93209. result._ranges[rangeName] = range.clone();
  93210. }
  93211. }
  93212. }
  93213. this._isDirty = true;
  93214. return result;
  93215. };
  93216. /**
  93217. * Enable animation blending for this skeleton
  93218. * @param blendingSpeed defines the blending speed to apply
  93219. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  93220. */
  93221. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  93222. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  93223. this.bones.forEach(function (bone) {
  93224. bone.animations.forEach(function (animation) {
  93225. animation.enableBlending = true;
  93226. animation.blendingSpeed = blendingSpeed;
  93227. });
  93228. });
  93229. };
  93230. /**
  93231. * Releases all resources associated with the current skeleton
  93232. */
  93233. Skeleton.prototype.dispose = function () {
  93234. this._meshesWithPoseMatrix = [];
  93235. // Animations
  93236. this.getScene().stopAnimation(this);
  93237. // Remove from scene
  93238. this.getScene().removeSkeleton(this);
  93239. };
  93240. /**
  93241. * Serialize the skeleton in a JSON object
  93242. * @returns a JSON object
  93243. */
  93244. Skeleton.prototype.serialize = function () {
  93245. var serializationObject = {};
  93246. serializationObject.name = this.name;
  93247. serializationObject.id = this.id;
  93248. if (this.dimensionsAtRest) {
  93249. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  93250. }
  93251. serializationObject.bones = [];
  93252. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93253. for (var index = 0; index < this.bones.length; index++) {
  93254. var bone = this.bones[index];
  93255. var parent_2 = bone.getParent();
  93256. var serializedBone = {
  93257. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  93258. name: bone.name,
  93259. matrix: bone.getBaseMatrix().toArray(),
  93260. rest: bone.getRestPose().toArray()
  93261. };
  93262. serializationObject.bones.push(serializedBone);
  93263. if (bone.length) {
  93264. serializedBone.length = bone.length;
  93265. }
  93266. if (bone.metadata) {
  93267. serializedBone.metadata = bone.metadata;
  93268. }
  93269. if (bone.animations && bone.animations.length > 0) {
  93270. serializedBone.animation = bone.animations[0].serialize();
  93271. }
  93272. serializationObject.ranges = [];
  93273. for (var name in this._ranges) {
  93274. var source = this._ranges[name];
  93275. if (!source) {
  93276. continue;
  93277. }
  93278. var range = {};
  93279. range.name = name;
  93280. range.from = source.from;
  93281. range.to = source.to;
  93282. serializationObject.ranges.push(range);
  93283. }
  93284. }
  93285. return serializationObject;
  93286. };
  93287. /**
  93288. * Creates a new skeleton from serialized data
  93289. * @param parsedSkeleton defines the serialized data
  93290. * @param scene defines the hosting scene
  93291. * @returns a new skeleton
  93292. */
  93293. Skeleton.Parse = function (parsedSkeleton, scene) {
  93294. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  93295. if (parsedSkeleton.dimensionsAtRest) {
  93296. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  93297. }
  93298. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  93299. var index;
  93300. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  93301. var parsedBone = parsedSkeleton.bones[index];
  93302. var parentBone = null;
  93303. if (parsedBone.parentBoneIndex > -1) {
  93304. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  93305. }
  93306. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  93307. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  93308. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  93309. bone.id = parsedBone.id;
  93310. }
  93311. if (parsedBone.length) {
  93312. bone.length = parsedBone.length;
  93313. }
  93314. if (parsedBone.metadata) {
  93315. bone.metadata = parsedBone.metadata;
  93316. }
  93317. if (parsedBone.animation) {
  93318. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  93319. }
  93320. }
  93321. // placed after bones, so createAnimationRange can cascade down
  93322. if (parsedSkeleton.ranges) {
  93323. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  93324. var data = parsedSkeleton.ranges[index];
  93325. skeleton.createAnimationRange(data.name, data.from, data.to);
  93326. }
  93327. }
  93328. return skeleton;
  93329. };
  93330. /**
  93331. * Compute all node absolute transforms
  93332. * @param forceUpdate defines if computation must be done even if cache is up to date
  93333. */
  93334. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  93335. if (forceUpdate === void 0) { forceUpdate = false; }
  93336. var renderId = this._scene.getRenderId();
  93337. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  93338. this.bones[0].computeAbsoluteTransforms();
  93339. this._lastAbsoluteTransformsUpdateId = renderId;
  93340. }
  93341. };
  93342. /**
  93343. * Gets the root pose matrix
  93344. * @returns a matrix
  93345. */
  93346. Skeleton.prototype.getPoseMatrix = function () {
  93347. var poseMatrix = null;
  93348. if (this._meshesWithPoseMatrix.length > 0) {
  93349. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  93350. }
  93351. return poseMatrix;
  93352. };
  93353. /**
  93354. * Sorts bones per internal index
  93355. */
  93356. Skeleton.prototype.sortBones = function () {
  93357. var bones = new Array();
  93358. var visited = new Array(this.bones.length);
  93359. for (var index = 0; index < this.bones.length; index++) {
  93360. this._sortBones(index, bones, visited);
  93361. }
  93362. this.bones = bones;
  93363. };
  93364. Skeleton.prototype._sortBones = function (index, bones, visited) {
  93365. if (visited[index]) {
  93366. return;
  93367. }
  93368. visited[index] = true;
  93369. var bone = this.bones[index];
  93370. if (bone._index === undefined) {
  93371. bone._index = index;
  93372. }
  93373. var parentBone = bone.getParent();
  93374. if (parentBone) {
  93375. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  93376. }
  93377. bones.push(bone);
  93378. };
  93379. return Skeleton;
  93380. }());
  93381. BABYLON.Skeleton = Skeleton;
  93382. })(BABYLON || (BABYLON = {}));
  93383. //# sourceMappingURL=babylon.skeleton.js.map
  93384. var BABYLON;
  93385. (function (BABYLON) {
  93386. /**
  93387. * This groups tools to convert HDR texture to native colors array.
  93388. */
  93389. var HDRTools = /** @class */ (function () {
  93390. function HDRTools() {
  93391. }
  93392. HDRTools.Ldexp = function (mantissa, exponent) {
  93393. if (exponent > 1023) {
  93394. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  93395. }
  93396. if (exponent < -1074) {
  93397. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  93398. }
  93399. return mantissa * Math.pow(2, exponent);
  93400. };
  93401. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  93402. if (exponent > 0) { /*nonzero pixel*/
  93403. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  93404. float32array[index + 0] = red * exponent;
  93405. float32array[index + 1] = green * exponent;
  93406. float32array[index + 2] = blue * exponent;
  93407. }
  93408. else {
  93409. float32array[index + 0] = 0;
  93410. float32array[index + 1] = 0;
  93411. float32array[index + 2] = 0;
  93412. }
  93413. };
  93414. HDRTools.readStringLine = function (uint8array, startIndex) {
  93415. var line = "";
  93416. var character = "";
  93417. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  93418. character = String.fromCharCode(uint8array[i]);
  93419. if (character == "\n") {
  93420. break;
  93421. }
  93422. line += character;
  93423. }
  93424. return line;
  93425. };
  93426. /**
  93427. * Reads header information from an RGBE texture stored in a native array.
  93428. * More information on this format are available here:
  93429. * https://en.wikipedia.org/wiki/RGBE_image_format
  93430. *
  93431. * @param uint8array The binary file stored in native array.
  93432. * @return The header information.
  93433. */
  93434. HDRTools.RGBE_ReadHeader = function (uint8array) {
  93435. var height = 0;
  93436. var width = 0;
  93437. var line = this.readStringLine(uint8array, 0);
  93438. if (line[0] != '#' || line[1] != '?') {
  93439. throw "Bad HDR Format.";
  93440. }
  93441. var endOfHeader = false;
  93442. var findFormat = false;
  93443. var lineIndex = 0;
  93444. do {
  93445. lineIndex += (line.length + 1);
  93446. line = this.readStringLine(uint8array, lineIndex);
  93447. if (line == "FORMAT=32-bit_rle_rgbe") {
  93448. findFormat = true;
  93449. }
  93450. else if (line.length == 0) {
  93451. endOfHeader = true;
  93452. }
  93453. } while (!endOfHeader);
  93454. if (!findFormat) {
  93455. throw "HDR Bad header format, unsupported FORMAT";
  93456. }
  93457. lineIndex += (line.length + 1);
  93458. line = this.readStringLine(uint8array, lineIndex);
  93459. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  93460. var match = sizeRegexp.exec(line);
  93461. // TODO. Support +Y and -X if needed.
  93462. if (!match || match.length < 3) {
  93463. throw "HDR Bad header format, no size";
  93464. }
  93465. width = parseInt(match[2]);
  93466. height = parseInt(match[1]);
  93467. if (width < 8 || width > 0x7fff) {
  93468. throw "HDR Bad header format, unsupported size";
  93469. }
  93470. lineIndex += (line.length + 1);
  93471. return {
  93472. height: height,
  93473. width: width,
  93474. dataPosition: lineIndex
  93475. };
  93476. };
  93477. /**
  93478. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  93479. * This RGBE texture needs to store the information as a panorama.
  93480. *
  93481. * More information on this format are available here:
  93482. * https://en.wikipedia.org/wiki/RGBE_image_format
  93483. *
  93484. * @param buffer The binary file stored in an array buffer.
  93485. * @param size The expected size of the extracted cubemap.
  93486. * @return The Cube Map information.
  93487. */
  93488. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  93489. var uint8array = new Uint8Array(buffer);
  93490. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  93491. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93492. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  93493. return cubeMapData;
  93494. };
  93495. /**
  93496. * Returns the pixels data extracted from an RGBE texture.
  93497. * This pixels will be stored left to right up to down in the R G B order in one array.
  93498. *
  93499. * More information on this format are available here:
  93500. * https://en.wikipedia.org/wiki/RGBE_image_format
  93501. *
  93502. * @param uint8array The binary file stored in an array buffer.
  93503. * @param hdrInfo The header information of the file.
  93504. * @return The pixels data in RGB right to left up to down order.
  93505. */
  93506. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  93507. // Keep for multi format supports.
  93508. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93509. };
  93510. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  93511. var num_scanlines = hdrInfo.height;
  93512. var scanline_width = hdrInfo.width;
  93513. var a, b, c, d, count;
  93514. var dataIndex = hdrInfo.dataPosition;
  93515. var index = 0, endIndex = 0, i = 0;
  93516. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  93517. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  93518. // 3 channels of 4 bytes per pixel in float.
  93519. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  93520. var resultArray = new Float32Array(resultBuffer);
  93521. // read in each successive scanline
  93522. while (num_scanlines > 0) {
  93523. a = uint8array[dataIndex++];
  93524. b = uint8array[dataIndex++];
  93525. c = uint8array[dataIndex++];
  93526. d = uint8array[dataIndex++];
  93527. if (a != 2 || b != 2 || (c & 0x80)) {
  93528. // this file is not run length encoded
  93529. throw "HDR Bad header format, not RLE";
  93530. }
  93531. if (((c << 8) | d) != scanline_width) {
  93532. throw "HDR Bad header format, wrong scan line width";
  93533. }
  93534. index = 0;
  93535. // read each of the four channels for the scanline into the buffer
  93536. for (i = 0; i < 4; i++) {
  93537. endIndex = (i + 1) * scanline_width;
  93538. while (index < endIndex) {
  93539. a = uint8array[dataIndex++];
  93540. b = uint8array[dataIndex++];
  93541. if (a > 128) {
  93542. // a run of the same value
  93543. count = a - 128;
  93544. if ((count == 0) || (count > endIndex - index)) {
  93545. throw "HDR Bad Format, bad scanline data (run)";
  93546. }
  93547. while (count-- > 0) {
  93548. scanLineArray[index++] = b;
  93549. }
  93550. }
  93551. else {
  93552. // a non-run
  93553. count = a;
  93554. if ((count == 0) || (count > endIndex - index)) {
  93555. throw "HDR Bad Format, bad scanline data (non-run)";
  93556. }
  93557. scanLineArray[index++] = b;
  93558. if (--count > 0) {
  93559. for (var j = 0; j < count; j++) {
  93560. scanLineArray[index++] = uint8array[dataIndex++];
  93561. }
  93562. }
  93563. }
  93564. }
  93565. }
  93566. // now convert data from buffer into floats
  93567. for (i = 0; i < scanline_width; i++) {
  93568. a = scanLineArray[i];
  93569. b = scanLineArray[i + scanline_width];
  93570. c = scanLineArray[i + 2 * scanline_width];
  93571. d = scanLineArray[i + 3 * scanline_width];
  93572. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  93573. }
  93574. num_scanlines--;
  93575. }
  93576. return resultArray;
  93577. };
  93578. return HDRTools;
  93579. }());
  93580. BABYLON.HDRTools = HDRTools;
  93581. })(BABYLON || (BABYLON = {}));
  93582. //# sourceMappingURL=babylon.hdr.js.map
  93583. var BABYLON;
  93584. (function (BABYLON) {
  93585. /**
  93586. * This represents a texture coming from an HDR input.
  93587. *
  93588. * The only supported format is currently panorama picture stored in RGBE format.
  93589. * Example of such files can be found on HDRLib: http://hdrlib.com/
  93590. */
  93591. var HDRCubeTexture = /** @class */ (function (_super) {
  93592. __extends(HDRCubeTexture, _super);
  93593. /**
  93594. * Instantiates an HDRTexture from the following parameters.
  93595. *
  93596. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  93597. * @param scene The scene the texture will be used in
  93598. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  93599. * @param noMipmap Forces to not generate the mipmap if true
  93600. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  93601. * @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)
  93602. * @param reserved Reserved flag for internal use.
  93603. */
  93604. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  93605. if (noMipmap === void 0) { noMipmap = false; }
  93606. if (generateHarmonics === void 0) { generateHarmonics = true; }
  93607. if (gammaSpace === void 0) { gammaSpace = false; }
  93608. if (reserved === void 0) { reserved = false; }
  93609. if (onLoad === void 0) { onLoad = null; }
  93610. if (onError === void 0) { onError = null; }
  93611. var _this = _super.call(this, scene) || this;
  93612. _this._generateHarmonics = true;
  93613. _this._onLoad = null;
  93614. _this._onError = null;
  93615. /**
  93616. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  93617. */
  93618. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  93619. _this._isBlocking = true;
  93620. _this._rotationY = 0;
  93621. /**
  93622. * Gets or sets the center of the bounding box associated with the cube texture
  93623. * It must define where the camera used to render the texture was set
  93624. */
  93625. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  93626. if (!url) {
  93627. return _this;
  93628. }
  93629. _this.name = url;
  93630. _this.url = url;
  93631. _this.hasAlpha = false;
  93632. _this.isCube = true;
  93633. _this._textureMatrix = BABYLON.Matrix.Identity();
  93634. _this._onLoad = onLoad;
  93635. _this._onError = onError;
  93636. _this.gammaSpace = gammaSpace;
  93637. _this._noMipmap = noMipmap;
  93638. _this._size = size;
  93639. _this._texture = _this._getFromCache(url, _this._noMipmap);
  93640. if (!_this._texture) {
  93641. if (!scene.useDelayedTextureLoading) {
  93642. _this.loadTexture();
  93643. }
  93644. else {
  93645. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  93646. }
  93647. }
  93648. return _this;
  93649. }
  93650. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  93651. /**
  93652. * Gets wether or not the texture is blocking during loading.
  93653. */
  93654. get: function () {
  93655. return this._isBlocking;
  93656. },
  93657. /**
  93658. * Sets wether or not the texture is blocking during loading.
  93659. */
  93660. set: function (value) {
  93661. this._isBlocking = value;
  93662. },
  93663. enumerable: true,
  93664. configurable: true
  93665. });
  93666. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  93667. /**
  93668. * Gets texture matrix rotation angle around Y axis radians.
  93669. */
  93670. get: function () {
  93671. return this._rotationY;
  93672. },
  93673. /**
  93674. * Sets texture matrix rotation angle around Y axis in radians.
  93675. */
  93676. set: function (value) {
  93677. this._rotationY = value;
  93678. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  93679. },
  93680. enumerable: true,
  93681. configurable: true
  93682. });
  93683. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  93684. get: function () {
  93685. return this._boundingBoxSize;
  93686. },
  93687. /**
  93688. * Gets or sets the size of the bounding box associated with the cube texture
  93689. * When defined, the cubemap will switch to local mode
  93690. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  93691. * @example https://www.babylonjs-playground.com/#RNASML
  93692. */
  93693. set: function (value) {
  93694. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  93695. return;
  93696. }
  93697. this._boundingBoxSize = value;
  93698. var scene = this.getScene();
  93699. if (scene) {
  93700. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  93701. }
  93702. },
  93703. enumerable: true,
  93704. configurable: true
  93705. });
  93706. /**
  93707. * Occurs when the file is raw .hdr file.
  93708. */
  93709. HDRCubeTexture.prototype.loadTexture = function () {
  93710. var _this = this;
  93711. var callback = function (buffer) {
  93712. _this.lodGenerationOffset = 0.0;
  93713. _this.lodGenerationScale = 0.8;
  93714. var scene = _this.getScene();
  93715. if (!scene) {
  93716. return null;
  93717. }
  93718. // Extract the raw linear data.
  93719. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  93720. // Generate harmonics if needed.
  93721. if (_this._generateHarmonics) {
  93722. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  93723. _this.sphericalPolynomial = sphericalPolynomial;
  93724. }
  93725. var results = [];
  93726. var byteArray = null;
  93727. // Push each faces.
  93728. for (var j = 0; j < 6; j++) {
  93729. // Create uintarray fallback.
  93730. if (!scene.getEngine().getCaps().textureFloat) {
  93731. // 3 channels of 1 bytes per pixel in bytes.
  93732. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  93733. byteArray = new Uint8Array(byteBuffer);
  93734. }
  93735. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  93736. // If special cases.
  93737. if (_this.gammaSpace || byteArray) {
  93738. for (var i = 0; i < _this._size * _this._size; i++) {
  93739. // Put in gamma space if requested.
  93740. if (_this.gammaSpace) {
  93741. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  93742. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  93743. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  93744. }
  93745. // Convert to int texture for fallback.
  93746. if (byteArray) {
  93747. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  93748. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  93749. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  93750. // May use luminance instead if the result is not accurate.
  93751. var max = Math.max(Math.max(r, g), b);
  93752. if (max > 255) {
  93753. var scale = 255 / max;
  93754. r *= scale;
  93755. g *= scale;
  93756. b *= scale;
  93757. }
  93758. byteArray[(i * 3) + 0] = r;
  93759. byteArray[(i * 3) + 1] = g;
  93760. byteArray[(i * 3) + 2] = b;
  93761. }
  93762. }
  93763. }
  93764. if (byteArray) {
  93765. results.push(byteArray);
  93766. }
  93767. else {
  93768. results.push(dataFace);
  93769. }
  93770. }
  93771. return results;
  93772. };
  93773. var scene = this.getScene();
  93774. if (scene) {
  93775. 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);
  93776. }
  93777. };
  93778. HDRCubeTexture.prototype.clone = function () {
  93779. var scene = this.getScene();
  93780. if (!scene) {
  93781. return this;
  93782. }
  93783. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  93784. // Base texture
  93785. newTexture.level = this.level;
  93786. newTexture.wrapU = this.wrapU;
  93787. newTexture.wrapV = this.wrapV;
  93788. newTexture.coordinatesIndex = this.coordinatesIndex;
  93789. newTexture.coordinatesMode = this.coordinatesMode;
  93790. return newTexture;
  93791. };
  93792. // Methods
  93793. HDRCubeTexture.prototype.delayLoad = function () {
  93794. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  93795. return;
  93796. }
  93797. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  93798. this._texture = this._getFromCache(this.url, this._noMipmap);
  93799. if (!this._texture) {
  93800. this.loadTexture();
  93801. }
  93802. };
  93803. /**
  93804. * Get the texture reflection matrix used to rotate/transform the reflection.
  93805. * @returns the reflection matrix
  93806. */
  93807. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  93808. return this._textureMatrix;
  93809. };
  93810. /**
  93811. * Set the texture reflection matrix used to rotate/transform the reflection.
  93812. * @param value Define the reflection matrix to set
  93813. */
  93814. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  93815. this._textureMatrix = value;
  93816. };
  93817. /**
  93818. * Parses a JSON representation of an HDR Texture in order to create the texture
  93819. * @param parsedTexture Define the JSON representation
  93820. * @param scene Define the scene the texture should be created in
  93821. * @param rootUrl Define the root url in case we need to load relative dependencies
  93822. * @returns the newly created texture after parsing
  93823. */
  93824. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  93825. var texture = null;
  93826. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  93827. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  93828. texture.name = parsedTexture.name;
  93829. texture.hasAlpha = parsedTexture.hasAlpha;
  93830. texture.level = parsedTexture.level;
  93831. texture.coordinatesMode = parsedTexture.coordinatesMode;
  93832. texture.isBlocking = parsedTexture.isBlocking;
  93833. }
  93834. if (texture) {
  93835. if (parsedTexture.boundingBoxPosition) {
  93836. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  93837. }
  93838. if (parsedTexture.boundingBoxSize) {
  93839. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  93840. }
  93841. if (parsedTexture.rotationY) {
  93842. texture.rotationY = parsedTexture.rotationY;
  93843. }
  93844. }
  93845. return texture;
  93846. };
  93847. HDRCubeTexture.prototype.serialize = function () {
  93848. if (!this.name) {
  93849. return null;
  93850. }
  93851. var serializationObject = {};
  93852. serializationObject.name = this.name;
  93853. serializationObject.hasAlpha = this.hasAlpha;
  93854. serializationObject.isCube = true;
  93855. serializationObject.level = this.level;
  93856. serializationObject.size = this._size;
  93857. serializationObject.coordinatesMode = this.coordinatesMode;
  93858. serializationObject.useInGammaSpace = this.gammaSpace;
  93859. serializationObject.generateHarmonics = this._generateHarmonics;
  93860. serializationObject.customType = "BABYLON.HDRCubeTexture";
  93861. serializationObject.noMipmap = this._noMipmap;
  93862. serializationObject.isBlocking = this._isBlocking;
  93863. serializationObject.rotationY = this._rotationY;
  93864. return serializationObject;
  93865. };
  93866. HDRCubeTexture._facesMapping = [
  93867. "right",
  93868. "left",
  93869. "up",
  93870. "down",
  93871. "front",
  93872. "back"
  93873. ];
  93874. return HDRCubeTexture;
  93875. }(BABYLON.BaseTexture));
  93876. BABYLON.HDRCubeTexture = HDRCubeTexture;
  93877. })(BABYLON || (BABYLON = {}));
  93878. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  93879. var BABYLON;
  93880. (function (BABYLON) {
  93881. /**
  93882. * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
  93883. */
  93884. var PanoramaToCubeMapTools = /** @class */ (function () {
  93885. function PanoramaToCubeMapTools() {
  93886. }
  93887. /**
  93888. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  93889. *
  93890. * @param float32Array The source data.
  93891. * @param inputWidth The width of the input panorama.
  93892. * @param inputHeight The height of the input panorama.
  93893. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  93894. * @return The cubemap data
  93895. */
  93896. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  93897. if (!float32Array) {
  93898. throw "ConvertPanoramaToCubemap: input cannot be null";
  93899. }
  93900. if (float32Array.length != inputWidth * inputHeight * 3) {
  93901. throw "ConvertPanoramaToCubemap: input size is wrong";
  93902. }
  93903. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  93904. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  93905. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  93906. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  93907. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  93908. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  93909. return {
  93910. front: textureFront,
  93911. back: textureBack,
  93912. left: textureLeft,
  93913. right: textureRight,
  93914. up: textureUp,
  93915. down: textureDown,
  93916. size: size,
  93917. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  93918. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  93919. gammaSpace: false,
  93920. };
  93921. };
  93922. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  93923. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  93924. var textureArray = new Float32Array(buffer);
  93925. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  93926. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  93927. var dy = 1 / texSize;
  93928. var fy = 0;
  93929. for (var y = 0; y < texSize; y++) {
  93930. var xv1 = faceData[0];
  93931. var xv2 = faceData[2];
  93932. for (var x = 0; x < texSize; x++) {
  93933. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  93934. v.normalize();
  93935. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  93936. // 3 channels per pixels
  93937. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  93938. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  93939. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  93940. xv1 = xv1.add(rotDX1);
  93941. xv2 = xv2.add(rotDX2);
  93942. }
  93943. fy += dy;
  93944. }
  93945. return textureArray;
  93946. };
  93947. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  93948. var theta = Math.atan2(vDir.z, vDir.x);
  93949. var phi = Math.acos(vDir.y);
  93950. while (theta < -Math.PI) {
  93951. theta += 2 * Math.PI;
  93952. }
  93953. while (theta > Math.PI) {
  93954. theta -= 2 * Math.PI;
  93955. }
  93956. var dx = theta / Math.PI;
  93957. var dy = phi / Math.PI;
  93958. // recenter.
  93959. dx = dx * 0.5 + 0.5;
  93960. var px = Math.round(dx * inputWidth);
  93961. if (px < 0) {
  93962. px = 0;
  93963. }
  93964. else if (px >= inputWidth) {
  93965. px = inputWidth - 1;
  93966. }
  93967. var py = Math.round(dy * inputHeight);
  93968. if (py < 0) {
  93969. py = 0;
  93970. }
  93971. else if (py >= inputHeight) {
  93972. py = inputHeight - 1;
  93973. }
  93974. var inputY = (inputHeight - py - 1);
  93975. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  93976. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  93977. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  93978. return {
  93979. r: r,
  93980. g: g,
  93981. b: b
  93982. };
  93983. };
  93984. PanoramaToCubeMapTools.FACE_FRONT = [
  93985. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  93986. new BABYLON.Vector3(1.0, -1.0, -1.0),
  93987. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  93988. new BABYLON.Vector3(1.0, 1.0, -1.0)
  93989. ];
  93990. PanoramaToCubeMapTools.FACE_BACK = [
  93991. new BABYLON.Vector3(1.0, -1.0, 1.0),
  93992. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  93993. new BABYLON.Vector3(1.0, 1.0, 1.0),
  93994. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  93995. ];
  93996. PanoramaToCubeMapTools.FACE_RIGHT = [
  93997. new BABYLON.Vector3(1.0, -1.0, -1.0),
  93998. new BABYLON.Vector3(1.0, -1.0, 1.0),
  93999. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94000. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94001. ];
  94002. PanoramaToCubeMapTools.FACE_LEFT = [
  94003. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94004. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94005. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94006. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94007. ];
  94008. PanoramaToCubeMapTools.FACE_DOWN = [
  94009. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94010. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94011. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94012. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94013. ];
  94014. PanoramaToCubeMapTools.FACE_UP = [
  94015. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94016. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94017. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94018. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94019. ];
  94020. return PanoramaToCubeMapTools;
  94021. }());
  94022. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94023. })(BABYLON || (BABYLON = {}));
  94024. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  94025. var BABYLON;
  94026. (function (BABYLON) {
  94027. /**
  94028. * Vector2 wth index property
  94029. */
  94030. var IndexedVector2 = /** @class */ (function (_super) {
  94031. __extends(IndexedVector2, _super);
  94032. function IndexedVector2(original,
  94033. /** Index of the vector2 */
  94034. index) {
  94035. var _this = _super.call(this, original.x, original.y) || this;
  94036. _this.index = index;
  94037. return _this;
  94038. }
  94039. return IndexedVector2;
  94040. }(BABYLON.Vector2));
  94041. /**
  94042. * Defines points to create a polygon
  94043. */
  94044. var PolygonPoints = /** @class */ (function () {
  94045. function PolygonPoints() {
  94046. this.elements = new Array();
  94047. }
  94048. PolygonPoints.prototype.add = function (originalPoints) {
  94049. var _this = this;
  94050. var result = new Array();
  94051. originalPoints.forEach(function (point) {
  94052. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94053. var newPoint = new IndexedVector2(point, _this.elements.length);
  94054. result.push(newPoint);
  94055. _this.elements.push(newPoint);
  94056. }
  94057. });
  94058. return result;
  94059. };
  94060. PolygonPoints.prototype.computeBounds = function () {
  94061. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94062. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94063. this.elements.forEach(function (point) {
  94064. // x
  94065. if (point.x < lmin.x) {
  94066. lmin.x = point.x;
  94067. }
  94068. else if (point.x > lmax.x) {
  94069. lmax.x = point.x;
  94070. }
  94071. // y
  94072. if (point.y < lmin.y) {
  94073. lmin.y = point.y;
  94074. }
  94075. else if (point.y > lmax.y) {
  94076. lmax.y = point.y;
  94077. }
  94078. });
  94079. return {
  94080. min: lmin,
  94081. max: lmax,
  94082. width: lmax.x - lmin.x,
  94083. height: lmax.y - lmin.y
  94084. };
  94085. };
  94086. return PolygonPoints;
  94087. }());
  94088. /**
  94089. * Polygon
  94090. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  94091. */
  94092. var Polygon = /** @class */ (function () {
  94093. function Polygon() {
  94094. }
  94095. /**
  94096. * Creates a rectangle
  94097. * @param xmin bottom X coord
  94098. * @param ymin bottom Y coord
  94099. * @param xmax top X coord
  94100. * @param ymax top Y coord
  94101. * @returns points that make the resulting rectation
  94102. */
  94103. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  94104. return [
  94105. new BABYLON.Vector2(xmin, ymin),
  94106. new BABYLON.Vector2(xmax, ymin),
  94107. new BABYLON.Vector2(xmax, ymax),
  94108. new BABYLON.Vector2(xmin, ymax)
  94109. ];
  94110. };
  94111. /**
  94112. * Creates a circle
  94113. * @param radius radius of circle
  94114. * @param cx scale in x
  94115. * @param cy scale in y
  94116. * @param numberOfSides number of sides that make up the circle
  94117. * @returns points that make the resulting circle
  94118. */
  94119. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  94120. if (cx === void 0) { cx = 0; }
  94121. if (cy === void 0) { cy = 0; }
  94122. if (numberOfSides === void 0) { numberOfSides = 32; }
  94123. var result = new Array();
  94124. var angle = 0;
  94125. var increment = (Math.PI * 2) / numberOfSides;
  94126. for (var i = 0; i < numberOfSides; i++) {
  94127. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  94128. angle -= increment;
  94129. }
  94130. return result;
  94131. };
  94132. /**
  94133. * Creates a polygon from input string
  94134. * @param input Input polygon data
  94135. * @returns the parsed points
  94136. */
  94137. Polygon.Parse = function (input) {
  94138. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  94139. var i, result = [];
  94140. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  94141. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  94142. }
  94143. return result;
  94144. };
  94145. /**
  94146. * Starts building a polygon from x and y coordinates
  94147. * @param x x coordinate
  94148. * @param y y coordinate
  94149. * @returns the started path2
  94150. */
  94151. Polygon.StartingAt = function (x, y) {
  94152. return BABYLON.Path2.StartingAt(x, y);
  94153. };
  94154. return Polygon;
  94155. }());
  94156. BABYLON.Polygon = Polygon;
  94157. /**
  94158. * Builds a polygon
  94159. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  94160. */
  94161. var PolygonMeshBuilder = /** @class */ (function () {
  94162. /**
  94163. * Creates a PolygonMeshBuilder
  94164. * @param name name of the builder
  94165. * @param contours Path of the polygon
  94166. * @param scene scene to add to
  94167. */
  94168. function PolygonMeshBuilder(name, contours, scene) {
  94169. this._points = new PolygonPoints();
  94170. this._outlinepoints = new PolygonPoints();
  94171. this._holes = new Array();
  94172. this._epoints = new Array();
  94173. this._eholes = new Array();
  94174. this._name = name;
  94175. this._scene = scene;
  94176. var points;
  94177. if (contours instanceof BABYLON.Path2) {
  94178. points = contours.getPoints();
  94179. }
  94180. else {
  94181. points = contours;
  94182. }
  94183. this._addToepoint(points);
  94184. this._points.add(points);
  94185. this._outlinepoints.add(points);
  94186. if (typeof earcut === 'undefined') {
  94187. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  94188. }
  94189. }
  94190. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  94191. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  94192. var p = points_1[_i];
  94193. this._epoints.push(p.x, p.y);
  94194. }
  94195. };
  94196. /**
  94197. * Adds a whole within the polygon
  94198. * @param hole Array of points defining the hole
  94199. * @returns this
  94200. */
  94201. PolygonMeshBuilder.prototype.addHole = function (hole) {
  94202. this._points.add(hole);
  94203. var holepoints = new PolygonPoints();
  94204. holepoints.add(hole);
  94205. this._holes.push(holepoints);
  94206. this._eholes.push(this._epoints.length / 2);
  94207. this._addToepoint(hole);
  94208. return this;
  94209. };
  94210. /**
  94211. * Creates the polygon
  94212. * @param updatable If the mesh should be updatable
  94213. * @param depth The depth of the mesh created
  94214. * @returns the created mesh
  94215. */
  94216. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  94217. var _this = this;
  94218. if (updatable === void 0) { updatable = false; }
  94219. if (depth === void 0) { depth = 0; }
  94220. var result = new BABYLON.Mesh(this._name, this._scene);
  94221. var normals = new Array();
  94222. var positions = new Array();
  94223. var uvs = new Array();
  94224. var bounds = this._points.computeBounds();
  94225. this._points.elements.forEach(function (p) {
  94226. normals.push(0, 1.0, 0);
  94227. positions.push(p.x, 0, p.y);
  94228. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  94229. });
  94230. var indices = new Array();
  94231. var res = earcut(this._epoints, this._eholes, 2);
  94232. for (var i = 0; i < res.length; i++) {
  94233. indices.push(res[i]);
  94234. }
  94235. if (depth > 0) {
  94236. var positionscount = (positions.length / 3); //get the current pointcount
  94237. this._points.elements.forEach(function (p) {
  94238. normals.push(0, -1.0, 0);
  94239. positions.push(p.x, -depth, p.y);
  94240. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  94241. });
  94242. var totalCount = indices.length;
  94243. for (var i = 0; i < totalCount; i += 3) {
  94244. var i0 = indices[i + 0];
  94245. var i1 = indices[i + 1];
  94246. var i2 = indices[i + 2];
  94247. indices.push(i2 + positionscount);
  94248. indices.push(i1 + positionscount);
  94249. indices.push(i0 + positionscount);
  94250. }
  94251. //Add the sides
  94252. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  94253. this._holes.forEach(function (hole) {
  94254. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  94255. });
  94256. }
  94257. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  94258. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  94259. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  94260. result.setIndices(indices);
  94261. return result;
  94262. };
  94263. /**
  94264. * Adds a side to the polygon
  94265. * @param positions points that make the polygon
  94266. * @param normals normals of the polygon
  94267. * @param uvs uvs of the polygon
  94268. * @param indices indices of the polygon
  94269. * @param bounds bounds of the polygon
  94270. * @param points points of the polygon
  94271. * @param depth depth of the polygon
  94272. * @param flip flip of the polygon
  94273. */
  94274. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  94275. var StartIndex = positions.length / 3;
  94276. var ulength = 0;
  94277. for (var i = 0; i < points.elements.length; i++) {
  94278. var p = points.elements[i];
  94279. var p1;
  94280. if ((i + 1) > points.elements.length - 1) {
  94281. p1 = points.elements[0];
  94282. }
  94283. else {
  94284. p1 = points.elements[i + 1];
  94285. }
  94286. positions.push(p.x, 0, p.y);
  94287. positions.push(p.x, -depth, p.y);
  94288. positions.push(p1.x, 0, p1.y);
  94289. positions.push(p1.x, -depth, p1.y);
  94290. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  94291. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  94292. var v3 = v2.subtract(v1);
  94293. var v4 = new BABYLON.Vector3(0, 1, 0);
  94294. var vn = BABYLON.Vector3.Cross(v3, v4);
  94295. vn = vn.normalize();
  94296. uvs.push(ulength / bounds.width, 0);
  94297. uvs.push(ulength / bounds.width, 1);
  94298. ulength += v3.length();
  94299. uvs.push((ulength / bounds.width), 0);
  94300. uvs.push((ulength / bounds.width), 1);
  94301. if (!flip) {
  94302. normals.push(-vn.x, -vn.y, -vn.z);
  94303. normals.push(-vn.x, -vn.y, -vn.z);
  94304. normals.push(-vn.x, -vn.y, -vn.z);
  94305. normals.push(-vn.x, -vn.y, -vn.z);
  94306. indices.push(StartIndex);
  94307. indices.push(StartIndex + 1);
  94308. indices.push(StartIndex + 2);
  94309. indices.push(StartIndex + 1);
  94310. indices.push(StartIndex + 3);
  94311. indices.push(StartIndex + 2);
  94312. }
  94313. else {
  94314. normals.push(vn.x, vn.y, vn.z);
  94315. normals.push(vn.x, vn.y, vn.z);
  94316. normals.push(vn.x, vn.y, vn.z);
  94317. normals.push(vn.x, vn.y, vn.z);
  94318. indices.push(StartIndex);
  94319. indices.push(StartIndex + 2);
  94320. indices.push(StartIndex + 1);
  94321. indices.push(StartIndex + 1);
  94322. indices.push(StartIndex + 2);
  94323. indices.push(StartIndex + 3);
  94324. }
  94325. StartIndex += 4;
  94326. }
  94327. };
  94328. return PolygonMeshBuilder;
  94329. }());
  94330. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  94331. })(BABYLON || (BABYLON = {}));
  94332. //# sourceMappingURL=babylon.polygonMesh.js.map
  94333. var BABYLON;
  94334. (function (BABYLON) {
  94335. /**
  94336. * Unique ID when we import meshes from Babylon to CSG
  94337. */
  94338. var currentCSGMeshId = 0;
  94339. /**
  94340. * Represents a vertex of a polygon. Use your own vertex class instead of this
  94341. * one to provide additional features like texture coordinates and vertex
  94342. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  94343. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  94344. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  94345. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  94346. * is not used anywhere else.
  94347. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  94348. */
  94349. var Vertex = /** @class */ (function () {
  94350. /**
  94351. * Initializes the vertex
  94352. * @param pos The position of the vertex
  94353. * @param normal The normal of the vertex
  94354. * @param uv The texture coordinate of the vertex
  94355. */
  94356. function Vertex(
  94357. /**
  94358. * The position of the vertex
  94359. */
  94360. pos,
  94361. /**
  94362. * The normal of the vertex
  94363. */
  94364. normal,
  94365. /**
  94366. * The texture coordinate of the vertex
  94367. */
  94368. uv) {
  94369. this.pos = pos;
  94370. this.normal = normal;
  94371. this.uv = uv;
  94372. }
  94373. /**
  94374. * Make a clone, or deep copy, of the vertex
  94375. * @returns A new Vertex
  94376. */
  94377. Vertex.prototype.clone = function () {
  94378. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  94379. };
  94380. /**
  94381. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  94382. * orientation of a polygon is flipped.
  94383. */
  94384. Vertex.prototype.flip = function () {
  94385. this.normal = this.normal.scale(-1);
  94386. };
  94387. /**
  94388. * Create a new vertex between this vertex and `other` by linearly
  94389. * interpolating all properties using a parameter of `t`. Subclasses should
  94390. * override this to interpolate additional properties.
  94391. * @param other the vertex to interpolate against
  94392. * @param t The factor used to linearly interpolate between the vertices
  94393. */
  94394. Vertex.prototype.interpolate = function (other, t) {
  94395. 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));
  94396. };
  94397. return Vertex;
  94398. }());
  94399. /**
  94400. * Represents a plane in 3D space.
  94401. */
  94402. var Plane = /** @class */ (function () {
  94403. /**
  94404. * Initializes the plane
  94405. * @param normal The normal for the plane
  94406. * @param w
  94407. */
  94408. function Plane(normal, w) {
  94409. this.normal = normal;
  94410. this.w = w;
  94411. }
  94412. /**
  94413. * Construct a plane from three points
  94414. * @param a Point a
  94415. * @param b Point b
  94416. * @param c Point c
  94417. */
  94418. Plane.FromPoints = function (a, b, c) {
  94419. var v0 = c.subtract(a);
  94420. var v1 = b.subtract(a);
  94421. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  94422. return null;
  94423. }
  94424. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  94425. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  94426. };
  94427. /**
  94428. * Clone, or make a deep copy of the plane
  94429. * @returns a new Plane
  94430. */
  94431. Plane.prototype.clone = function () {
  94432. return new Plane(this.normal.clone(), this.w);
  94433. };
  94434. /**
  94435. * Flip the face of the plane
  94436. */
  94437. Plane.prototype.flip = function () {
  94438. this.normal.scaleInPlace(-1);
  94439. this.w = -this.w;
  94440. };
  94441. /**
  94442. * Split `polygon` by this plane if needed, then put the polygon or polygon
  94443. * fragments in the appropriate lists. Coplanar polygons go into either
  94444. `* coplanarFront` or `coplanarBack` depending on their orientation with
  94445. * respect to this plane. Polygons in front or in back of this plane go into
  94446. * either `front` or `back`
  94447. * @param polygon The polygon to be split
  94448. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  94449. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  94450. * @param front Will contain the polygons in front of the plane
  94451. * @param back Will contain the polygons begind the plane
  94452. */
  94453. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  94454. var COPLANAR = 0;
  94455. var FRONT = 1;
  94456. var BACK = 2;
  94457. var SPANNING = 3;
  94458. // Classify each point as well as the entire polygon into one of the above
  94459. // four classes.
  94460. var polygonType = 0;
  94461. var types = [];
  94462. var i;
  94463. var t;
  94464. for (i = 0; i < polygon.vertices.length; i++) {
  94465. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  94466. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  94467. polygonType |= type;
  94468. types.push(type);
  94469. }
  94470. // Put the polygon in the correct list, splitting it when necessary
  94471. switch (polygonType) {
  94472. case COPLANAR:
  94473. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  94474. break;
  94475. case FRONT:
  94476. front.push(polygon);
  94477. break;
  94478. case BACK:
  94479. back.push(polygon);
  94480. break;
  94481. case SPANNING:
  94482. var f = [], b = [];
  94483. for (i = 0; i < polygon.vertices.length; i++) {
  94484. var j = (i + 1) % polygon.vertices.length;
  94485. var ti = types[i], tj = types[j];
  94486. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  94487. if (ti !== BACK) {
  94488. f.push(vi);
  94489. }
  94490. if (ti !== FRONT) {
  94491. b.push(ti !== BACK ? vi.clone() : vi);
  94492. }
  94493. if ((ti | tj) === SPANNING) {
  94494. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  94495. var v = vi.interpolate(vj, t);
  94496. f.push(v);
  94497. b.push(v.clone());
  94498. }
  94499. }
  94500. var poly;
  94501. if (f.length >= 3) {
  94502. poly = new Polygon(f, polygon.shared);
  94503. if (poly.plane) {
  94504. front.push(poly);
  94505. }
  94506. }
  94507. if (b.length >= 3) {
  94508. poly = new Polygon(b, polygon.shared);
  94509. if (poly.plane) {
  94510. back.push(poly);
  94511. }
  94512. }
  94513. break;
  94514. }
  94515. };
  94516. /**
  94517. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  94518. * point is on the plane
  94519. */
  94520. Plane.EPSILON = 1e-5;
  94521. return Plane;
  94522. }());
  94523. /**
  94524. * Represents a convex polygon. The vertices used to initialize a polygon must
  94525. * be coplanar and form a convex loop.
  94526. *
  94527. * Each convex polygon has a `shared` property, which is shared between all
  94528. * polygons that are clones of each other or were split from the same polygon.
  94529. * This can be used to define per-polygon properties (such as surface color)
  94530. */
  94531. var Polygon = /** @class */ (function () {
  94532. /**
  94533. * Initializes the polygon
  94534. * @param vertices The vertices of the polygon
  94535. * @param shared The properties shared across all polygons
  94536. */
  94537. function Polygon(vertices, shared) {
  94538. this.vertices = vertices;
  94539. this.shared = shared;
  94540. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  94541. }
  94542. /**
  94543. * Clones, or makes a deep copy, or the polygon
  94544. */
  94545. Polygon.prototype.clone = function () {
  94546. var vertices = this.vertices.map(function (v) { return v.clone(); });
  94547. return new Polygon(vertices, this.shared);
  94548. };
  94549. /**
  94550. * Flips the faces of the polygon
  94551. */
  94552. Polygon.prototype.flip = function () {
  94553. this.vertices.reverse().map(function (v) { v.flip(); });
  94554. this.plane.flip();
  94555. };
  94556. return Polygon;
  94557. }());
  94558. /**
  94559. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  94560. * by picking a polygon to split along. That polygon (and all other coplanar
  94561. * polygons) are added directly to that node and the other polygons are added to
  94562. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  94563. * no distinction between internal and leaf nodes
  94564. */
  94565. var Node = /** @class */ (function () {
  94566. /**
  94567. * Initializes the node
  94568. * @param polygons A collection of polygons held in the node
  94569. */
  94570. function Node(polygons) {
  94571. this.plane = null;
  94572. this.front = null;
  94573. this.back = null;
  94574. this.polygons = new Array();
  94575. if (polygons) {
  94576. this.build(polygons);
  94577. }
  94578. }
  94579. /**
  94580. * Clones, or makes a deep copy, of the node
  94581. * @returns The cloned node
  94582. */
  94583. Node.prototype.clone = function () {
  94584. var node = new Node();
  94585. node.plane = this.plane && this.plane.clone();
  94586. node.front = this.front && this.front.clone();
  94587. node.back = this.back && this.back.clone();
  94588. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  94589. return node;
  94590. };
  94591. /**
  94592. * Convert solid space to empty space and empty space to solid space
  94593. */
  94594. Node.prototype.invert = function () {
  94595. for (var i = 0; i < this.polygons.length; i++) {
  94596. this.polygons[i].flip();
  94597. }
  94598. if (this.plane) {
  94599. this.plane.flip();
  94600. }
  94601. if (this.front) {
  94602. this.front.invert();
  94603. }
  94604. if (this.back) {
  94605. this.back.invert();
  94606. }
  94607. var temp = this.front;
  94608. this.front = this.back;
  94609. this.back = temp;
  94610. };
  94611. /**
  94612. * Recursively remove all polygons in `polygons` that are inside this BSP
  94613. * tree.
  94614. * @param polygons Polygons to remove from the BSP
  94615. * @returns Polygons clipped from the BSP
  94616. */
  94617. Node.prototype.clipPolygons = function (polygons) {
  94618. if (!this.plane) {
  94619. return polygons.slice();
  94620. }
  94621. var front = new Array(), back = new Array();
  94622. for (var i = 0; i < polygons.length; i++) {
  94623. this.plane.splitPolygon(polygons[i], front, back, front, back);
  94624. }
  94625. if (this.front) {
  94626. front = this.front.clipPolygons(front);
  94627. }
  94628. if (this.back) {
  94629. back = this.back.clipPolygons(back);
  94630. }
  94631. else {
  94632. back = [];
  94633. }
  94634. return front.concat(back);
  94635. };
  94636. /**
  94637. * Remove all polygons in this BSP tree that are inside the other BSP tree
  94638. * `bsp`.
  94639. * @param bsp BSP containing polygons to remove from this BSP
  94640. */
  94641. Node.prototype.clipTo = function (bsp) {
  94642. this.polygons = bsp.clipPolygons(this.polygons);
  94643. if (this.front) {
  94644. this.front.clipTo(bsp);
  94645. }
  94646. if (this.back) {
  94647. this.back.clipTo(bsp);
  94648. }
  94649. };
  94650. /**
  94651. * Return a list of all polygons in this BSP tree
  94652. * @returns List of all polygons in this BSP tree
  94653. */
  94654. Node.prototype.allPolygons = function () {
  94655. var polygons = this.polygons.slice();
  94656. if (this.front) {
  94657. polygons = polygons.concat(this.front.allPolygons());
  94658. }
  94659. if (this.back) {
  94660. polygons = polygons.concat(this.back.allPolygons());
  94661. }
  94662. return polygons;
  94663. };
  94664. /**
  94665. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  94666. * new polygons are filtered down to the bottom of the tree and become new
  94667. * nodes there. Each set of polygons is partitioned using the first polygon
  94668. * (no heuristic is used to pick a good split)
  94669. * @param polygons Polygons used to construct the BSP tree
  94670. */
  94671. Node.prototype.build = function (polygons) {
  94672. if (!polygons.length) {
  94673. return;
  94674. }
  94675. if (!this.plane) {
  94676. this.plane = polygons[0].plane.clone();
  94677. }
  94678. var front = new Array(), back = new Array();
  94679. for (var i = 0; i < polygons.length; i++) {
  94680. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  94681. }
  94682. if (front.length) {
  94683. if (!this.front) {
  94684. this.front = new Node();
  94685. }
  94686. this.front.build(front);
  94687. }
  94688. if (back.length) {
  94689. if (!this.back) {
  94690. this.back = new Node();
  94691. }
  94692. this.back.build(back);
  94693. }
  94694. };
  94695. return Node;
  94696. }());
  94697. /**
  94698. * Class for building Constructive Solid Geometry
  94699. */
  94700. var CSG = /** @class */ (function () {
  94701. function CSG() {
  94702. this.polygons = new Array();
  94703. }
  94704. /**
  94705. * Convert the BABYLON.Mesh to BABYLON.CSG
  94706. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  94707. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  94708. */
  94709. CSG.FromMesh = function (mesh) {
  94710. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  94711. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  94712. if (mesh instanceof BABYLON.Mesh) {
  94713. mesh.computeWorldMatrix(true);
  94714. matrix = mesh.getWorldMatrix();
  94715. meshPosition = mesh.position.clone();
  94716. meshRotation = mesh.rotation.clone();
  94717. if (mesh.rotationQuaternion) {
  94718. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  94719. }
  94720. meshScaling = mesh.scaling.clone();
  94721. }
  94722. else {
  94723. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  94724. }
  94725. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  94726. var subMeshes = mesh.subMeshes;
  94727. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  94728. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  94729. vertices = [];
  94730. for (var j = 0; j < 3; j++) {
  94731. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  94732. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  94733. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  94734. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  94735. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  94736. vertex = new Vertex(position, normal, uv);
  94737. vertices.push(vertex);
  94738. }
  94739. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  94740. // To handle the case of degenerated triangle
  94741. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  94742. if (polygon.plane) {
  94743. polygons.push(polygon);
  94744. }
  94745. }
  94746. }
  94747. var csg = CSG.FromPolygons(polygons);
  94748. csg.matrix = matrix;
  94749. csg.position = meshPosition;
  94750. csg.rotation = meshRotation;
  94751. csg.scaling = meshScaling;
  94752. csg.rotationQuaternion = meshRotationQuaternion;
  94753. currentCSGMeshId++;
  94754. return csg;
  94755. };
  94756. /**
  94757. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  94758. * @param polygons Polygons used to construct a BABYLON.CSG solid
  94759. */
  94760. CSG.FromPolygons = function (polygons) {
  94761. var csg = new CSG();
  94762. csg.polygons = polygons;
  94763. return csg;
  94764. };
  94765. /**
  94766. * Clones, or makes a deep copy, of the BABYLON.CSG
  94767. * @returns A new BABYLON.CSG
  94768. */
  94769. CSG.prototype.clone = function () {
  94770. var csg = new CSG();
  94771. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  94772. csg.copyTransformAttributes(this);
  94773. return csg;
  94774. };
  94775. /**
  94776. * Unions this CSG with another CSG
  94777. * @param csg The CSG to union against this CSG
  94778. * @returns The unioned CSG
  94779. */
  94780. CSG.prototype.union = function (csg) {
  94781. var a = new Node(this.clone().polygons);
  94782. var b = new Node(csg.clone().polygons);
  94783. a.clipTo(b);
  94784. b.clipTo(a);
  94785. b.invert();
  94786. b.clipTo(a);
  94787. b.invert();
  94788. a.build(b.allPolygons());
  94789. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94790. };
  94791. /**
  94792. * Unions this CSG with another CSG in place
  94793. * @param csg The CSG to union against this CSG
  94794. */
  94795. CSG.prototype.unionInPlace = function (csg) {
  94796. var a = new Node(this.polygons);
  94797. var b = new Node(csg.polygons);
  94798. a.clipTo(b);
  94799. b.clipTo(a);
  94800. b.invert();
  94801. b.clipTo(a);
  94802. b.invert();
  94803. a.build(b.allPolygons());
  94804. this.polygons = a.allPolygons();
  94805. };
  94806. /**
  94807. * Subtracts this CSG with another CSG
  94808. * @param csg The CSG to subtract against this CSG
  94809. * @returns A new BABYLON.CSG
  94810. */
  94811. CSG.prototype.subtract = function (csg) {
  94812. var a = new Node(this.clone().polygons);
  94813. var b = new Node(csg.clone().polygons);
  94814. a.invert();
  94815. a.clipTo(b);
  94816. b.clipTo(a);
  94817. b.invert();
  94818. b.clipTo(a);
  94819. b.invert();
  94820. a.build(b.allPolygons());
  94821. a.invert();
  94822. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94823. };
  94824. /**
  94825. * Subtracts this CSG with another CSG in place
  94826. * @param csg The CSG to subtact against this CSG
  94827. */
  94828. CSG.prototype.subtractInPlace = function (csg) {
  94829. var a = new Node(this.polygons);
  94830. var b = new Node(csg.polygons);
  94831. a.invert();
  94832. a.clipTo(b);
  94833. b.clipTo(a);
  94834. b.invert();
  94835. b.clipTo(a);
  94836. b.invert();
  94837. a.build(b.allPolygons());
  94838. a.invert();
  94839. this.polygons = a.allPolygons();
  94840. };
  94841. /**
  94842. * Intersect this CSG with another CSG
  94843. * @param csg The CSG to intersect against this CSG
  94844. * @returns A new BABYLON.CSG
  94845. */
  94846. CSG.prototype.intersect = function (csg) {
  94847. var a = new Node(this.clone().polygons);
  94848. var b = new Node(csg.clone().polygons);
  94849. a.invert();
  94850. b.clipTo(a);
  94851. b.invert();
  94852. a.clipTo(b);
  94853. b.clipTo(a);
  94854. a.build(b.allPolygons());
  94855. a.invert();
  94856. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94857. };
  94858. /**
  94859. * Intersects this CSG with another CSG in place
  94860. * @param csg The CSG to intersect against this CSG
  94861. */
  94862. CSG.prototype.intersectInPlace = function (csg) {
  94863. var a = new Node(this.polygons);
  94864. var b = new Node(csg.polygons);
  94865. a.invert();
  94866. b.clipTo(a);
  94867. b.invert();
  94868. a.clipTo(b);
  94869. b.clipTo(a);
  94870. a.build(b.allPolygons());
  94871. a.invert();
  94872. this.polygons = a.allPolygons();
  94873. };
  94874. /**
  94875. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  94876. * not modified.
  94877. * @returns A new BABYLON.CSG solid with solid and empty space switched
  94878. */
  94879. CSG.prototype.inverse = function () {
  94880. var csg = this.clone();
  94881. csg.inverseInPlace();
  94882. return csg;
  94883. };
  94884. /**
  94885. * Inverses the BABYLON.CSG in place
  94886. */
  94887. CSG.prototype.inverseInPlace = function () {
  94888. this.polygons.map(function (p) { p.flip(); });
  94889. };
  94890. /**
  94891. * This is used to keep meshes transformations so they can be restored
  94892. * when we build back a Babylon Mesh
  94893. * NB : All CSG operations are performed in world coordinates
  94894. * @param csg The BABYLON.CSG to copy the transform attributes from
  94895. * @returns This BABYLON.CSG
  94896. */
  94897. CSG.prototype.copyTransformAttributes = function (csg) {
  94898. this.matrix = csg.matrix;
  94899. this.position = csg.position;
  94900. this.rotation = csg.rotation;
  94901. this.scaling = csg.scaling;
  94902. this.rotationQuaternion = csg.rotationQuaternion;
  94903. return this;
  94904. };
  94905. /**
  94906. * Build Raw mesh from CSG
  94907. * Coordinates here are in world space
  94908. * @param name The name of the mesh geometry
  94909. * @param scene The BABYLON.Scene
  94910. * @param keepSubMeshes Specifies if the submeshes should be kept
  94911. * @returns A new BABYLON.Mesh
  94912. */
  94913. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  94914. var matrix = this.matrix.clone();
  94915. matrix.invert();
  94916. 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;
  94917. if (keepSubMeshes) {
  94918. // Sort Polygons, since subMeshes are indices range
  94919. polygons.sort(function (a, b) {
  94920. if (a.shared.meshId === b.shared.meshId) {
  94921. return a.shared.subMeshId - b.shared.subMeshId;
  94922. }
  94923. else {
  94924. return a.shared.meshId - b.shared.meshId;
  94925. }
  94926. });
  94927. }
  94928. for (var i = 0, il = polygons.length; i < il; i++) {
  94929. polygon = polygons[i];
  94930. // Building SubMeshes
  94931. if (!subMesh_dict[polygon.shared.meshId]) {
  94932. subMesh_dict[polygon.shared.meshId] = {};
  94933. }
  94934. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  94935. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  94936. indexStart: +Infinity,
  94937. indexEnd: -Infinity,
  94938. materialIndex: polygon.shared.materialIndex
  94939. };
  94940. }
  94941. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  94942. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  94943. polygonIndices[0] = 0;
  94944. polygonIndices[1] = j - 1;
  94945. polygonIndices[2] = j;
  94946. for (var k = 0; k < 3; k++) {
  94947. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  94948. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  94949. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  94950. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  94951. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  94952. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  94953. // Check if 2 points can be merged
  94954. if (!(typeof vertex_idx !== 'undefined' &&
  94955. normals[vertex_idx * 3] === localNormal.x &&
  94956. normals[vertex_idx * 3 + 1] === localNormal.y &&
  94957. normals[vertex_idx * 3 + 2] === localNormal.z &&
  94958. uvs[vertex_idx * 2] === uv.x &&
  94959. uvs[vertex_idx * 2 + 1] === uv.y)) {
  94960. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  94961. uvs.push(uv.x, uv.y);
  94962. normals.push(normal.x, normal.y, normal.z);
  94963. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  94964. }
  94965. indices.push(vertex_idx);
  94966. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  94967. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  94968. currentIndex++;
  94969. }
  94970. }
  94971. }
  94972. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  94973. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  94974. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  94975. mesh.setIndices(indices, null);
  94976. if (keepSubMeshes) {
  94977. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  94978. var materialIndexOffset = 0, materialMaxIndex;
  94979. mesh.subMeshes = new Array();
  94980. for (var m in subMesh_dict) {
  94981. materialMaxIndex = -1;
  94982. for (var sm in subMesh_dict[m]) {
  94983. subMesh_obj = subMesh_dict[m][sm];
  94984. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  94985. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  94986. }
  94987. materialIndexOffset += ++materialMaxIndex;
  94988. }
  94989. }
  94990. return mesh;
  94991. };
  94992. /**
  94993. * Build Mesh from CSG taking material and transforms into account
  94994. * @param name The name of the BABYLON.Mesh
  94995. * @param material The material of the BABYLON.Mesh
  94996. * @param scene The BABYLON.Scene
  94997. * @param keepSubMeshes Specifies if submeshes should be kept
  94998. * @returns The new BABYLON.Mesh
  94999. */
  95000. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95001. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95002. mesh.material = material;
  95003. mesh.position.copyFrom(this.position);
  95004. mesh.rotation.copyFrom(this.rotation);
  95005. if (this.rotationQuaternion) {
  95006. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95007. }
  95008. mesh.scaling.copyFrom(this.scaling);
  95009. mesh.computeWorldMatrix(true);
  95010. return mesh;
  95011. };
  95012. return CSG;
  95013. }());
  95014. BABYLON.CSG = CSG;
  95015. })(BABYLON || (BABYLON = {}));
  95016. //# sourceMappingURL=babylon.csg.js.map
  95017. var BABYLON;
  95018. (function (BABYLON) {
  95019. /**
  95020. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95021. * It controls one of the indiviual texture used in the effect.
  95022. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95023. */
  95024. var LensFlare = /** @class */ (function () {
  95025. /**
  95026. * Instantiates a new Lens Flare.
  95027. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95028. * It controls one of the indiviual texture used in the effect.
  95029. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95030. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95031. * @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.
  95032. * @param color Define the lens color
  95033. * @param imgUrl Define the lens texture url
  95034. * @param system Define the `lensFlareSystem` this flare is part of
  95035. */
  95036. function LensFlare(
  95037. /**
  95038. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95039. */
  95040. size,
  95041. /**
  95042. * 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.
  95043. */
  95044. position, color, imgUrl, system) {
  95045. this.size = size;
  95046. this.position = position;
  95047. /**
  95048. * Define the alpha mode to render this particular lens.
  95049. */
  95050. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95051. this.color = color || new BABYLON.Color3(1, 1, 1);
  95052. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95053. this._system = system;
  95054. system.lensFlares.push(this);
  95055. }
  95056. /**
  95057. * Creates a new Lens Flare.
  95058. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95059. * It controls one of the indiviual texture used in the effect.
  95060. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95061. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95062. * @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.
  95063. * @param color Define the lens color
  95064. * @param imgUrl Define the lens texture url
  95065. * @param system Define the `lensFlareSystem` this flare is part of
  95066. * @returns The newly created Lens Flare
  95067. */
  95068. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95069. return new LensFlare(size, position, color, imgUrl, system);
  95070. };
  95071. /**
  95072. * Dispose and release the lens flare with its associated resources.
  95073. */
  95074. LensFlare.prototype.dispose = function () {
  95075. if (this.texture) {
  95076. this.texture.dispose();
  95077. }
  95078. // Remove from scene
  95079. var index = this._system.lensFlares.indexOf(this);
  95080. this._system.lensFlares.splice(index, 1);
  95081. };
  95082. return LensFlare;
  95083. }());
  95084. BABYLON.LensFlare = LensFlare;
  95085. })(BABYLON || (BABYLON = {}));
  95086. //# sourceMappingURL=babylon.lensFlare.js.map
  95087. var BABYLON;
  95088. (function (BABYLON) {
  95089. // Adds the parser to the scene parsers.
  95090. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  95091. // Lens flares
  95092. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  95093. if (!container.lensFlareSystems) {
  95094. container.lensFlareSystems = new Array();
  95095. }
  95096. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  95097. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  95098. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  95099. container.lensFlareSystems.push(lf);
  95100. }
  95101. }
  95102. });
  95103. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  95104. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95105. if (this.lensFlareSystems[index].name === name) {
  95106. return this.lensFlareSystems[index];
  95107. }
  95108. }
  95109. return null;
  95110. };
  95111. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  95112. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95113. if (this.lensFlareSystems[index].id === id) {
  95114. return this.lensFlareSystems[index];
  95115. }
  95116. }
  95117. return null;
  95118. };
  95119. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  95120. var index = this.lensFlareSystems.indexOf(toRemove);
  95121. if (index !== -1) {
  95122. this.lensFlareSystems.splice(index, 1);
  95123. }
  95124. return index;
  95125. };
  95126. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  95127. this.lensFlareSystems.push(newLensFlareSystem);
  95128. };
  95129. /**
  95130. * Defines the lens flare scene component responsible to manage any lens flares
  95131. * in a given scene.
  95132. */
  95133. var LensFlareSystemSceneComponent = /** @class */ (function () {
  95134. /**
  95135. * Creates a new instance of the component for the given scene
  95136. * @param scene Defines the scene to register the component in
  95137. */
  95138. function LensFlareSystemSceneComponent(scene) {
  95139. /**
  95140. * The component name helpfull to identify the component in the list of scene components.
  95141. */
  95142. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  95143. this.scene = scene;
  95144. scene.lensFlareSystems = new Array();
  95145. }
  95146. /**
  95147. * Registers the component in a given scene
  95148. */
  95149. LensFlareSystemSceneComponent.prototype.register = function () {
  95150. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  95151. };
  95152. /**
  95153. * Rebuilds the elements related to this component in case of
  95154. * context lost for instance.
  95155. */
  95156. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  95157. // Nothing to do for lens flare
  95158. };
  95159. /**
  95160. * Adds all the element from the container to the scene
  95161. * @param container the container holding the elements
  95162. */
  95163. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  95164. var _this = this;
  95165. if (!container.lensFlareSystems) {
  95166. return;
  95167. }
  95168. container.lensFlareSystems.forEach(function (o) {
  95169. _this.scene.addLensFlareSystem(o);
  95170. });
  95171. };
  95172. /**
  95173. * Removes all the elements in the container from the scene
  95174. * @param container contains the elements to remove
  95175. */
  95176. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  95177. var _this = this;
  95178. if (!container.lensFlareSystems) {
  95179. return;
  95180. }
  95181. container.lensFlareSystems.forEach(function (o) {
  95182. _this.scene.removeLensFlareSystem(o);
  95183. });
  95184. };
  95185. /**
  95186. * Serializes the component data to the specified json object
  95187. * @param serializationObject The object to serialize to
  95188. */
  95189. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  95190. // Lens flares
  95191. serializationObject.lensFlareSystems = [];
  95192. var lensFlareSystems = this.scene.lensFlareSystems;
  95193. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  95194. var lensFlareSystem = lensFlareSystems_1[_i];
  95195. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  95196. }
  95197. };
  95198. /**
  95199. * Disposes the component and the associated ressources.
  95200. */
  95201. LensFlareSystemSceneComponent.prototype.dispose = function () {
  95202. var lensFlareSystems = this.scene.lensFlareSystems;
  95203. while (lensFlareSystems.length) {
  95204. lensFlareSystems[0].dispose();
  95205. }
  95206. };
  95207. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  95208. // Lens flares
  95209. if (this.scene.lensFlaresEnabled) {
  95210. var lensFlareSystems = this.scene.lensFlareSystems;
  95211. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95212. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  95213. var lensFlareSystem = lensFlareSystems_2[_i];
  95214. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  95215. lensFlareSystem.render();
  95216. }
  95217. }
  95218. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95219. }
  95220. };
  95221. return LensFlareSystemSceneComponent;
  95222. }());
  95223. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  95224. })(BABYLON || (BABYLON = {}));
  95225. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  95226. var BABYLON;
  95227. (function (BABYLON) {
  95228. /**
  95229. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95230. * It is usually composed of several `BABYLON.lensFlare`.
  95231. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95232. */
  95233. var LensFlareSystem = /** @class */ (function () {
  95234. /**
  95235. * Instantiates a lens flare system.
  95236. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95237. * It is usually composed of several `BABYLON.lensFlare`.
  95238. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95239. * @param name Define the name of the lens flare system in the scene
  95240. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  95241. * @param scene Define the scene the lens flare system belongs to
  95242. */
  95243. function LensFlareSystem(
  95244. /**
  95245. * Define the name of the lens flare system
  95246. */
  95247. name, emitter, scene) {
  95248. this.name = name;
  95249. /**
  95250. * List of lens flares used in this system.
  95251. */
  95252. this.lensFlares = new Array();
  95253. /**
  95254. * Define a limit from the border the lens flare can be visible.
  95255. */
  95256. this.borderLimit = 300;
  95257. /**
  95258. * Define a viewport border we do not want to see the lens flare in.
  95259. */
  95260. this.viewportBorder = 0;
  95261. /**
  95262. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  95263. */
  95264. this.layerMask = 0x0FFFFFFF;
  95265. this._vertexBuffers = {};
  95266. this._isEnabled = true;
  95267. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  95268. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  95269. if (!component) {
  95270. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  95271. scene._addComponent(component);
  95272. }
  95273. this._emitter = emitter;
  95274. this.id = name;
  95275. scene.lensFlareSystems.push(this);
  95276. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  95277. var engine = scene.getEngine();
  95278. // VBO
  95279. var vertices = [];
  95280. vertices.push(1, 1);
  95281. vertices.push(-1, 1);
  95282. vertices.push(-1, -1);
  95283. vertices.push(1, -1);
  95284. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  95285. // Indices
  95286. var indices = [];
  95287. indices.push(0);
  95288. indices.push(1);
  95289. indices.push(2);
  95290. indices.push(0);
  95291. indices.push(2);
  95292. indices.push(3);
  95293. this._indexBuffer = engine.createIndexBuffer(indices);
  95294. // Effects
  95295. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  95296. }
  95297. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  95298. /**
  95299. * Define if the lens flare system is enabled.
  95300. */
  95301. get: function () {
  95302. return this._isEnabled;
  95303. },
  95304. set: function (value) {
  95305. this._isEnabled = value;
  95306. },
  95307. enumerable: true,
  95308. configurable: true
  95309. });
  95310. /**
  95311. * Get the scene the effects belongs to.
  95312. * @returns the scene holding the lens flare system
  95313. */
  95314. LensFlareSystem.prototype.getScene = function () {
  95315. return this._scene;
  95316. };
  95317. /**
  95318. * Get the emitter of the lens flare system.
  95319. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95320. * @returns the emitter of the lens flare system
  95321. */
  95322. LensFlareSystem.prototype.getEmitter = function () {
  95323. return this._emitter;
  95324. };
  95325. /**
  95326. * Set the emitter of the lens flare system.
  95327. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95328. * @param newEmitter Define the new emitter of the system
  95329. */
  95330. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  95331. this._emitter = newEmitter;
  95332. };
  95333. /**
  95334. * Get the lens flare system emitter position.
  95335. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  95336. * @returns the position
  95337. */
  95338. LensFlareSystem.prototype.getEmitterPosition = function () {
  95339. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  95340. };
  95341. /**
  95342. * @hidden
  95343. */
  95344. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  95345. var position = this.getEmitterPosition();
  95346. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  95347. this._positionX = position.x;
  95348. this._positionY = position.y;
  95349. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  95350. if (this.viewportBorder > 0) {
  95351. globalViewport.x -= this.viewportBorder;
  95352. globalViewport.y -= this.viewportBorder;
  95353. globalViewport.width += this.viewportBorder * 2;
  95354. globalViewport.height += this.viewportBorder * 2;
  95355. position.x += this.viewportBorder;
  95356. position.y += this.viewportBorder;
  95357. this._positionX += this.viewportBorder;
  95358. this._positionY += this.viewportBorder;
  95359. }
  95360. if (position.z > 0) {
  95361. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  95362. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  95363. return true;
  95364. }
  95365. }
  95366. return true;
  95367. }
  95368. return false;
  95369. };
  95370. /** @hidden */
  95371. LensFlareSystem.prototype._isVisible = function () {
  95372. if (!this._isEnabled || !this._scene.activeCamera) {
  95373. return false;
  95374. }
  95375. var emitterPosition = this.getEmitterPosition();
  95376. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  95377. var distance = direction.length();
  95378. direction.normalize();
  95379. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  95380. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  95381. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  95382. };
  95383. /**
  95384. * @hidden
  95385. */
  95386. LensFlareSystem.prototype.render = function () {
  95387. if (!this._effect.isReady() || !this._scene.activeCamera) {
  95388. return false;
  95389. }
  95390. var engine = this._scene.getEngine();
  95391. var viewport = this._scene.activeCamera.viewport;
  95392. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  95393. // Position
  95394. if (!this.computeEffectivePosition(globalViewport)) {
  95395. return false;
  95396. }
  95397. // Visibility
  95398. if (!this._isVisible()) {
  95399. return false;
  95400. }
  95401. // Intensity
  95402. var awayX;
  95403. var awayY;
  95404. if (this._positionX < this.borderLimit + globalViewport.x) {
  95405. awayX = this.borderLimit + globalViewport.x - this._positionX;
  95406. }
  95407. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  95408. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  95409. }
  95410. else {
  95411. awayX = 0;
  95412. }
  95413. if (this._positionY < this.borderLimit + globalViewport.y) {
  95414. awayY = this.borderLimit + globalViewport.y - this._positionY;
  95415. }
  95416. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  95417. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  95418. }
  95419. else {
  95420. awayY = 0;
  95421. }
  95422. var away = (awayX > awayY) ? awayX : awayY;
  95423. away -= this.viewportBorder;
  95424. if (away > this.borderLimit) {
  95425. away = this.borderLimit;
  95426. }
  95427. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  95428. if (intensity < 0) {
  95429. return false;
  95430. }
  95431. if (intensity > 1.0) {
  95432. intensity = 1.0;
  95433. }
  95434. if (this.viewportBorder > 0) {
  95435. globalViewport.x += this.viewportBorder;
  95436. globalViewport.y += this.viewportBorder;
  95437. globalViewport.width -= this.viewportBorder * 2;
  95438. globalViewport.height -= this.viewportBorder * 2;
  95439. this._positionX -= this.viewportBorder;
  95440. this._positionY -= this.viewportBorder;
  95441. }
  95442. // Position
  95443. var centerX = globalViewport.x + globalViewport.width / 2;
  95444. var centerY = globalViewport.y + globalViewport.height / 2;
  95445. var distX = centerX - this._positionX;
  95446. var distY = centerY - this._positionY;
  95447. // Effects
  95448. engine.enableEffect(this._effect);
  95449. engine.setState(false);
  95450. engine.setDepthBuffer(false);
  95451. // VBOs
  95452. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  95453. // Flares
  95454. for (var index = 0; index < this.lensFlares.length; index++) {
  95455. var flare = this.lensFlares[index];
  95456. engine.setAlphaMode(flare.alphaMode);
  95457. var x = centerX - (distX * flare.position);
  95458. var y = centerY - (distY * flare.position);
  95459. var cw = flare.size;
  95460. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  95461. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  95462. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  95463. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  95464. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  95465. // Texture
  95466. this._effect.setTexture("textureSampler", flare.texture);
  95467. // Color
  95468. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  95469. // Draw order
  95470. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  95471. }
  95472. engine.setDepthBuffer(true);
  95473. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  95474. return true;
  95475. };
  95476. /**
  95477. * Dispose and release the lens flare with its associated resources.
  95478. */
  95479. LensFlareSystem.prototype.dispose = function () {
  95480. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  95481. if (vertexBuffer) {
  95482. vertexBuffer.dispose();
  95483. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  95484. }
  95485. if (this._indexBuffer) {
  95486. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  95487. this._indexBuffer = null;
  95488. }
  95489. while (this.lensFlares.length) {
  95490. this.lensFlares[0].dispose();
  95491. }
  95492. // Remove from scene
  95493. var index = this._scene.lensFlareSystems.indexOf(this);
  95494. this._scene.lensFlareSystems.splice(index, 1);
  95495. };
  95496. /**
  95497. * Parse a lens flare system from a JSON repressentation
  95498. * @param parsedLensFlareSystem Define the JSON to parse
  95499. * @param scene Define the scene the parsed system should be instantiated in
  95500. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  95501. * @returns the parsed system
  95502. */
  95503. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  95504. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  95505. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  95506. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  95507. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  95508. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  95509. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  95510. var parsedFlare = parsedLensFlareSystem.flares[index];
  95511. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  95512. }
  95513. return lensFlareSystem;
  95514. };
  95515. /**
  95516. * Serialize the current Lens Flare System into a JSON representation.
  95517. * @returns the serialized JSON
  95518. */
  95519. LensFlareSystem.prototype.serialize = function () {
  95520. var serializationObject = {};
  95521. serializationObject.id = this.id;
  95522. serializationObject.name = this.name;
  95523. serializationObject.emitterId = this.getEmitter().id;
  95524. serializationObject.borderLimit = this.borderLimit;
  95525. serializationObject.flares = [];
  95526. for (var index = 0; index < this.lensFlares.length; index++) {
  95527. var flare = this.lensFlares[index];
  95528. serializationObject.flares.push({
  95529. size: flare.size,
  95530. position: flare.position,
  95531. color: flare.color.asArray(),
  95532. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  95533. });
  95534. }
  95535. return serializationObject;
  95536. };
  95537. return LensFlareSystem;
  95538. }());
  95539. BABYLON.LensFlareSystem = LensFlareSystem;
  95540. })(BABYLON || (BABYLON = {}));
  95541. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  95542. var BABYLON;
  95543. (function (BABYLON) {
  95544. /**
  95545. * This is a holder class for the physics joint created by the physics plugin
  95546. * It holds a set of functions to control the underlying joint
  95547. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95548. */
  95549. var PhysicsJoint = /** @class */ (function () {
  95550. /**
  95551. * Initializes the physics joint
  95552. * @param type The type of the physics joint
  95553. * @param jointData The data for the physics joint
  95554. */
  95555. function PhysicsJoint(
  95556. /**
  95557. * The type of the physics joint
  95558. */
  95559. type,
  95560. /**
  95561. * The data for the physics joint
  95562. */
  95563. jointData) {
  95564. this.type = type;
  95565. this.jointData = jointData;
  95566. jointData.nativeParams = jointData.nativeParams || {};
  95567. }
  95568. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  95569. /**
  95570. * Gets the physics joint
  95571. */
  95572. get: function () {
  95573. return this._physicsJoint;
  95574. },
  95575. /**
  95576. * Sets the physics joint
  95577. */
  95578. set: function (newJoint) {
  95579. if (this._physicsJoint) {
  95580. //remove from the wolrd
  95581. }
  95582. this._physicsJoint = newJoint;
  95583. },
  95584. enumerable: true,
  95585. configurable: true
  95586. });
  95587. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  95588. /**
  95589. * Sets the physics plugin
  95590. */
  95591. set: function (physicsPlugin) {
  95592. this._physicsPlugin = physicsPlugin;
  95593. },
  95594. enumerable: true,
  95595. configurable: true
  95596. });
  95597. /**
  95598. * Execute a function that is physics-plugin specific.
  95599. * @param {Function} func the function that will be executed.
  95600. * It accepts two parameters: the physics world and the physics joint
  95601. */
  95602. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  95603. func(this._physicsPlugin.world, this._physicsJoint);
  95604. };
  95605. //TODO check if the native joints are the same
  95606. //Joint Types
  95607. /**
  95608. * Distance-Joint type
  95609. */
  95610. PhysicsJoint.DistanceJoint = 0;
  95611. /**
  95612. * Hinge-Joint type
  95613. */
  95614. PhysicsJoint.HingeJoint = 1;
  95615. /**
  95616. * Ball-and-Socket joint type
  95617. */
  95618. PhysicsJoint.BallAndSocketJoint = 2;
  95619. /**
  95620. * Wheel-Joint type
  95621. */
  95622. PhysicsJoint.WheelJoint = 3;
  95623. /**
  95624. * Slider-Joint type
  95625. */
  95626. PhysicsJoint.SliderJoint = 4;
  95627. //OIMO
  95628. /**
  95629. * Prismatic-Joint type
  95630. */
  95631. PhysicsJoint.PrismaticJoint = 5;
  95632. //
  95633. /**
  95634. * Universal-Joint type
  95635. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  95636. */
  95637. PhysicsJoint.UniversalJoint = 6;
  95638. /**
  95639. * Hinge-Joint 2 type
  95640. */
  95641. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  95642. //Cannon
  95643. /**
  95644. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  95645. */
  95646. PhysicsJoint.PointToPointJoint = 8;
  95647. //Cannon only at the moment
  95648. /**
  95649. * Spring-Joint type
  95650. */
  95651. PhysicsJoint.SpringJoint = 9;
  95652. /**
  95653. * Lock-Joint type
  95654. */
  95655. PhysicsJoint.LockJoint = 10;
  95656. return PhysicsJoint;
  95657. }());
  95658. BABYLON.PhysicsJoint = PhysicsJoint;
  95659. /**
  95660. * A class representing a physics distance joint
  95661. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95662. */
  95663. var DistanceJoint = /** @class */ (function (_super) {
  95664. __extends(DistanceJoint, _super);
  95665. /**
  95666. *
  95667. * @param jointData The data for the Distance-Joint
  95668. */
  95669. function DistanceJoint(jointData) {
  95670. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  95671. }
  95672. /**
  95673. * Update the predefined distance.
  95674. * @param maxDistance The maximum preferred distance
  95675. * @param minDistance The minimum preferred distance
  95676. */
  95677. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  95678. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  95679. };
  95680. return DistanceJoint;
  95681. }(PhysicsJoint));
  95682. BABYLON.DistanceJoint = DistanceJoint;
  95683. /**
  95684. * Represents a Motor-Enabled Joint
  95685. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95686. */
  95687. var MotorEnabledJoint = /** @class */ (function (_super) {
  95688. __extends(MotorEnabledJoint, _super);
  95689. /**
  95690. * Initializes the Motor-Enabled Joint
  95691. * @param type The type of the joint
  95692. * @param jointData The physica joint data for the joint
  95693. */
  95694. function MotorEnabledJoint(type, jointData) {
  95695. return _super.call(this, type, jointData) || this;
  95696. }
  95697. /**
  95698. * Set the motor values.
  95699. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95700. * @param force the force to apply
  95701. * @param maxForce max force for this motor.
  95702. */
  95703. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  95704. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  95705. };
  95706. /**
  95707. * Set the motor's limits.
  95708. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95709. * @param upperLimit The upper limit of the motor
  95710. * @param lowerLimit The lower limit of the motor
  95711. */
  95712. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  95713. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  95714. };
  95715. return MotorEnabledJoint;
  95716. }(PhysicsJoint));
  95717. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  95718. /**
  95719. * This class represents a single physics Hinge-Joint
  95720. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95721. */
  95722. var HingeJoint = /** @class */ (function (_super) {
  95723. __extends(HingeJoint, _super);
  95724. /**
  95725. * Initializes the Hinge-Joint
  95726. * @param jointData The joint data for the Hinge-Joint
  95727. */
  95728. function HingeJoint(jointData) {
  95729. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  95730. }
  95731. /**
  95732. * Set the motor values.
  95733. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95734. * @param {number} force the force to apply
  95735. * @param {number} maxForce max force for this motor.
  95736. */
  95737. HingeJoint.prototype.setMotor = function (force, maxForce) {
  95738. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  95739. };
  95740. /**
  95741. * Set the motor's limits.
  95742. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95743. * @param upperLimit The upper limit of the motor
  95744. * @param lowerLimit The lower limit of the motor
  95745. */
  95746. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  95747. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  95748. };
  95749. return HingeJoint;
  95750. }(MotorEnabledJoint));
  95751. BABYLON.HingeJoint = HingeJoint;
  95752. /**
  95753. * This class represents a dual hinge physics joint (same as wheel joint)
  95754. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95755. */
  95756. var Hinge2Joint = /** @class */ (function (_super) {
  95757. __extends(Hinge2Joint, _super);
  95758. /**
  95759. * Initializes the Hinge2-Joint
  95760. * @param jointData The joint data for the Hinge2-Joint
  95761. */
  95762. function Hinge2Joint(jointData) {
  95763. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  95764. }
  95765. /**
  95766. * Set the motor values.
  95767. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95768. * @param {number} force the force to apply
  95769. * @param {number} maxForce max force for this motor.
  95770. * @param {motorIndex} the motor's index, 0 or 1.
  95771. */
  95772. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  95773. if (motorIndex === void 0) { motorIndex = 0; }
  95774. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  95775. };
  95776. /**
  95777. * Set the motor limits.
  95778. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95779. * @param {number} upperLimit the upper limit
  95780. * @param {number} lowerLimit lower limit
  95781. * @param {motorIndex} the motor's index, 0 or 1.
  95782. */
  95783. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  95784. if (motorIndex === void 0) { motorIndex = 0; }
  95785. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  95786. };
  95787. return Hinge2Joint;
  95788. }(MotorEnabledJoint));
  95789. BABYLON.Hinge2Joint = Hinge2Joint;
  95790. })(BABYLON || (BABYLON = {}));
  95791. //# sourceMappingURL=babylon.physicsJoint.js.map
  95792. var BABYLON;
  95793. (function (BABYLON) {
  95794. /**
  95795. * Represents a physics imposter
  95796. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95797. */
  95798. var PhysicsImpostor = /** @class */ (function () {
  95799. /**
  95800. * Initializes the physics imposter
  95801. * @param object The physics-enabled object used as the physics imposter
  95802. * @param type The type of the physics imposter
  95803. * @param _options The options for the physics imposter
  95804. * @param _scene The Babylon scene
  95805. */
  95806. function PhysicsImpostor(
  95807. /**
  95808. * The physics-enabled object used as the physics imposter
  95809. */
  95810. object,
  95811. /**
  95812. * The type of the physics imposter
  95813. */
  95814. type, _options, _scene) {
  95815. if (_options === void 0) { _options = { mass: 0 }; }
  95816. var _this = this;
  95817. this.object = object;
  95818. this.type = type;
  95819. this._options = _options;
  95820. this._scene = _scene;
  95821. this._bodyUpdateRequired = false;
  95822. this._onBeforePhysicsStepCallbacks = new Array();
  95823. this._onAfterPhysicsStepCallbacks = new Array();
  95824. this._onPhysicsCollideCallbacks = [];
  95825. this._deltaPosition = BABYLON.Vector3.Zero();
  95826. this._isDisposed = false;
  95827. //temp variables for parent rotation calculations
  95828. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  95829. this._tmpQuat = new BABYLON.Quaternion();
  95830. this._tmpQuat2 = new BABYLON.Quaternion();
  95831. /**
  95832. * this function is executed by the physics engine.
  95833. */
  95834. this.beforeStep = function () {
  95835. if (!_this._physicsEngine) {
  95836. return;
  95837. }
  95838. _this.object.translate(_this._deltaPosition, -1);
  95839. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  95840. _this.object.computeWorldMatrix(false);
  95841. if (_this.object.parent && _this.object.rotationQuaternion) {
  95842. _this.getParentsRotation();
  95843. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  95844. }
  95845. else {
  95846. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  95847. }
  95848. if (!_this._options.disableBidirectionalTransformation) {
  95849. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  95850. }
  95851. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  95852. func(_this);
  95853. });
  95854. };
  95855. /**
  95856. * this function is executed by the physics engine
  95857. */
  95858. this.afterStep = function () {
  95859. if (!_this._physicsEngine) {
  95860. return;
  95861. }
  95862. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  95863. func(_this);
  95864. });
  95865. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  95866. // object has now its world rotation. needs to be converted to local.
  95867. if (_this.object.parent && _this.object.rotationQuaternion) {
  95868. _this.getParentsRotation();
  95869. _this._tmpQuat.conjugateInPlace();
  95870. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  95871. }
  95872. // take the position set and make it the absolute position of this object.
  95873. _this.object.setAbsolutePosition(_this.object.position);
  95874. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  95875. _this.object.translate(_this._deltaPosition, 1);
  95876. };
  95877. /**
  95878. * Legacy collision detection event support
  95879. */
  95880. this.onCollideEvent = null;
  95881. /**
  95882. * event and body object due to cannon's event-based architecture.
  95883. */
  95884. this.onCollide = function (e) {
  95885. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  95886. return;
  95887. }
  95888. if (!_this._physicsEngine) {
  95889. return;
  95890. }
  95891. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  95892. if (otherImpostor) {
  95893. // Legacy collision detection event support
  95894. if (_this.onCollideEvent) {
  95895. _this.onCollideEvent(_this, otherImpostor);
  95896. }
  95897. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  95898. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  95899. }).forEach(function (obj) {
  95900. obj.callback(_this, otherImpostor);
  95901. });
  95902. }
  95903. };
  95904. //sanity check!
  95905. if (!this.object) {
  95906. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  95907. return;
  95908. }
  95909. //legacy support for old syntax.
  95910. if (!this._scene && object.getScene) {
  95911. this._scene = object.getScene();
  95912. }
  95913. if (!this._scene) {
  95914. return;
  95915. }
  95916. this._physicsEngine = this._scene.getPhysicsEngine();
  95917. if (!this._physicsEngine) {
  95918. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  95919. }
  95920. else {
  95921. //set the object's quaternion, if not set
  95922. if (!this.object.rotationQuaternion) {
  95923. if (this.object.rotation) {
  95924. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  95925. }
  95926. else {
  95927. this.object.rotationQuaternion = new BABYLON.Quaternion();
  95928. }
  95929. }
  95930. //default options params
  95931. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  95932. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  95933. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  95934. this._joints = [];
  95935. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  95936. if (!this.object.parent || this._options.ignoreParent) {
  95937. this._init();
  95938. }
  95939. else if (this.object.parent.physicsImpostor) {
  95940. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  95941. }
  95942. }
  95943. }
  95944. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  95945. /**
  95946. * Specifies if the physics imposter is disposed
  95947. */
  95948. get: function () {
  95949. return this._isDisposed;
  95950. },
  95951. enumerable: true,
  95952. configurable: true
  95953. });
  95954. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  95955. /**
  95956. * Gets the mass of the physics imposter
  95957. */
  95958. get: function () {
  95959. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  95960. },
  95961. set: function (value) {
  95962. this.setMass(value);
  95963. },
  95964. enumerable: true,
  95965. configurable: true
  95966. });
  95967. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  95968. /**
  95969. * Gets the coefficient of friction
  95970. */
  95971. get: function () {
  95972. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  95973. },
  95974. /**
  95975. * Sets the coefficient of friction
  95976. */
  95977. set: function (value) {
  95978. if (!this._physicsEngine) {
  95979. return;
  95980. }
  95981. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  95982. },
  95983. enumerable: true,
  95984. configurable: true
  95985. });
  95986. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  95987. /**
  95988. * Gets the coefficient of restitution
  95989. */
  95990. get: function () {
  95991. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  95992. },
  95993. /**
  95994. * Sets the coefficient of restitution
  95995. */
  95996. set: function (value) {
  95997. if (!this._physicsEngine) {
  95998. return;
  95999. }
  96000. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96001. },
  96002. enumerable: true,
  96003. configurable: true
  96004. });
  96005. /**
  96006. * This function will completly initialize this impostor.
  96007. * It will create a new body - but only if this mesh has no parent.
  96008. * If it has, this impostor will not be used other than to define the impostor
  96009. * of the child mesh.
  96010. * @hidden
  96011. */
  96012. PhysicsImpostor.prototype._init = function () {
  96013. if (!this._physicsEngine) {
  96014. return;
  96015. }
  96016. this._physicsEngine.removeImpostor(this);
  96017. this.physicsBody = null;
  96018. this._parent = this._parent || this._getPhysicsParent();
  96019. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96020. this._physicsEngine.addImpostor(this);
  96021. }
  96022. };
  96023. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96024. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96025. var parentMesh = this.object.parent;
  96026. return parentMesh.physicsImpostor;
  96027. }
  96028. return null;
  96029. };
  96030. /**
  96031. * Should a new body be generated.
  96032. * @returns boolean specifying if body initialization is required
  96033. */
  96034. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96035. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96036. };
  96037. /**
  96038. * Sets the updated scaling
  96039. * @param updated Specifies if the scaling is updated
  96040. */
  96041. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96042. this.forceUpdate();
  96043. };
  96044. /**
  96045. * Force a regeneration of this or the parent's impostor's body.
  96046. * Use under cautious - This will remove all joints already implemented.
  96047. */
  96048. PhysicsImpostor.prototype.forceUpdate = function () {
  96049. this._init();
  96050. if (this.parent && !this._options.ignoreParent) {
  96051. this.parent.forceUpdate();
  96052. }
  96053. };
  96054. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96055. /*public get mesh(): AbstractMesh {
  96056. return this._mesh;
  96057. }*/
  96058. /**
  96059. * Gets the body that holds this impostor. Either its own, or its parent.
  96060. */
  96061. get: function () {
  96062. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96063. },
  96064. /**
  96065. * Set the physics body. Used mainly by the physics engine/plugin
  96066. */
  96067. set: function (physicsBody) {
  96068. if (this._physicsBody && this._physicsEngine) {
  96069. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96070. }
  96071. this._physicsBody = physicsBody;
  96072. this.resetUpdateFlags();
  96073. },
  96074. enumerable: true,
  96075. configurable: true
  96076. });
  96077. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96078. /**
  96079. * Get the parent of the physics imposter
  96080. * @returns Physics imposter or null
  96081. */
  96082. get: function () {
  96083. return !this._options.ignoreParent && this._parent ? this._parent : null;
  96084. },
  96085. /**
  96086. * Sets the parent of the physics imposter
  96087. */
  96088. set: function (value) {
  96089. this._parent = value;
  96090. },
  96091. enumerable: true,
  96092. configurable: true
  96093. });
  96094. /**
  96095. * Resets the update flags
  96096. */
  96097. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  96098. this._bodyUpdateRequired = false;
  96099. };
  96100. /**
  96101. * Gets the object extend size
  96102. * @returns the object extend size
  96103. */
  96104. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  96105. if (this.object.getBoundingInfo) {
  96106. var q = this.object.rotationQuaternion;
  96107. //reset rotation
  96108. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  96109. //calculate the world matrix with no rotation
  96110. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96111. var boundingInfo = this.object.getBoundingInfo();
  96112. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  96113. //bring back the rotation
  96114. this.object.rotationQuaternion = q;
  96115. //calculate the world matrix with the new rotation
  96116. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96117. return size;
  96118. }
  96119. else {
  96120. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  96121. }
  96122. };
  96123. /**
  96124. * Gets the object center
  96125. * @returns The object center
  96126. */
  96127. PhysicsImpostor.prototype.getObjectCenter = function () {
  96128. if (this.object.getBoundingInfo) {
  96129. var boundingInfo = this.object.getBoundingInfo();
  96130. return boundingInfo.boundingBox.centerWorld;
  96131. }
  96132. else {
  96133. return this.object.position;
  96134. }
  96135. };
  96136. /**
  96137. * Get a specific parametes from the options parameter
  96138. * @param paramName The object parameter name
  96139. * @returns The object parameter
  96140. */
  96141. PhysicsImpostor.prototype.getParam = function (paramName) {
  96142. return this._options[paramName];
  96143. };
  96144. /**
  96145. * Sets a specific parameter in the options given to the physics plugin
  96146. * @param paramName The parameter name
  96147. * @param value The value of the parameter
  96148. */
  96149. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  96150. this._options[paramName] = value;
  96151. this._bodyUpdateRequired = true;
  96152. };
  96153. /**
  96154. * Specifically change the body's mass option. Won't recreate the physics body object
  96155. * @param mass The mass of the physics imposter
  96156. */
  96157. PhysicsImpostor.prototype.setMass = function (mass) {
  96158. if (this.getParam("mass") !== mass) {
  96159. this.setParam("mass", mass);
  96160. }
  96161. if (this._physicsEngine) {
  96162. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  96163. }
  96164. };
  96165. /**
  96166. * Gets the linear velocity
  96167. * @returns linear velocity or null
  96168. */
  96169. PhysicsImpostor.prototype.getLinearVelocity = function () {
  96170. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  96171. };
  96172. /**
  96173. * Sets the linear velocity
  96174. * @param velocity linear velocity or null
  96175. */
  96176. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  96177. if (this._physicsEngine) {
  96178. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  96179. }
  96180. };
  96181. /**
  96182. * Gets the angular velocity
  96183. * @returns angular velocity or null
  96184. */
  96185. PhysicsImpostor.prototype.getAngularVelocity = function () {
  96186. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  96187. };
  96188. /**
  96189. * Sets the angular velocity
  96190. * @param velocity The velocity or null
  96191. */
  96192. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  96193. if (this._physicsEngine) {
  96194. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  96195. }
  96196. };
  96197. /**
  96198. * Execute a function with the physics plugin native code
  96199. * Provide a function the will have two variables - the world object and the physics body object
  96200. * @param func The function to execute with the physics plugin native code
  96201. */
  96202. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  96203. if (this._physicsEngine) {
  96204. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  96205. }
  96206. };
  96207. /**
  96208. * Register a function that will be executed before the physics world is stepping forward
  96209. * @param func The function to execute before the physics world is stepped forward
  96210. */
  96211. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  96212. this._onBeforePhysicsStepCallbacks.push(func);
  96213. };
  96214. /**
  96215. * Unregister a function that will be executed before the physics world is stepping forward
  96216. * @param func The function to execute before the physics world is stepped forward
  96217. */
  96218. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  96219. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  96220. if (index > -1) {
  96221. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  96222. }
  96223. else {
  96224. BABYLON.Tools.Warn("Function to remove was not found");
  96225. }
  96226. };
  96227. /**
  96228. * Register a function that will be executed after the physics step
  96229. * @param func The function to execute after physics step
  96230. */
  96231. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  96232. this._onAfterPhysicsStepCallbacks.push(func);
  96233. };
  96234. /**
  96235. * Unregisters a function that will be executed after the physics step
  96236. * @param func The function to execute after physics step
  96237. */
  96238. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  96239. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  96240. if (index > -1) {
  96241. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  96242. }
  96243. else {
  96244. BABYLON.Tools.Warn("Function to remove was not found");
  96245. }
  96246. };
  96247. /**
  96248. * register a function that will be executed when this impostor collides against a different body
  96249. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  96250. * @param func Callback that is executed on collision
  96251. */
  96252. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  96253. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96254. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  96255. };
  96256. /**
  96257. * Unregisters the physics imposter on contact
  96258. * @param collideAgainst The physics object to collide against
  96259. * @param func Callback to execute on collision
  96260. */
  96261. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  96262. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96263. var index = -1;
  96264. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  96265. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  96266. // chcek the arrays match
  96267. var sameList = cbDef.otherImpostors.every(function (impostor) {
  96268. return collidedAgainstList.indexOf(impostor) > -1;
  96269. });
  96270. if (sameList) {
  96271. index = idx;
  96272. }
  96273. return sameList;
  96274. }
  96275. return false;
  96276. });
  96277. if (found) {
  96278. this._onPhysicsCollideCallbacks.splice(index, 1);
  96279. }
  96280. else {
  96281. BABYLON.Tools.Warn("Function to remove was not found");
  96282. }
  96283. };
  96284. /**
  96285. * Get the parent rotation
  96286. * @returns The parent rotation
  96287. */
  96288. PhysicsImpostor.prototype.getParentsRotation = function () {
  96289. var parent = this.object.parent;
  96290. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  96291. while (parent) {
  96292. if (parent.rotationQuaternion) {
  96293. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  96294. }
  96295. else {
  96296. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  96297. }
  96298. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  96299. parent = parent.parent;
  96300. }
  96301. return this._tmpQuat;
  96302. };
  96303. /**
  96304. * Apply a force
  96305. * @param force The force to apply
  96306. * @param contactPoint The contact point for the force
  96307. * @returns The physics imposter
  96308. */
  96309. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  96310. if (this._physicsEngine) {
  96311. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  96312. }
  96313. return this;
  96314. };
  96315. /**
  96316. * Apply an impulse
  96317. * @param force The impulse force
  96318. * @param contactPoint The contact point for the impulse force
  96319. * @returns The physics imposter
  96320. */
  96321. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  96322. if (this._physicsEngine) {
  96323. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  96324. }
  96325. return this;
  96326. };
  96327. /**
  96328. * A help function to create a joint
  96329. * @param otherImpostor A physics imposter used to create a joint
  96330. * @param jointType The type of joint
  96331. * @param jointData The data for the joint
  96332. * @returns The physics imposter
  96333. */
  96334. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  96335. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  96336. this.addJoint(otherImpostor, joint);
  96337. return this;
  96338. };
  96339. /**
  96340. * Add a joint to this impostor with a different impostor
  96341. * @param otherImpostor A physics imposter used to add a joint
  96342. * @param joint The joint to add
  96343. * @returns The physics imposter
  96344. */
  96345. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  96346. this._joints.push({
  96347. otherImpostor: otherImpostor,
  96348. joint: joint
  96349. });
  96350. if (this._physicsEngine) {
  96351. this._physicsEngine.addJoint(this, otherImpostor, joint);
  96352. }
  96353. return this;
  96354. };
  96355. /**
  96356. * Will keep this body still, in a sleep mode.
  96357. * @returns the physics imposter
  96358. */
  96359. PhysicsImpostor.prototype.sleep = function () {
  96360. if (this._physicsEngine) {
  96361. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  96362. }
  96363. return this;
  96364. };
  96365. /**
  96366. * Wake the body up.
  96367. * @returns The physics imposter
  96368. */
  96369. PhysicsImpostor.prototype.wakeUp = function () {
  96370. if (this._physicsEngine) {
  96371. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  96372. }
  96373. return this;
  96374. };
  96375. /**
  96376. * Clones the physics imposter
  96377. * @param newObject The physics imposter clones to this physics-enabled object
  96378. * @returns A nullable physics imposter
  96379. */
  96380. PhysicsImpostor.prototype.clone = function (newObject) {
  96381. if (!newObject) {
  96382. return null;
  96383. }
  96384. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  96385. };
  96386. /**
  96387. * Disposes the physics imposter
  96388. */
  96389. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  96390. var _this = this;
  96391. //no dispose if no physics engine is available.
  96392. if (!this._physicsEngine) {
  96393. return;
  96394. }
  96395. this._joints.forEach(function (j) {
  96396. if (_this._physicsEngine) {
  96397. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  96398. }
  96399. });
  96400. //dispose the physics body
  96401. this._physicsEngine.removeImpostor(this);
  96402. if (this.parent) {
  96403. this.parent.forceUpdate();
  96404. }
  96405. else {
  96406. /*this._object.getChildMeshes().forEach(function(mesh) {
  96407. if (mesh.physicsImpostor) {
  96408. if (disposeChildren) {
  96409. mesh.physicsImpostor.dispose();
  96410. mesh.physicsImpostor = null;
  96411. }
  96412. }
  96413. })*/
  96414. }
  96415. this._isDisposed = true;
  96416. };
  96417. /**
  96418. * Sets the delta position
  96419. * @param position The delta position amount
  96420. */
  96421. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  96422. this._deltaPosition.copyFrom(position);
  96423. };
  96424. /**
  96425. * Sets the delta rotation
  96426. * @param rotation The delta rotation amount
  96427. */
  96428. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  96429. if (!this._deltaRotation) {
  96430. this._deltaRotation = new BABYLON.Quaternion();
  96431. }
  96432. this._deltaRotation.copyFrom(rotation);
  96433. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  96434. };
  96435. /**
  96436. * Gets the box size of the physics imposter and stores the result in the input parameter
  96437. * @param result Stores the box size
  96438. * @returns The physics imposter
  96439. */
  96440. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  96441. if (this._physicsEngine) {
  96442. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  96443. }
  96444. return this;
  96445. };
  96446. /**
  96447. * Gets the radius of the physics imposter
  96448. * @returns Radius of the physics imposter
  96449. */
  96450. PhysicsImpostor.prototype.getRadius = function () {
  96451. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  96452. };
  96453. /**
  96454. * Sync a bone with this impostor
  96455. * @param bone The bone to sync to the impostor.
  96456. * @param boneMesh The mesh that the bone is influencing.
  96457. * @param jointPivot The pivot of the joint / bone in local space.
  96458. * @param distToJoint Optional distance from the impostor to the joint.
  96459. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96460. */
  96461. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  96462. var tempVec = PhysicsImpostor._tmpVecs[0];
  96463. var mesh = this.object;
  96464. if (mesh.rotationQuaternion) {
  96465. if (adjustRotation) {
  96466. var tempQuat = PhysicsImpostor._tmpQuat;
  96467. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  96468. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  96469. }
  96470. else {
  96471. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  96472. }
  96473. }
  96474. tempVec.x = 0;
  96475. tempVec.y = 0;
  96476. tempVec.z = 0;
  96477. if (jointPivot) {
  96478. tempVec.x = jointPivot.x;
  96479. tempVec.y = jointPivot.y;
  96480. tempVec.z = jointPivot.z;
  96481. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  96482. if (distToJoint === undefined || distToJoint === null) {
  96483. distToJoint = jointPivot.length();
  96484. }
  96485. tempVec.x *= distToJoint;
  96486. tempVec.y *= distToJoint;
  96487. tempVec.z *= distToJoint;
  96488. }
  96489. if (bone.getParent()) {
  96490. tempVec.addInPlace(mesh.getAbsolutePosition());
  96491. bone.setAbsolutePosition(tempVec, boneMesh);
  96492. }
  96493. else {
  96494. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  96495. boneMesh.position.x -= tempVec.x;
  96496. boneMesh.position.y -= tempVec.y;
  96497. boneMesh.position.z -= tempVec.z;
  96498. }
  96499. };
  96500. /**
  96501. * Sync impostor to a bone
  96502. * @param bone The bone that the impostor will be synced to.
  96503. * @param boneMesh The mesh that the bone is influencing.
  96504. * @param jointPivot The pivot of the joint / bone in local space.
  96505. * @param distToJoint Optional distance from the impostor to the joint.
  96506. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96507. * @param boneAxis Optional vector3 axis the bone is aligned with
  96508. */
  96509. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  96510. var mesh = this.object;
  96511. if (mesh.rotationQuaternion) {
  96512. if (adjustRotation) {
  96513. var tempQuat = PhysicsImpostor._tmpQuat;
  96514. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  96515. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  96516. }
  96517. else {
  96518. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  96519. }
  96520. }
  96521. var pos = PhysicsImpostor._tmpVecs[0];
  96522. var boneDir = PhysicsImpostor._tmpVecs[1];
  96523. if (!boneAxis) {
  96524. boneAxis = PhysicsImpostor._tmpVecs[2];
  96525. boneAxis.x = 0;
  96526. boneAxis.y = 1;
  96527. boneAxis.z = 0;
  96528. }
  96529. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  96530. bone.getAbsolutePositionToRef(boneMesh, pos);
  96531. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  96532. distToJoint = jointPivot.length();
  96533. }
  96534. if (distToJoint !== undefined && distToJoint !== null) {
  96535. pos.x += boneDir.x * distToJoint;
  96536. pos.y += boneDir.y * distToJoint;
  96537. pos.z += boneDir.z * distToJoint;
  96538. }
  96539. mesh.setAbsolutePosition(pos);
  96540. };
  96541. /**
  96542. * The default object size of the imposter
  96543. */
  96544. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  96545. /**
  96546. * The identity quaternion of the imposter
  96547. */
  96548. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  96549. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  96550. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  96551. //Impostor types
  96552. /**
  96553. * No-Imposter type
  96554. */
  96555. PhysicsImpostor.NoImpostor = 0;
  96556. /**
  96557. * Sphere-Imposter type
  96558. */
  96559. PhysicsImpostor.SphereImpostor = 1;
  96560. /**
  96561. * Box-Imposter type
  96562. */
  96563. PhysicsImpostor.BoxImpostor = 2;
  96564. /**
  96565. * Plane-Imposter type
  96566. */
  96567. PhysicsImpostor.PlaneImpostor = 3;
  96568. /**
  96569. * Mesh-imposter type
  96570. */
  96571. PhysicsImpostor.MeshImpostor = 4;
  96572. /**
  96573. * Cylinder-Imposter type
  96574. */
  96575. PhysicsImpostor.CylinderImpostor = 7;
  96576. /**
  96577. * Particle-Imposter type
  96578. */
  96579. PhysicsImpostor.ParticleImpostor = 8;
  96580. /**
  96581. * Heightmap-Imposter type
  96582. */
  96583. PhysicsImpostor.HeightmapImpostor = 9;
  96584. return PhysicsImpostor;
  96585. }());
  96586. BABYLON.PhysicsImpostor = PhysicsImpostor;
  96587. })(BABYLON || (BABYLON = {}));
  96588. //# sourceMappingURL=babylon.physicsImpostor.js.map
  96589. var BABYLON;
  96590. (function (BABYLON) {
  96591. /**
  96592. * Class used to control physics engine
  96593. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  96594. */
  96595. var PhysicsEngine = /** @class */ (function () {
  96596. /**
  96597. * Creates a new Physics Engine
  96598. * @param gravity defines the gravity vector used by the simulation
  96599. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  96600. */
  96601. function PhysicsEngine(gravity, _physicsPlugin) {
  96602. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  96603. this._physicsPlugin = _physicsPlugin;
  96604. this._impostors = [];
  96605. this._joints = [];
  96606. if (!this._physicsPlugin.isSupported()) {
  96607. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  96608. + "Please make sure it is included.");
  96609. }
  96610. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  96611. this.setGravity(gravity);
  96612. this.setTimeStep();
  96613. }
  96614. /**
  96615. * Sets the gravity vector used by the simulation
  96616. * @param gravity defines the gravity vector to use
  96617. */
  96618. PhysicsEngine.prototype.setGravity = function (gravity) {
  96619. this.gravity = gravity;
  96620. this._physicsPlugin.setGravity(this.gravity);
  96621. };
  96622. /**
  96623. * Set the time step of the physics engine.
  96624. * Default is 1/60.
  96625. * To slow it down, enter 1/600 for example.
  96626. * To speed it up, 1/30
  96627. * @param newTimeStep defines the new timestep to apply to this world.
  96628. */
  96629. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  96630. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  96631. this._physicsPlugin.setTimeStep(newTimeStep);
  96632. };
  96633. /**
  96634. * Get the time step of the physics engine.
  96635. * @returns the current time step
  96636. */
  96637. PhysicsEngine.prototype.getTimeStep = function () {
  96638. return this._physicsPlugin.getTimeStep();
  96639. };
  96640. /**
  96641. * Release all resources
  96642. */
  96643. PhysicsEngine.prototype.dispose = function () {
  96644. this._impostors.forEach(function (impostor) {
  96645. impostor.dispose();
  96646. });
  96647. this._physicsPlugin.dispose();
  96648. };
  96649. /**
  96650. * Gets the name of the current physics plugin
  96651. * @returns the name of the plugin
  96652. */
  96653. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  96654. return this._physicsPlugin.name;
  96655. };
  96656. /**
  96657. * Adding a new impostor for the impostor tracking.
  96658. * This will be done by the impostor itself.
  96659. * @param impostor the impostor to add
  96660. */
  96661. PhysicsEngine.prototype.addImpostor = function (impostor) {
  96662. impostor.uniqueId = this._impostors.push(impostor);
  96663. //if no parent, generate the body
  96664. if (!impostor.parent) {
  96665. this._physicsPlugin.generatePhysicsBody(impostor);
  96666. }
  96667. };
  96668. /**
  96669. * Remove an impostor from the engine.
  96670. * This impostor and its mesh will not longer be updated by the physics engine.
  96671. * @param impostor the impostor to remove
  96672. */
  96673. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  96674. var index = this._impostors.indexOf(impostor);
  96675. if (index > -1) {
  96676. var removed = this._impostors.splice(index, 1);
  96677. //Is it needed?
  96678. if (removed.length) {
  96679. //this will also remove it from the world.
  96680. removed[0].physicsBody = null;
  96681. }
  96682. }
  96683. };
  96684. /**
  96685. * Add a joint to the physics engine
  96686. * @param mainImpostor defines the main impostor to which the joint is added.
  96687. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  96688. * @param joint defines the joint that will connect both impostors.
  96689. */
  96690. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  96691. var impostorJoint = {
  96692. mainImpostor: mainImpostor,
  96693. connectedImpostor: connectedImpostor,
  96694. joint: joint
  96695. };
  96696. joint.physicsPlugin = this._physicsPlugin;
  96697. this._joints.push(impostorJoint);
  96698. this._physicsPlugin.generateJoint(impostorJoint);
  96699. };
  96700. /**
  96701. * Removes a joint from the simulation
  96702. * @param mainImpostor defines the impostor used with the joint
  96703. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  96704. * @param joint defines the joint to remove
  96705. */
  96706. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  96707. var matchingJoints = this._joints.filter(function (impostorJoint) {
  96708. return (impostorJoint.connectedImpostor === connectedImpostor
  96709. && impostorJoint.joint === joint
  96710. && impostorJoint.mainImpostor === mainImpostor);
  96711. });
  96712. if (matchingJoints.length) {
  96713. this._physicsPlugin.removeJoint(matchingJoints[0]);
  96714. //TODO remove it from the list as well
  96715. }
  96716. };
  96717. /**
  96718. * Called by the scene. No need to call it.
  96719. * @param delta defines the timespam between frames
  96720. */
  96721. PhysicsEngine.prototype._step = function (delta) {
  96722. var _this = this;
  96723. //check if any mesh has no body / requires an update
  96724. this._impostors.forEach(function (impostor) {
  96725. if (impostor.isBodyInitRequired()) {
  96726. _this._physicsPlugin.generatePhysicsBody(impostor);
  96727. }
  96728. });
  96729. if (delta > 0.1) {
  96730. delta = 0.1;
  96731. }
  96732. else if (delta <= 0) {
  96733. delta = 1.0 / 60.0;
  96734. }
  96735. this._physicsPlugin.executeStep(delta, this._impostors);
  96736. };
  96737. /**
  96738. * Gets the current plugin used to run the simulation
  96739. * @returns current plugin
  96740. */
  96741. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  96742. return this._physicsPlugin;
  96743. };
  96744. /**
  96745. * Gets the list of physic impostors
  96746. * @returns an array of PhysicsImpostor
  96747. */
  96748. PhysicsEngine.prototype.getImpostors = function () {
  96749. return this._impostors;
  96750. };
  96751. /**
  96752. * Gets the impostor for a physics enabled object
  96753. * @param object defines the object impersonated by the impostor
  96754. * @returns the PhysicsImpostor or null if not found
  96755. */
  96756. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  96757. for (var i = 0; i < this._impostors.length; ++i) {
  96758. if (this._impostors[i].object === object) {
  96759. return this._impostors[i];
  96760. }
  96761. }
  96762. return null;
  96763. };
  96764. /**
  96765. * Gets the impostor for a physics body object
  96766. * @param body defines physics body used by the impostor
  96767. * @returns the PhysicsImpostor or null if not found
  96768. */
  96769. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  96770. for (var i = 0; i < this._impostors.length; ++i) {
  96771. if (this._impostors[i].physicsBody === body) {
  96772. return this._impostors[i];
  96773. }
  96774. }
  96775. return null;
  96776. };
  96777. /**
  96778. * Global value used to control the smallest number supported by the simulation
  96779. */
  96780. PhysicsEngine.Epsilon = 0.001;
  96781. return PhysicsEngine;
  96782. }());
  96783. BABYLON.PhysicsEngine = PhysicsEngine;
  96784. })(BABYLON || (BABYLON = {}));
  96785. //# sourceMappingURL=babylon.physicsEngine.js.map
  96786. var BABYLON;
  96787. (function (BABYLON) {
  96788. /**
  96789. * A helper for physics simulations
  96790. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96791. */
  96792. var PhysicsHelper = /** @class */ (function () {
  96793. /**
  96794. * Initializes the Physics helper
  96795. * @param scene Babylon.js scene
  96796. */
  96797. function PhysicsHelper(scene) {
  96798. this._scene = scene;
  96799. this._physicsEngine = this._scene.getPhysicsEngine();
  96800. if (!this._physicsEngine) {
  96801. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  96802. }
  96803. }
  96804. /**
  96805. * Applies a radial explosion impulse
  96806. * @param origin the origin of the explosion
  96807. * @param radius the explosion radius
  96808. * @param strength the explosion strength
  96809. * @param falloff possible options: Constant & Linear. Defaults to Constant
  96810. * @returns A physics radial explosion event, or null
  96811. */
  96812. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  96813. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96814. if (!this._physicsEngine) {
  96815. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  96816. return null;
  96817. }
  96818. var impostors = this._physicsEngine.getImpostors();
  96819. if (impostors.length === 0) {
  96820. return null;
  96821. }
  96822. var event = new PhysicsRadialExplosionEvent(this._scene);
  96823. impostors.forEach(function (impostor) {
  96824. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  96825. if (!impostorForceAndContactPoint) {
  96826. return;
  96827. }
  96828. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  96829. });
  96830. event.dispose(false);
  96831. return event;
  96832. };
  96833. /**
  96834. * Applies a radial explosion force
  96835. * @param origin the origin of the explosion
  96836. * @param radius the explosion radius
  96837. * @param strength the explosion strength
  96838. * @param falloff possible options: Constant & Linear. Defaults to Constant
  96839. * @returns A physics radial explosion event, or null
  96840. */
  96841. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  96842. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96843. if (!this._physicsEngine) {
  96844. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96845. return null;
  96846. }
  96847. var impostors = this._physicsEngine.getImpostors();
  96848. if (impostors.length === 0) {
  96849. return null;
  96850. }
  96851. var event = new PhysicsRadialExplosionEvent(this._scene);
  96852. impostors.forEach(function (impostor) {
  96853. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  96854. if (!impostorForceAndContactPoint) {
  96855. return;
  96856. }
  96857. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  96858. });
  96859. event.dispose(false);
  96860. return event;
  96861. };
  96862. /**
  96863. * Creates a gravitational field
  96864. * @param origin the origin of the explosion
  96865. * @param radius the explosion radius
  96866. * @param strength the explosion strength
  96867. * @param falloff possible options: Constant & Linear. Defaults to Constant
  96868. * @returns A physics gravitational field event, or null
  96869. */
  96870. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  96871. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96872. if (!this._physicsEngine) {
  96873. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96874. return null;
  96875. }
  96876. var impostors = this._physicsEngine.getImpostors();
  96877. if (impostors.length === 0) {
  96878. return null;
  96879. }
  96880. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  96881. event.dispose(false);
  96882. return event;
  96883. };
  96884. /**
  96885. * Creates a physics updraft event
  96886. * @param origin the origin of the updraft
  96887. * @param radius the radius of the updraft
  96888. * @param strength the strength of the updraft
  96889. * @param height the height of the updraft
  96890. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  96891. * @returns A physics updraft event, or null
  96892. */
  96893. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  96894. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  96895. if (!this._physicsEngine) {
  96896. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96897. return null;
  96898. }
  96899. if (this._physicsEngine.getImpostors().length === 0) {
  96900. return null;
  96901. }
  96902. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  96903. event.dispose(false);
  96904. return event;
  96905. };
  96906. /**
  96907. * Creates a physics vortex event
  96908. * @param origin the of the vortex
  96909. * @param radius the radius of the vortex
  96910. * @param strength the strength of the vortex
  96911. * @param height the height of the vortex
  96912. * @returns a Physics vortex event, or null
  96913. * A physics vortex event or null
  96914. */
  96915. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  96916. if (!this._physicsEngine) {
  96917. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96918. return null;
  96919. }
  96920. if (this._physicsEngine.getImpostors().length === 0) {
  96921. return null;
  96922. }
  96923. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  96924. event.dispose(false);
  96925. return event;
  96926. };
  96927. return PhysicsHelper;
  96928. }());
  96929. BABYLON.PhysicsHelper = PhysicsHelper;
  96930. /**
  96931. * Represents a physics radial explosion event
  96932. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96933. */
  96934. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  96935. /**
  96936. * Initializes a radial explosioin event
  96937. * @param scene BabylonJS scene
  96938. */
  96939. function PhysicsRadialExplosionEvent(scene) {
  96940. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  96941. this._rays = [];
  96942. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  96943. this._scene = scene;
  96944. }
  96945. /**
  96946. * Returns the data related to the radial explosion event (sphere & rays).
  96947. * @returns The radial explosion event data
  96948. */
  96949. PhysicsRadialExplosionEvent.prototype.getData = function () {
  96950. this._dataFetched = true;
  96951. return {
  96952. sphere: this._sphere,
  96953. rays: this._rays,
  96954. };
  96955. };
  96956. /**
  96957. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  96958. * @param impostor A physics imposter
  96959. * @param origin the origin of the explosion
  96960. * @param radius the explosion radius
  96961. * @param strength the explosion strength
  96962. * @param falloff possible options: Constant & Linear
  96963. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  96964. */
  96965. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  96966. if (impostor.mass === 0) {
  96967. return null;
  96968. }
  96969. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  96970. return null;
  96971. }
  96972. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  96973. return null;
  96974. }
  96975. var impostorObjectCenter = impostor.getObjectCenter();
  96976. var direction = impostorObjectCenter.subtract(origin);
  96977. var ray = new BABYLON.Ray(origin, direction, radius);
  96978. this._rays.push(ray);
  96979. var hit = ray.intersectsMesh(impostor.object);
  96980. var contactPoint = hit.pickedPoint;
  96981. if (!contactPoint) {
  96982. return null;
  96983. }
  96984. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  96985. if (distanceFromOrigin > radius) {
  96986. return null;
  96987. }
  96988. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  96989. ? strength
  96990. : strength * (1 - (distanceFromOrigin / radius));
  96991. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  96992. return { force: force, contactPoint: contactPoint };
  96993. };
  96994. /**
  96995. * Disposes the sphere.
  96996. * @param force Specifies if the sphere should be disposed by force
  96997. */
  96998. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  96999. var _this = this;
  97000. if (force === void 0) { force = true; }
  97001. if (force) {
  97002. this._sphere.dispose();
  97003. }
  97004. else {
  97005. setTimeout(function () {
  97006. if (!_this._dataFetched) {
  97007. _this._sphere.dispose();
  97008. }
  97009. }, 0);
  97010. }
  97011. };
  97012. /*** Helpers ***/
  97013. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97014. if (!this._sphere) {
  97015. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97016. this._sphere.isVisible = false;
  97017. }
  97018. };
  97019. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97020. var impostorObject = impostor.object;
  97021. this._prepareSphere();
  97022. this._sphere.position = origin;
  97023. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97024. this._sphere._updateBoundingInfo();
  97025. this._sphere.computeWorldMatrix(true);
  97026. return this._sphere.intersectsMesh(impostorObject, true);
  97027. };
  97028. return PhysicsRadialExplosionEvent;
  97029. }());
  97030. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97031. /**
  97032. * Represents a gravitational field event
  97033. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97034. */
  97035. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97036. /**
  97037. * Initializes the physics gravitational field event
  97038. * @param physicsHelper A physics helper
  97039. * @param scene BabylonJS scene
  97040. * @param origin The origin position of the gravitational field event
  97041. * @param radius The radius of the gravitational field event
  97042. * @param strength The strength of the gravitational field event
  97043. * @param falloff The falloff for the gravitational field event
  97044. */
  97045. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97046. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97047. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97048. this._physicsHelper = physicsHelper;
  97049. this._scene = scene;
  97050. this._origin = origin;
  97051. this._radius = radius;
  97052. this._strength = strength;
  97053. this._falloff = falloff;
  97054. this._tickCallback = this._tick.bind(this);
  97055. }
  97056. /**
  97057. * Returns the data related to the gravitational field event (sphere).
  97058. * @returns A gravitational field event
  97059. */
  97060. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97061. this._dataFetched = true;
  97062. return {
  97063. sphere: this._sphere,
  97064. };
  97065. };
  97066. /**
  97067. * Enables the gravitational field.
  97068. */
  97069. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97070. this._tickCallback.call(this);
  97071. this._scene.registerBeforeRender(this._tickCallback);
  97072. };
  97073. /**
  97074. * Disables the gravitational field.
  97075. */
  97076. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97077. this._scene.unregisterBeforeRender(this._tickCallback);
  97078. };
  97079. /**
  97080. * Disposes the sphere.
  97081. * @param force The force to dispose from the gravitational field event
  97082. */
  97083. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  97084. var _this = this;
  97085. if (force === void 0) { force = true; }
  97086. if (force) {
  97087. this._sphere.dispose();
  97088. }
  97089. else {
  97090. setTimeout(function () {
  97091. if (!_this._dataFetched) {
  97092. _this._sphere.dispose();
  97093. }
  97094. }, 0);
  97095. }
  97096. };
  97097. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  97098. // Since the params won't change, we fetch the event only once
  97099. if (this._sphere) {
  97100. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97101. }
  97102. else {
  97103. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97104. if (radialExplosionEvent) {
  97105. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  97106. }
  97107. }
  97108. };
  97109. return PhysicsGravitationalFieldEvent;
  97110. }());
  97111. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  97112. /**
  97113. * Represents a physics updraft event
  97114. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97115. */
  97116. var PhysicsUpdraftEvent = /** @class */ (function () {
  97117. /**
  97118. * Initializes the physics updraft event
  97119. * @param _scene BabylonJS scene
  97120. * @param _origin The origin position of the updraft
  97121. * @param _radius The radius of the updraft
  97122. * @param _strength The strength of the updraft
  97123. * @param _height The height of the updraft
  97124. * @param _updraftMode The mode of the updraft
  97125. */
  97126. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  97127. this._scene = _scene;
  97128. this._origin = _origin;
  97129. this._radius = _radius;
  97130. this._strength = _strength;
  97131. this._height = _height;
  97132. this._updraftMode = _updraftMode;
  97133. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97134. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  97135. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97136. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97137. this._physicsEngine = this._scene.getPhysicsEngine();
  97138. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97139. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97140. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97141. this._originDirection = this._origin.subtract(this._originTop).normalize();
  97142. }
  97143. this._tickCallback = this._tick.bind(this);
  97144. }
  97145. /**
  97146. * Returns the data related to the updraft event (cylinder).
  97147. * @returns A physics updraft event
  97148. */
  97149. PhysicsUpdraftEvent.prototype.getData = function () {
  97150. this._dataFetched = true;
  97151. return {
  97152. cylinder: this._cylinder,
  97153. };
  97154. };
  97155. /**
  97156. * Enables the updraft.
  97157. */
  97158. PhysicsUpdraftEvent.prototype.enable = function () {
  97159. this._tickCallback.call(this);
  97160. this._scene.registerBeforeRender(this._tickCallback);
  97161. };
  97162. /**
  97163. * Disables the cortex.
  97164. */
  97165. PhysicsUpdraftEvent.prototype.disable = function () {
  97166. this._scene.unregisterBeforeRender(this._tickCallback);
  97167. };
  97168. /**
  97169. * Disposes the sphere.
  97170. * @param force Specifies if the updraft should be disposed by force
  97171. */
  97172. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  97173. var _this = this;
  97174. if (force === void 0) { force = true; }
  97175. if (force) {
  97176. this._cylinder.dispose();
  97177. }
  97178. else {
  97179. setTimeout(function () {
  97180. if (!_this._dataFetched) {
  97181. _this._cylinder.dispose();
  97182. }
  97183. }, 0);
  97184. }
  97185. };
  97186. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97187. if (impostor.mass === 0) {
  97188. return null;
  97189. }
  97190. if (!this._intersectsWithCylinder(impostor)) {
  97191. return null;
  97192. }
  97193. var impostorObjectCenter = impostor.getObjectCenter();
  97194. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97195. var direction = this._originDirection;
  97196. }
  97197. else {
  97198. var direction = impostorObjectCenter.subtract(this._originTop);
  97199. }
  97200. var multiplier = this._strength * -1;
  97201. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97202. return { force: force, contactPoint: impostorObjectCenter };
  97203. };
  97204. PhysicsUpdraftEvent.prototype._tick = function () {
  97205. var _this = this;
  97206. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97207. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97208. if (!impostorForceAndContactPoint) {
  97209. return;
  97210. }
  97211. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97212. });
  97213. };
  97214. /*** Helpers ***/
  97215. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  97216. if (!this._cylinder) {
  97217. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  97218. height: this._height,
  97219. diameter: this._radius * 2,
  97220. }, this._scene);
  97221. this._cylinder.isVisible = false;
  97222. }
  97223. };
  97224. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  97225. var impostorObject = impostor.object;
  97226. this._prepareCylinder();
  97227. this._cylinder.position = this._cylinderPosition;
  97228. return this._cylinder.intersectsMesh(impostorObject, true);
  97229. };
  97230. return PhysicsUpdraftEvent;
  97231. }());
  97232. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  97233. /**
  97234. * Represents a physics vortex event
  97235. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97236. */
  97237. var PhysicsVortexEvent = /** @class */ (function () {
  97238. /**
  97239. * Initializes the physics vortex event
  97240. * @param _scene The BabylonJS scene
  97241. * @param _origin The origin position of the vortex
  97242. * @param _radius The radius of the vortex
  97243. * @param _strength The strength of the vortex
  97244. * @param _height The height of the vortex
  97245. */
  97246. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  97247. this._scene = _scene;
  97248. this._origin = _origin;
  97249. this._radius = _radius;
  97250. this._strength = _strength;
  97251. this._height = _height;
  97252. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97253. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  97254. this._updraftMultiplier = 0.02;
  97255. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97256. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97257. this._physicsEngine = this._scene.getPhysicsEngine();
  97258. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97259. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97260. this._tickCallback = this._tick.bind(this);
  97261. }
  97262. /**
  97263. * Returns the data related to the vortex event (cylinder).
  97264. * @returns The physics vortex event data
  97265. */
  97266. PhysicsVortexEvent.prototype.getData = function () {
  97267. this._dataFetched = true;
  97268. return {
  97269. cylinder: this._cylinder,
  97270. };
  97271. };
  97272. /**
  97273. * Enables the vortex.
  97274. */
  97275. PhysicsVortexEvent.prototype.enable = function () {
  97276. this._tickCallback.call(this);
  97277. this._scene.registerBeforeRender(this._tickCallback);
  97278. };
  97279. /**
  97280. * Disables the cortex.
  97281. */
  97282. PhysicsVortexEvent.prototype.disable = function () {
  97283. this._scene.unregisterBeforeRender(this._tickCallback);
  97284. };
  97285. /**
  97286. * Disposes the sphere.
  97287. * @param force
  97288. */
  97289. PhysicsVortexEvent.prototype.dispose = function (force) {
  97290. var _this = this;
  97291. if (force === void 0) { force = true; }
  97292. if (force) {
  97293. this._cylinder.dispose();
  97294. }
  97295. else {
  97296. setTimeout(function () {
  97297. if (!_this._dataFetched) {
  97298. _this._cylinder.dispose();
  97299. }
  97300. }, 0);
  97301. }
  97302. };
  97303. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97304. if (impostor.mass === 0) {
  97305. return null;
  97306. }
  97307. if (!this._intersectsWithCylinder(impostor)) {
  97308. return null;
  97309. }
  97310. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97311. return null;
  97312. }
  97313. var impostorObjectCenter = impostor.getObjectCenter();
  97314. 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)
  97315. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  97316. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  97317. var hit = ray.intersectsMesh(impostor.object);
  97318. var contactPoint = hit.pickedPoint;
  97319. if (!contactPoint) {
  97320. return null;
  97321. }
  97322. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  97323. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  97324. var directionToOrigin = contactPoint.normalize();
  97325. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97326. directionToOrigin = directionToOrigin.negate();
  97327. }
  97328. // TODO: find a more physically based solution
  97329. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97330. var forceX = directionToOrigin.x * this._strength / 8;
  97331. var forceY = directionToOrigin.y * this._updraftMultiplier;
  97332. var forceZ = directionToOrigin.z * this._strength / 8;
  97333. }
  97334. else {
  97335. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  97336. var forceY = this._originTop.y * this._updraftMultiplier;
  97337. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  97338. }
  97339. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  97340. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  97341. return { force: force, contactPoint: impostorObjectCenter };
  97342. };
  97343. PhysicsVortexEvent.prototype._tick = function () {
  97344. var _this = this;
  97345. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97346. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97347. if (!impostorForceAndContactPoint) {
  97348. return;
  97349. }
  97350. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97351. });
  97352. };
  97353. /*** Helpers ***/
  97354. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  97355. if (!this._cylinder) {
  97356. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  97357. height: this._height,
  97358. diameter: this._radius * 2,
  97359. }, this._scene);
  97360. this._cylinder.isVisible = false;
  97361. }
  97362. };
  97363. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  97364. var impostorObject = impostor.object;
  97365. this._prepareCylinder();
  97366. this._cylinder.position = this._cylinderPosition;
  97367. return this._cylinder.intersectsMesh(impostorObject, true);
  97368. };
  97369. return PhysicsVortexEvent;
  97370. }());
  97371. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  97372. /**
  97373. * The strenght of the force in correspondence to the distance of the affected object
  97374. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97375. */
  97376. var PhysicsRadialImpulseFalloff;
  97377. (function (PhysicsRadialImpulseFalloff) {
  97378. /** Defines that impulse is constant in strength across it's whole radius */
  97379. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  97380. /** DEfines that impulse gets weaker if it's further from the origin */
  97381. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  97382. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  97383. /**
  97384. * The strength of the force in correspondence to the distance of the affected object
  97385. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97386. */
  97387. var PhysicsUpdraftMode;
  97388. (function (PhysicsUpdraftMode) {
  97389. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  97390. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  97391. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  97392. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  97393. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  97394. })(BABYLON || (BABYLON = {}));
  97395. //# sourceMappingURL=babylon.physicsHelper.js.map
  97396. var BABYLON;
  97397. (function (BABYLON) {
  97398. /** @hidden */
  97399. var CannonJSPlugin = /** @class */ (function () {
  97400. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  97401. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  97402. if (iterations === void 0) { iterations = 10; }
  97403. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  97404. this.name = "CannonJSPlugin";
  97405. this._physicsMaterials = new Array();
  97406. this._fixedTimeStep = 1 / 60;
  97407. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  97408. this.BJSCANNON = CANNON;
  97409. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  97410. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  97411. this._tmpPosition = BABYLON.Vector3.Zero();
  97412. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  97413. this._tmpUnityRotation = new BABYLON.Quaternion();
  97414. if (!this.isSupported()) {
  97415. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  97416. return;
  97417. }
  97418. this._extendNamespace();
  97419. this.world = new this.BJSCANNON.World();
  97420. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  97421. this.world.solver.iterations = iterations;
  97422. }
  97423. CannonJSPlugin.prototype.setGravity = function (gravity) {
  97424. this.world.gravity.copy(gravity);
  97425. };
  97426. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  97427. this._fixedTimeStep = timeStep;
  97428. };
  97429. CannonJSPlugin.prototype.getTimeStep = function () {
  97430. return this._fixedTimeStep;
  97431. };
  97432. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  97433. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  97434. };
  97435. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  97436. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97437. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97438. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  97439. };
  97440. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  97441. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97442. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97443. impostor.physicsBody.applyForce(impulse, worldPoint);
  97444. };
  97445. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  97446. //parent-child relationship. Does this impostor has a parent impostor?
  97447. if (impostor.parent) {
  97448. if (impostor.physicsBody) {
  97449. this.removePhysicsBody(impostor);
  97450. //TODO is that needed?
  97451. impostor.forceUpdate();
  97452. }
  97453. return;
  97454. }
  97455. //should a new body be created for this impostor?
  97456. if (impostor.isBodyInitRequired()) {
  97457. var shape = this._createShape(impostor);
  97458. //unregister events, if body is being changed
  97459. var oldBody = impostor.physicsBody;
  97460. if (oldBody) {
  97461. this.removePhysicsBody(impostor);
  97462. }
  97463. //create the body and material
  97464. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  97465. var bodyCreationObject = {
  97466. mass: impostor.getParam("mass"),
  97467. material: material
  97468. };
  97469. // A simple extend, in case native options were used.
  97470. var nativeOptions = impostor.getParam("nativeOptions");
  97471. for (var key in nativeOptions) {
  97472. if (nativeOptions.hasOwnProperty(key)) {
  97473. bodyCreationObject[key] = nativeOptions[key];
  97474. }
  97475. }
  97476. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  97477. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  97478. this.world.addEventListener("preStep", impostor.beforeStep);
  97479. this.world.addEventListener("postStep", impostor.afterStep);
  97480. impostor.physicsBody.addShape(shape);
  97481. this.world.add(impostor.physicsBody);
  97482. //try to keep the body moving in the right direction by taking old properties.
  97483. //Should be tested!
  97484. if (oldBody) {
  97485. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  97486. impostor.physicsBody[param].copy(oldBody[param]);
  97487. });
  97488. }
  97489. this._processChildMeshes(impostor);
  97490. }
  97491. //now update the body's transformation
  97492. this._updatePhysicsBodyTransformation(impostor);
  97493. };
  97494. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  97495. var _this = this;
  97496. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  97497. var currentRotation = mainImpostor.object.rotationQuaternion;
  97498. if (meshChildren.length) {
  97499. var processMesh = function (localPosition, mesh) {
  97500. if (!currentRotation || !mesh.rotationQuaternion) {
  97501. return;
  97502. }
  97503. var childImpostor = mesh.getPhysicsImpostor();
  97504. if (childImpostor) {
  97505. var parent = childImpostor.parent;
  97506. if (parent !== mainImpostor) {
  97507. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  97508. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  97509. if (childImpostor.physicsBody) {
  97510. _this.removePhysicsBody(childImpostor);
  97511. childImpostor.physicsBody = null;
  97512. }
  97513. childImpostor.parent = mainImpostor;
  97514. childImpostor.resetUpdateFlags();
  97515. 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));
  97516. //Add the mass of the children.
  97517. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  97518. }
  97519. }
  97520. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  97521. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  97522. };
  97523. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  97524. }
  97525. };
  97526. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  97527. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  97528. this.world.removeEventListener("preStep", impostor.beforeStep);
  97529. this.world.removeEventListener("postStep", impostor.afterStep);
  97530. this.world.remove(impostor.physicsBody);
  97531. };
  97532. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  97533. var mainBody = impostorJoint.mainImpostor.physicsBody;
  97534. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  97535. if (!mainBody || !connectedBody) {
  97536. return;
  97537. }
  97538. var constraint;
  97539. var jointData = impostorJoint.joint.jointData;
  97540. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  97541. var constraintData = {
  97542. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  97543. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  97544. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  97545. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  97546. maxForce: jointData.nativeParams.maxForce,
  97547. collideConnected: !!jointData.collision
  97548. };
  97549. switch (impostorJoint.joint.type) {
  97550. case BABYLON.PhysicsJoint.HingeJoint:
  97551. case BABYLON.PhysicsJoint.Hinge2Joint:
  97552. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  97553. break;
  97554. case BABYLON.PhysicsJoint.DistanceJoint:
  97555. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  97556. break;
  97557. case BABYLON.PhysicsJoint.SpringJoint:
  97558. var springData = jointData;
  97559. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  97560. restLength: springData.length,
  97561. stiffness: springData.stiffness,
  97562. damping: springData.damping,
  97563. localAnchorA: constraintData.pivotA,
  97564. localAnchorB: constraintData.pivotB
  97565. });
  97566. break;
  97567. case BABYLON.PhysicsJoint.LockJoint:
  97568. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  97569. break;
  97570. case BABYLON.PhysicsJoint.PointToPointJoint:
  97571. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  97572. default:
  97573. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  97574. break;
  97575. }
  97576. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  97577. constraint.collideConnected = !!jointData.collision;
  97578. impostorJoint.joint.physicsJoint = constraint;
  97579. //don't add spring as constraint, as it is not one.
  97580. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  97581. this.world.addConstraint(constraint);
  97582. }
  97583. else {
  97584. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  97585. constraint.applyForce();
  97586. };
  97587. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  97588. }
  97589. };
  97590. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  97591. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  97592. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  97593. }
  97594. else {
  97595. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  97596. }
  97597. };
  97598. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  97599. var index;
  97600. var mat;
  97601. for (index = 0; index < this._physicsMaterials.length; index++) {
  97602. mat = this._physicsMaterials[index];
  97603. if (mat.friction === friction && mat.restitution === restitution) {
  97604. return mat;
  97605. }
  97606. }
  97607. var currentMat = new this.BJSCANNON.Material(name);
  97608. currentMat.friction = friction;
  97609. currentMat.restitution = restitution;
  97610. this._physicsMaterials.push(currentMat);
  97611. return currentMat;
  97612. };
  97613. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  97614. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  97615. };
  97616. CannonJSPlugin.prototype._createShape = function (impostor) {
  97617. var object = impostor.object;
  97618. var returnValue;
  97619. var extendSize = impostor.getObjectExtendSize();
  97620. switch (impostor.type) {
  97621. case BABYLON.PhysicsImpostor.SphereImpostor:
  97622. var radiusX = extendSize.x;
  97623. var radiusY = extendSize.y;
  97624. var radiusZ = extendSize.z;
  97625. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  97626. break;
  97627. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  97628. case BABYLON.PhysicsImpostor.CylinderImpostor:
  97629. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  97630. break;
  97631. case BABYLON.PhysicsImpostor.BoxImpostor:
  97632. var box = extendSize.scale(0.5);
  97633. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  97634. break;
  97635. case BABYLON.PhysicsImpostor.PlaneImpostor:
  97636. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  97637. returnValue = new this.BJSCANNON.Plane();
  97638. break;
  97639. case BABYLON.PhysicsImpostor.MeshImpostor:
  97640. // should transform the vertex data to world coordinates!!
  97641. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  97642. var rawFaces = object.getIndices ? object.getIndices() : [];
  97643. if (!rawVerts) {
  97644. return;
  97645. }
  97646. // get only scale! so the object could transform correctly.
  97647. var oldPosition = object.position.clone();
  97648. var oldRotation = object.rotation && object.rotation.clone();
  97649. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  97650. object.position.copyFromFloats(0, 0, 0);
  97651. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  97652. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  97653. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  97654. var transform = object.computeWorldMatrix(true);
  97655. // convert rawVerts to object space
  97656. var temp = new Array();
  97657. var index;
  97658. for (index = 0; index < rawVerts.length; index += 3) {
  97659. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  97660. }
  97661. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  97662. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  97663. //now set back the transformation!
  97664. object.position.copyFrom(oldPosition);
  97665. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  97666. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  97667. break;
  97668. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  97669. var oldPosition2 = object.position.clone();
  97670. var oldRotation2 = object.rotation && object.rotation.clone();
  97671. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  97672. object.position.copyFromFloats(0, 0, 0);
  97673. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  97674. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  97675. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  97676. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  97677. returnValue = this._createHeightmap(object);
  97678. object.position.copyFrom(oldPosition2);
  97679. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  97680. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  97681. object.computeWorldMatrix(true);
  97682. break;
  97683. case BABYLON.PhysicsImpostor.ParticleImpostor:
  97684. returnValue = new this.BJSCANNON.Particle();
  97685. break;
  97686. }
  97687. return returnValue;
  97688. };
  97689. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  97690. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  97691. var transform = object.computeWorldMatrix(true);
  97692. // convert rawVerts to object space
  97693. var temp = new Array();
  97694. var index;
  97695. for (index = 0; index < pos.length; index += 3) {
  97696. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  97697. }
  97698. pos = temp;
  97699. var matrix = new Array();
  97700. //For now pointDepth will not be used and will be automatically calculated.
  97701. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  97702. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  97703. var boundingInfo = object.getBoundingInfo();
  97704. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  97705. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  97706. var elementSize = dim * 2 / arraySize;
  97707. for (var i = 0; i < pos.length; i = i + 3) {
  97708. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  97709. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  97710. var y = -pos[i + 2] + minY;
  97711. if (!matrix[x]) {
  97712. matrix[x] = [];
  97713. }
  97714. if (!matrix[x][z]) {
  97715. matrix[x][z] = y;
  97716. }
  97717. matrix[x][z] = Math.max(y, matrix[x][z]);
  97718. }
  97719. for (var x = 0; x <= arraySize; ++x) {
  97720. if (!matrix[x]) {
  97721. var loc = 1;
  97722. while (!matrix[(x + loc) % arraySize]) {
  97723. loc++;
  97724. }
  97725. matrix[x] = matrix[(x + loc) % arraySize].slice();
  97726. //console.log("missing x", x);
  97727. }
  97728. for (var z = 0; z <= arraySize; ++z) {
  97729. if (!matrix[x][z]) {
  97730. var loc = 1;
  97731. var newValue;
  97732. while (newValue === undefined) {
  97733. newValue = matrix[x][(z + loc++) % arraySize];
  97734. }
  97735. matrix[x][z] = newValue;
  97736. }
  97737. }
  97738. }
  97739. var shape = new this.BJSCANNON.Heightfield(matrix, {
  97740. elementSize: elementSize
  97741. });
  97742. //For future reference, needed for body transformation
  97743. shape.minY = minY;
  97744. return shape;
  97745. };
  97746. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  97747. var object = impostor.object;
  97748. //make sure it is updated...
  97749. object.computeWorldMatrix && object.computeWorldMatrix(true);
  97750. // The delta between the mesh position and the mesh bounding box center
  97751. var bInfo = object.getBoundingInfo();
  97752. if (!bInfo) {
  97753. return;
  97754. }
  97755. var center = impostor.getObjectCenter();
  97756. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  97757. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  97758. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  97759. this._tmpPosition.copyFrom(center);
  97760. var quaternion = object.rotationQuaternion;
  97761. if (!quaternion) {
  97762. return;
  97763. }
  97764. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  97765. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  97766. //-90 DEG in X, precalculated
  97767. quaternion = quaternion.multiply(this._minus90X);
  97768. //Invert! (Precalculated, 90 deg in X)
  97769. //No need to clone. this will never change.
  97770. impostor.setDeltaRotation(this._plus90X);
  97771. }
  97772. //If it is a heightfield, if should be centered.
  97773. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  97774. var mesh = object;
  97775. var boundingInfo = mesh.getBoundingInfo();
  97776. //calculate the correct body position:
  97777. var rotationQuaternion = mesh.rotationQuaternion;
  97778. mesh.rotationQuaternion = this._tmpUnityRotation;
  97779. mesh.computeWorldMatrix(true);
  97780. //get original center with no rotation
  97781. var c = center.clone();
  97782. var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0);
  97783. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  97784. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  97785. mesh.setPreTransformMatrix(p);
  97786. mesh.computeWorldMatrix(true);
  97787. //calculate the translation
  97788. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  97789. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  97790. //add it inverted to the delta
  97791. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  97792. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  97793. //rotation is back
  97794. mesh.rotationQuaternion = rotationQuaternion;
  97795. mesh.setPreTransformMatrix(oldPivot);
  97796. mesh.computeWorldMatrix(true);
  97797. }
  97798. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  97799. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  97800. //this._tmpPosition.copyFrom(object.position);
  97801. }
  97802. impostor.setDeltaPosition(this._tmpDeltaPosition);
  97803. //Now update the impostor object
  97804. impostor.physicsBody.position.copy(this._tmpPosition);
  97805. impostor.physicsBody.quaternion.copy(quaternion);
  97806. };
  97807. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  97808. impostor.object.position.copyFrom(impostor.physicsBody.position);
  97809. if (impostor.object.rotationQuaternion) {
  97810. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  97811. }
  97812. };
  97813. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  97814. impostor.physicsBody.position.copy(newPosition);
  97815. impostor.physicsBody.quaternion.copy(newRotation);
  97816. };
  97817. CannonJSPlugin.prototype.isSupported = function () {
  97818. return this.BJSCANNON !== undefined;
  97819. };
  97820. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  97821. impostor.physicsBody.velocity.copy(velocity);
  97822. };
  97823. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  97824. impostor.physicsBody.angularVelocity.copy(velocity);
  97825. };
  97826. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  97827. var v = impostor.physicsBody.velocity;
  97828. if (!v) {
  97829. return null;
  97830. }
  97831. return new BABYLON.Vector3(v.x, v.y, v.z);
  97832. };
  97833. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  97834. var v = impostor.physicsBody.angularVelocity;
  97835. if (!v) {
  97836. return null;
  97837. }
  97838. return new BABYLON.Vector3(v.x, v.y, v.z);
  97839. };
  97840. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  97841. impostor.physicsBody.mass = mass;
  97842. impostor.physicsBody.updateMassProperties();
  97843. };
  97844. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  97845. return impostor.physicsBody.mass;
  97846. };
  97847. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  97848. return impostor.physicsBody.material.friction;
  97849. };
  97850. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  97851. impostor.physicsBody.material.friction = friction;
  97852. };
  97853. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  97854. return impostor.physicsBody.material.restitution;
  97855. };
  97856. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  97857. impostor.physicsBody.material.restitution = restitution;
  97858. };
  97859. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  97860. impostor.physicsBody.sleep();
  97861. };
  97862. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  97863. impostor.physicsBody.wakeUp();
  97864. };
  97865. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  97866. joint.physicsJoint.distance = maxDistance;
  97867. };
  97868. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  97869. // if (!motorIndex) {
  97870. // joint.physicsJoint.enableMotor();
  97871. // }
  97872. // }
  97873. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  97874. // if (!motorIndex) {
  97875. // joint.physicsJoint.disableMotor();
  97876. // }
  97877. // }
  97878. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  97879. if (!motorIndex) {
  97880. joint.physicsJoint.enableMotor();
  97881. joint.physicsJoint.setMotorSpeed(speed);
  97882. if (maxForce) {
  97883. this.setLimit(joint, maxForce);
  97884. }
  97885. }
  97886. };
  97887. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  97888. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  97889. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  97890. };
  97891. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  97892. var body = impostor.physicsBody;
  97893. mesh.position.x = body.position.x;
  97894. mesh.position.y = body.position.y;
  97895. mesh.position.z = body.position.z;
  97896. if (mesh.rotationQuaternion) {
  97897. mesh.rotationQuaternion.x = body.quaternion.x;
  97898. mesh.rotationQuaternion.y = body.quaternion.y;
  97899. mesh.rotationQuaternion.z = body.quaternion.z;
  97900. mesh.rotationQuaternion.w = body.quaternion.w;
  97901. }
  97902. };
  97903. CannonJSPlugin.prototype.getRadius = function (impostor) {
  97904. var shape = impostor.physicsBody.shapes[0];
  97905. return shape.boundingSphereRadius;
  97906. };
  97907. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  97908. var shape = impostor.physicsBody.shapes[0];
  97909. result.x = shape.halfExtents.x * 2;
  97910. result.y = shape.halfExtents.y * 2;
  97911. result.z = shape.halfExtents.z * 2;
  97912. };
  97913. CannonJSPlugin.prototype.dispose = function () {
  97914. };
  97915. CannonJSPlugin.prototype._extendNamespace = function () {
  97916. //this will force cannon to execute at least one step when using interpolation
  97917. var step_tmp1 = new this.BJSCANNON.Vec3();
  97918. var Engine = this.BJSCANNON;
  97919. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  97920. maxSubSteps = maxSubSteps || 10;
  97921. timeSinceLastCalled = timeSinceLastCalled || 0;
  97922. if (timeSinceLastCalled === 0) {
  97923. this.internalStep(dt);
  97924. this.time += dt;
  97925. }
  97926. else {
  97927. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  97928. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  97929. var t0 = performance.now();
  97930. for (var i = 0; i !== internalSteps; i++) {
  97931. this.internalStep(dt);
  97932. if (performance.now() - t0 > dt * 1000) {
  97933. break;
  97934. }
  97935. }
  97936. this.time += timeSinceLastCalled;
  97937. var h = this.time % dt;
  97938. var h_div_dt = h / dt;
  97939. var interpvelo = step_tmp1;
  97940. var bodies = this.bodies;
  97941. for (var j = 0; j !== bodies.length; j++) {
  97942. var b = bodies[j];
  97943. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  97944. b.position.vsub(b.previousPosition, interpvelo);
  97945. interpvelo.scale(h_div_dt, interpvelo);
  97946. b.position.vadd(interpvelo, b.interpolatedPosition);
  97947. }
  97948. else {
  97949. b.interpolatedPosition.copy(b.position);
  97950. b.interpolatedQuaternion.copy(b.quaternion);
  97951. }
  97952. }
  97953. }
  97954. };
  97955. };
  97956. return CannonJSPlugin;
  97957. }());
  97958. BABYLON.CannonJSPlugin = CannonJSPlugin;
  97959. })(BABYLON || (BABYLON = {}));
  97960. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  97961. var BABYLON;
  97962. (function (BABYLON) {
  97963. /** @hidden */
  97964. var OimoJSPlugin = /** @class */ (function () {
  97965. function OimoJSPlugin(iterations) {
  97966. this.name = "OimoJSPlugin";
  97967. this._tmpImpostorsArray = [];
  97968. this._tmpPositionVector = BABYLON.Vector3.Zero();
  97969. this.BJSOIMO = OIMO;
  97970. this.world = new this.BJSOIMO.World({
  97971. iterations: iterations
  97972. });
  97973. this.world.clear();
  97974. }
  97975. OimoJSPlugin.prototype.setGravity = function (gravity) {
  97976. this.world.gravity.copy(gravity);
  97977. };
  97978. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  97979. this.world.timeStep = timeStep;
  97980. };
  97981. OimoJSPlugin.prototype.getTimeStep = function () {
  97982. return this.world.timeStep;
  97983. };
  97984. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  97985. var _this = this;
  97986. impostors.forEach(function (impostor) {
  97987. impostor.beforeStep();
  97988. });
  97989. this.world.step();
  97990. impostors.forEach(function (impostor) {
  97991. impostor.afterStep();
  97992. //update the ordered impostors array
  97993. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  97994. });
  97995. //check for collisions
  97996. var contact = this.world.contacts;
  97997. while (contact !== null) {
  97998. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  97999. contact = contact.next;
  98000. continue;
  98001. }
  98002. //is this body colliding with any other? get the impostor
  98003. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98004. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98005. if (!mainImpostor || !collidingImpostor) {
  98006. contact = contact.next;
  98007. continue;
  98008. }
  98009. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98010. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98011. contact = contact.next;
  98012. }
  98013. };
  98014. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98015. var mass = impostor.physicsBody.mass;
  98016. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98017. };
  98018. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98019. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98020. this.applyImpulse(impostor, force, contactPoint);
  98021. };
  98022. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98023. var _this = this;
  98024. //parent-child relationship. Does this impostor has a parent impostor?
  98025. if (impostor.parent) {
  98026. if (impostor.physicsBody) {
  98027. this.removePhysicsBody(impostor);
  98028. //TODO is that needed?
  98029. impostor.forceUpdate();
  98030. }
  98031. return;
  98032. }
  98033. if (impostor.isBodyInitRequired()) {
  98034. var bodyConfig = {
  98035. name: impostor.uniqueId,
  98036. //Oimo must have mass, also for static objects.
  98037. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98038. size: [],
  98039. type: [],
  98040. pos: [],
  98041. posShape: [],
  98042. rot: [],
  98043. rotShape: [],
  98044. move: impostor.getParam("mass") !== 0,
  98045. density: impostor.getParam("mass"),
  98046. friction: impostor.getParam("friction"),
  98047. restitution: impostor.getParam("restitution"),
  98048. //Supporting older versions of Oimo
  98049. world: this.world
  98050. };
  98051. var impostors = [impostor];
  98052. var addToArray = function (parent) {
  98053. if (!parent.getChildMeshes) {
  98054. return;
  98055. }
  98056. parent.getChildMeshes().forEach(function (m) {
  98057. if (m.physicsImpostor) {
  98058. impostors.push(m.physicsImpostor);
  98059. //m.physicsImpostor._init();
  98060. }
  98061. });
  98062. };
  98063. addToArray(impostor.object);
  98064. var checkWithEpsilon_1 = function (value) {
  98065. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98066. };
  98067. var globalQuaternion_1 = new BABYLON.Quaternion();
  98068. impostors.forEach(function (i) {
  98069. if (!i.object.rotationQuaternion) {
  98070. return;
  98071. }
  98072. //get the correct bounding box
  98073. var oldQuaternion = i.object.rotationQuaternion;
  98074. globalQuaternion_1 = oldQuaternion.clone();
  98075. var rot = oldQuaternion.toEulerAngles();
  98076. var extendSize = i.getObjectExtendSize();
  98077. var radToDeg = 57.295779513082320876;
  98078. if (i === impostor) {
  98079. var center = impostor.getObjectCenter();
  98080. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  98081. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  98082. //Can also use Array.prototype.push.apply
  98083. bodyConfig.pos.push(center.x);
  98084. bodyConfig.pos.push(center.y);
  98085. bodyConfig.pos.push(center.z);
  98086. bodyConfig.posShape.push(0, 0, 0);
  98087. //tmp solution
  98088. bodyConfig.rot.push(0);
  98089. bodyConfig.rot.push(0);
  98090. bodyConfig.rot.push(0);
  98091. bodyConfig.rotShape.push(0, 0, 0);
  98092. }
  98093. else {
  98094. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  98095. bodyConfig.posShape.push(localPosition.x);
  98096. bodyConfig.posShape.push(localPosition.y);
  98097. bodyConfig.posShape.push(localPosition.z);
  98098. bodyConfig.pos.push(0, 0, 0);
  98099. //tmp solution until https://github.com/lo-th/OIMO.js/pull/37 is merged
  98100. bodyConfig.rot.push(0);
  98101. bodyConfig.rot.push(0);
  98102. bodyConfig.rot.push(0);
  98103. bodyConfig.rotShape.push(rot.x * radToDeg);
  98104. bodyConfig.rotShape.push(rot.y * radToDeg);
  98105. bodyConfig.rotShape.push(rot.z * radToDeg);
  98106. }
  98107. // register mesh
  98108. switch (i.type) {
  98109. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98110. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  98111. case BABYLON.PhysicsImpostor.SphereImpostor:
  98112. var radiusX = extendSize.x;
  98113. var radiusY = extendSize.y;
  98114. var radiusZ = extendSize.z;
  98115. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  98116. bodyConfig.type.push('sphere');
  98117. //due to the way oimo works with compounds, add 3 times
  98118. bodyConfig.size.push(size);
  98119. bodyConfig.size.push(size);
  98120. bodyConfig.size.push(size);
  98121. break;
  98122. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98123. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  98124. var sizeY = checkWithEpsilon_1(extendSize.y);
  98125. bodyConfig.type.push('cylinder');
  98126. bodyConfig.size.push(sizeX);
  98127. bodyConfig.size.push(sizeY);
  98128. //due to the way oimo works with compounds, add one more value.
  98129. bodyConfig.size.push(sizeY);
  98130. break;
  98131. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98132. case BABYLON.PhysicsImpostor.BoxImpostor:
  98133. default:
  98134. var sizeX = checkWithEpsilon_1(extendSize.x);
  98135. var sizeY = checkWithEpsilon_1(extendSize.y);
  98136. var sizeZ = checkWithEpsilon_1(extendSize.z);
  98137. bodyConfig.type.push('box');
  98138. //if (i === impostor) {
  98139. bodyConfig.size.push(sizeX);
  98140. bodyConfig.size.push(sizeY);
  98141. bodyConfig.size.push(sizeZ);
  98142. //} else {
  98143. // bodyConfig.size.push(0,0,0);
  98144. //}
  98145. break;
  98146. }
  98147. //actually not needed, but hey...
  98148. i.object.rotationQuaternion = oldQuaternion;
  98149. });
  98150. impostor.physicsBody = this.world.add(bodyConfig);
  98151. // set the quaternion, ignoring the previously defined (euler) rotation
  98152. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  98153. // update with delta 0, so the body will reveive the new rotation.
  98154. impostor.physicsBody.updatePosition(0);
  98155. }
  98156. else {
  98157. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  98158. }
  98159. impostor.setDeltaPosition(this._tmpPositionVector);
  98160. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  98161. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  98162. };
  98163. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98164. //impostor.physicsBody.dispose();
  98165. //Same as : (older oimo versions)
  98166. this.world.removeRigidBody(impostor.physicsBody);
  98167. };
  98168. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98169. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98170. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98171. if (!mainBody || !connectedBody) {
  98172. return;
  98173. }
  98174. var jointData = impostorJoint.joint.jointData;
  98175. var options = jointData.nativeParams || {};
  98176. var type;
  98177. var nativeJointData = {
  98178. body1: mainBody,
  98179. body2: connectedBody,
  98180. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  98181. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  98182. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  98183. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  98184. min: options.min,
  98185. max: options.max,
  98186. collision: options.collision || jointData.collision,
  98187. spring: options.spring,
  98188. //supporting older version of Oimo
  98189. world: this.world
  98190. };
  98191. switch (impostorJoint.joint.type) {
  98192. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98193. type = "jointBall";
  98194. break;
  98195. case BABYLON.PhysicsJoint.SpringJoint:
  98196. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  98197. var springData = jointData;
  98198. nativeJointData.min = springData.length || nativeJointData.min;
  98199. //Max should also be set, just make sure it is at least min
  98200. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  98201. case BABYLON.PhysicsJoint.DistanceJoint:
  98202. type = "jointDistance";
  98203. nativeJointData.max = jointData.maxDistance;
  98204. break;
  98205. case BABYLON.PhysicsJoint.PrismaticJoint:
  98206. type = "jointPrisme";
  98207. break;
  98208. case BABYLON.PhysicsJoint.SliderJoint:
  98209. type = "jointSlide";
  98210. break;
  98211. case BABYLON.PhysicsJoint.WheelJoint:
  98212. type = "jointWheel";
  98213. break;
  98214. case BABYLON.PhysicsJoint.HingeJoint:
  98215. default:
  98216. type = "jointHinge";
  98217. break;
  98218. }
  98219. nativeJointData.type = type;
  98220. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  98221. };
  98222. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98223. //Bug in Oimo prevents us from disposing a joint in the playground
  98224. //joint.joint.physicsJoint.dispose();
  98225. //So we will bruteforce it!
  98226. try {
  98227. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  98228. }
  98229. catch (e) {
  98230. BABYLON.Tools.Warn(e);
  98231. }
  98232. };
  98233. OimoJSPlugin.prototype.isSupported = function () {
  98234. return this.BJSOIMO !== undefined;
  98235. };
  98236. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98237. if (!impostor.physicsBody.sleeping) {
  98238. //TODO check that
  98239. /*if (impostor.physicsBody.shapes.next) {
  98240. var parentShape = this._getLastShape(impostor.physicsBody);
  98241. impostor.object.position.copyFrom(parentShape.position);
  98242. console.log(parentShape.position);
  98243. } else {*/
  98244. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  98245. //}
  98246. if (impostor.object.rotationQuaternion) {
  98247. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  98248. }
  98249. }
  98250. };
  98251. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98252. var body = impostor.physicsBody;
  98253. body.position.copy(newPosition);
  98254. body.orientation.copy(newRotation);
  98255. body.syncShapes();
  98256. body.awake();
  98257. };
  98258. /*private _getLastShape(body: any): any {
  98259. var lastShape = body.shapes;
  98260. while (lastShape.next) {
  98261. lastShape = lastShape.next;
  98262. }
  98263. return lastShape;
  98264. }*/
  98265. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98266. impostor.physicsBody.linearVelocity.copy(velocity);
  98267. };
  98268. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98269. impostor.physicsBody.angularVelocity.copy(velocity);
  98270. };
  98271. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98272. var v = impostor.physicsBody.linearVelocity;
  98273. if (!v) {
  98274. return null;
  98275. }
  98276. return new BABYLON.Vector3(v.x, v.y, v.z);
  98277. };
  98278. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98279. var v = impostor.physicsBody.angularVelocity;
  98280. if (!v) {
  98281. return null;
  98282. }
  98283. return new BABYLON.Vector3(v.x, v.y, v.z);
  98284. };
  98285. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98286. var staticBody = mass === 0;
  98287. //this will actually set the body's density and not its mass.
  98288. //But this is how oimo treats the mass variable.
  98289. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  98290. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  98291. };
  98292. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  98293. return impostor.physicsBody.shapes.density;
  98294. };
  98295. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  98296. return impostor.physicsBody.shapes.friction;
  98297. };
  98298. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98299. impostor.physicsBody.shapes.friction = friction;
  98300. };
  98301. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98302. return impostor.physicsBody.shapes.restitution;
  98303. };
  98304. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98305. impostor.physicsBody.shapes.restitution = restitution;
  98306. };
  98307. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  98308. impostor.physicsBody.sleep();
  98309. };
  98310. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  98311. impostor.physicsBody.awake();
  98312. };
  98313. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98314. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  98315. if (minDistance !== void 0) {
  98316. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  98317. }
  98318. };
  98319. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98320. //TODO separate rotational and transational motors.
  98321. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98322. if (motor) {
  98323. motor.setMotor(speed, maxForce);
  98324. }
  98325. };
  98326. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  98327. //TODO separate rotational and transational motors.
  98328. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98329. if (motor) {
  98330. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  98331. }
  98332. };
  98333. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98334. var body = impostor.physicsBody;
  98335. mesh.position.x = body.position.x;
  98336. mesh.position.y = body.position.y;
  98337. mesh.position.z = body.position.z;
  98338. if (mesh.rotationQuaternion) {
  98339. mesh.rotationQuaternion.x = body.orientation.x;
  98340. mesh.rotationQuaternion.y = body.orientation.y;
  98341. mesh.rotationQuaternion.z = body.orientation.z;
  98342. mesh.rotationQuaternion.w = body.orientation.s;
  98343. }
  98344. };
  98345. OimoJSPlugin.prototype.getRadius = function (impostor) {
  98346. return impostor.physicsBody.shapes.radius;
  98347. };
  98348. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98349. var shape = impostor.physicsBody.shapes;
  98350. result.x = shape.halfWidth * 2;
  98351. result.y = shape.halfHeight * 2;
  98352. result.z = shape.halfDepth * 2;
  98353. };
  98354. OimoJSPlugin.prototype.dispose = function () {
  98355. this.world.clear();
  98356. };
  98357. return OimoJSPlugin;
  98358. }());
  98359. BABYLON.OimoJSPlugin = OimoJSPlugin;
  98360. })(BABYLON || (BABYLON = {}));
  98361. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  98362. var BABYLON;
  98363. (function (BABYLON) {
  98364. /**
  98365. * Gets the current physics engine
  98366. * @returns a IPhysicsEngine or null if none attached
  98367. */
  98368. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  98369. return this._physicsEngine;
  98370. };
  98371. /**
  98372. * Enables physics to the current scene
  98373. * @param gravity defines the scene's gravity for the physics engine
  98374. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  98375. * @return a boolean indicating if the physics engine was initialized
  98376. */
  98377. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  98378. if (gravity === void 0) { gravity = null; }
  98379. if (this._physicsEngine) {
  98380. return true;
  98381. }
  98382. // Register the component to the scene
  98383. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  98384. if (!component) {
  98385. component = new PhysicsEngineSceneComponent(this);
  98386. this._addComponent(component);
  98387. }
  98388. try {
  98389. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  98390. return true;
  98391. }
  98392. catch (e) {
  98393. BABYLON.Tools.Error(e.message);
  98394. return false;
  98395. }
  98396. };
  98397. /**
  98398. * Disables and disposes the physics engine associated with the scene
  98399. */
  98400. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  98401. if (!this._physicsEngine) {
  98402. return;
  98403. }
  98404. this._physicsEngine.dispose();
  98405. this._physicsEngine = null;
  98406. };
  98407. /**
  98408. * Gets a boolean indicating if there is an active physics engine
  98409. * @returns a boolean indicating if there is an active physics engine
  98410. */
  98411. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  98412. return this._physicsEngine !== undefined;
  98413. };
  98414. /**
  98415. * Deletes a physics compound impostor
  98416. * @param compound defines the compound to delete
  98417. */
  98418. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  98419. var mesh = compound.parts[0].mesh;
  98420. if (mesh.physicsImpostor) {
  98421. mesh.physicsImpostor.dispose( /*true*/);
  98422. mesh.physicsImpostor = null;
  98423. }
  98424. };
  98425. /** @hidden */
  98426. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  98427. if (this._physicsEngine) {
  98428. this.onBeforePhysicsObservable.notifyObservers(this);
  98429. this._physicsEngine._step(step / 1000);
  98430. this.onAfterPhysicsObservable.notifyObservers(this);
  98431. }
  98432. };
  98433. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  98434. get: function () {
  98435. return this._physicsImpostor;
  98436. },
  98437. set: function (value) {
  98438. var _this = this;
  98439. if (this._physicsImpostor === value) {
  98440. return;
  98441. }
  98442. if (this._disposePhysicsObserver) {
  98443. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  98444. }
  98445. this._physicsImpostor = value;
  98446. if (value) {
  98447. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  98448. // Physics
  98449. if (_this.physicsImpostor) {
  98450. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  98451. _this.physicsImpostor = null;
  98452. }
  98453. });
  98454. }
  98455. },
  98456. enumerable: true,
  98457. configurable: true
  98458. });
  98459. /**
  98460. * Gets the current physics impostor
  98461. * @see http://doc.babylonjs.com/features/physics_engine
  98462. * @returns a physics impostor or null
  98463. */
  98464. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  98465. return this.physicsImpostor;
  98466. };
  98467. /**
  98468. * Apply a physic impulse to the mesh
  98469. * @param force defines the force to apply
  98470. * @param contactPoint defines where to apply the force
  98471. * @returns the current mesh
  98472. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  98473. */
  98474. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  98475. if (!this.physicsImpostor) {
  98476. return this;
  98477. }
  98478. this.physicsImpostor.applyImpulse(force, contactPoint);
  98479. return this;
  98480. };
  98481. /**
  98482. * Creates a physic joint between two meshes
  98483. * @param otherMesh defines the other mesh to use
  98484. * @param pivot1 defines the pivot to use on this mesh
  98485. * @param pivot2 defines the pivot to use on the other mesh
  98486. * @param options defines additional options (can be plugin dependent)
  98487. * @returns the current mesh
  98488. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  98489. */
  98490. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  98491. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  98492. return this;
  98493. }
  98494. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  98495. mainPivot: pivot1,
  98496. connectedPivot: pivot2,
  98497. nativeParams: options
  98498. });
  98499. return this;
  98500. };
  98501. /**
  98502. * Defines the physics engine scene component responsible to manage a physics engine
  98503. */
  98504. var PhysicsEngineSceneComponent = /** @class */ (function () {
  98505. /**
  98506. * Creates a new instance of the component for the given scene
  98507. * @param scene Defines the scene to register the component in
  98508. */
  98509. function PhysicsEngineSceneComponent(scene) {
  98510. var _this = this;
  98511. /**
  98512. * The component name helpful to identify the component in the list of scene components.
  98513. */
  98514. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  98515. this.scene = scene;
  98516. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  98517. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  98518. // Replace the function used to get the deterministic frame time
  98519. this.scene.getDeterministicFrameTime = function () {
  98520. if (_this.scene._physicsEngine) {
  98521. return _this.scene._physicsEngine.getTimeStep() * 1000;
  98522. }
  98523. return 1000.0 / 60.0;
  98524. };
  98525. }
  98526. /**
  98527. * Registers the component in a given scene
  98528. */
  98529. PhysicsEngineSceneComponent.prototype.register = function () {
  98530. };
  98531. /**
  98532. * Rebuilds the elements related to this component in case of
  98533. * context lost for instance.
  98534. */
  98535. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  98536. // Nothing to do for this component
  98537. };
  98538. /**
  98539. * Disposes the component and the associated ressources
  98540. */
  98541. PhysicsEngineSceneComponent.prototype.dispose = function () {
  98542. this.scene.onBeforePhysicsObservable.clear();
  98543. this.scene.onAfterPhysicsObservable.clear();
  98544. if (this.scene._physicsEngine) {
  98545. this.scene.disablePhysicsEngine();
  98546. }
  98547. };
  98548. return PhysicsEngineSceneComponent;
  98549. }());
  98550. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  98551. })(BABYLON || (BABYLON = {}));
  98552. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  98553. var BABYLON;
  98554. (function (BABYLON) {
  98555. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  98556. // All values and structures referenced from:
  98557. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  98558. var DDS_MAGIC = 0x20534444;
  98559. var
  98560. //DDSD_CAPS = 0x1,
  98561. //DDSD_HEIGHT = 0x2,
  98562. //DDSD_WIDTH = 0x4,
  98563. //DDSD_PITCH = 0x8,
  98564. //DDSD_PIXELFORMAT = 0x1000,
  98565. DDSD_MIPMAPCOUNT = 0x20000;
  98566. //DDSD_LINEARSIZE = 0x80000,
  98567. //DDSD_DEPTH = 0x800000;
  98568. // var DDSCAPS_COMPLEX = 0x8,
  98569. // DDSCAPS_MIPMAP = 0x400000,
  98570. // DDSCAPS_TEXTURE = 0x1000;
  98571. var DDSCAPS2_CUBEMAP = 0x200;
  98572. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  98573. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  98574. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  98575. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  98576. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  98577. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  98578. // DDSCAPS2_VOLUME = 0x200000;
  98579. var
  98580. //DDPF_ALPHAPIXELS = 0x1,
  98581. //DDPF_ALPHA = 0x2,
  98582. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  98583. //DDPF_YUV = 0x200,
  98584. DDPF_LUMINANCE = 0x20000;
  98585. function FourCCToInt32(value) {
  98586. return value.charCodeAt(0) +
  98587. (value.charCodeAt(1) << 8) +
  98588. (value.charCodeAt(2) << 16) +
  98589. (value.charCodeAt(3) << 24);
  98590. }
  98591. function Int32ToFourCC(value) {
  98592. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  98593. }
  98594. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  98595. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  98596. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  98597. var FOURCC_DX10 = FourCCToInt32("DX10");
  98598. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  98599. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  98600. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  98601. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  98602. var headerLengthInt = 31; // The header length in 32 bit ints
  98603. // Offsets into the header array
  98604. var off_magic = 0;
  98605. var off_size = 1;
  98606. var off_flags = 2;
  98607. var off_height = 3;
  98608. var off_width = 4;
  98609. var off_mipmapCount = 7;
  98610. var off_pfFlags = 20;
  98611. var off_pfFourCC = 21;
  98612. var off_RGBbpp = 22;
  98613. var off_RMask = 23;
  98614. var off_GMask = 24;
  98615. var off_BMask = 25;
  98616. var off_AMask = 26;
  98617. // var off_caps1 = 27;
  98618. var off_caps2 = 28;
  98619. // var off_caps3 = 29;
  98620. // var off_caps4 = 30;
  98621. var off_dxgiFormat = 32;
  98622. /**
  98623. * Class used to provide DDS decompression tools
  98624. */
  98625. var DDSTools = /** @class */ (function () {
  98626. function DDSTools() {
  98627. }
  98628. /**
  98629. * Gets DDS information from an array buffer
  98630. * @param arrayBuffer defines the array buffer to read data from
  98631. * @returns the DDS information
  98632. */
  98633. DDSTools.GetDDSInfo = function (arrayBuffer) {
  98634. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  98635. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  98636. var mipmapCount = 1;
  98637. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  98638. mipmapCount = Math.max(1, header[off_mipmapCount]);
  98639. }
  98640. var fourCC = header[off_pfFourCC];
  98641. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  98642. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  98643. switch (fourCC) {
  98644. case FOURCC_D3DFMT_R16G16B16A16F:
  98645. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  98646. break;
  98647. case FOURCC_D3DFMT_R32G32B32A32F:
  98648. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  98649. break;
  98650. case FOURCC_DX10:
  98651. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  98652. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  98653. break;
  98654. }
  98655. }
  98656. return {
  98657. width: header[off_width],
  98658. height: header[off_height],
  98659. mipmapCount: mipmapCount,
  98660. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  98661. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  98662. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  98663. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  98664. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  98665. dxgiFormat: dxgiFormat,
  98666. textureType: textureType
  98667. };
  98668. };
  98669. DDSTools._ToHalfFloat = function (value) {
  98670. if (!DDSTools._FloatView) {
  98671. DDSTools._FloatView = new Float32Array(1);
  98672. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  98673. }
  98674. DDSTools._FloatView[0] = value;
  98675. var x = DDSTools._Int32View[0];
  98676. var bits = (x >> 16) & 0x8000; /* Get the sign */
  98677. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  98678. var e = (x >> 23) & 0xff; /* Using int is faster here */
  98679. /* If zero, or denormal, or exponent underflows too much for a denormal
  98680. * half, return signed zero. */
  98681. if (e < 103) {
  98682. return bits;
  98683. }
  98684. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  98685. if (e > 142) {
  98686. bits |= 0x7c00;
  98687. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  98688. * not Inf, so make sure we set one mantissa bit too. */
  98689. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  98690. return bits;
  98691. }
  98692. /* If exponent underflows but not too much, return a denormal */
  98693. if (e < 113) {
  98694. m |= 0x0800;
  98695. /* Extra rounding may overflow and set mantissa to 0 and exponent
  98696. * to 1, which is OK. */
  98697. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  98698. return bits;
  98699. }
  98700. bits |= ((e - 112) << 10) | (m >> 1);
  98701. bits += m & 1;
  98702. return bits;
  98703. };
  98704. DDSTools._FromHalfFloat = function (value) {
  98705. var s = (value & 0x8000) >> 15;
  98706. var e = (value & 0x7C00) >> 10;
  98707. var f = value & 0x03FF;
  98708. if (e === 0) {
  98709. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  98710. }
  98711. else if (e == 0x1F) {
  98712. return f ? NaN : ((s ? -1 : 1) * Infinity);
  98713. }
  98714. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  98715. };
  98716. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98717. var destArray = new Float32Array(dataLength);
  98718. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98719. var index = 0;
  98720. for (var y = 0; y < height; y++) {
  98721. for (var x = 0; x < width; x++) {
  98722. var srcPos = (x + y * width) * 4;
  98723. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  98724. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  98725. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  98726. if (DDSTools.StoreLODInAlphaChannel) {
  98727. destArray[index + 3] = lod;
  98728. }
  98729. else {
  98730. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  98731. }
  98732. index += 4;
  98733. }
  98734. }
  98735. return destArray;
  98736. };
  98737. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98738. if (DDSTools.StoreLODInAlphaChannel) {
  98739. var destArray = new Uint16Array(dataLength);
  98740. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98741. var index = 0;
  98742. for (var y = 0; y < height; y++) {
  98743. for (var x = 0; x < width; x++) {
  98744. var srcPos = (x + y * width) * 4;
  98745. destArray[index] = srcData[srcPos];
  98746. destArray[index + 1] = srcData[srcPos + 1];
  98747. destArray[index + 2] = srcData[srcPos + 2];
  98748. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  98749. index += 4;
  98750. }
  98751. }
  98752. return destArray;
  98753. }
  98754. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  98755. };
  98756. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98757. if (DDSTools.StoreLODInAlphaChannel) {
  98758. var destArray = new Float32Array(dataLength);
  98759. var srcData = new Float32Array(arrayBuffer, dataOffset);
  98760. var index = 0;
  98761. for (var y = 0; y < height; y++) {
  98762. for (var x = 0; x < width; x++) {
  98763. var srcPos = (x + y * width) * 4;
  98764. destArray[index] = srcData[srcPos];
  98765. destArray[index + 1] = srcData[srcPos + 1];
  98766. destArray[index + 2] = srcData[srcPos + 2];
  98767. destArray[index + 3] = lod;
  98768. index += 4;
  98769. }
  98770. }
  98771. return destArray;
  98772. }
  98773. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  98774. };
  98775. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98776. var destArray = new Uint8Array(dataLength);
  98777. var srcData = new Float32Array(arrayBuffer, dataOffset);
  98778. var index = 0;
  98779. for (var y = 0; y < height; y++) {
  98780. for (var x = 0; x < width; x++) {
  98781. var srcPos = (x + y * width) * 4;
  98782. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  98783. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  98784. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  98785. if (DDSTools.StoreLODInAlphaChannel) {
  98786. destArray[index + 3] = lod;
  98787. }
  98788. else {
  98789. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  98790. }
  98791. index += 4;
  98792. }
  98793. }
  98794. return destArray;
  98795. };
  98796. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98797. var destArray = new Uint8Array(dataLength);
  98798. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98799. var index = 0;
  98800. for (var y = 0; y < height; y++) {
  98801. for (var x = 0; x < width; x++) {
  98802. var srcPos = (x + y * width) * 4;
  98803. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  98804. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  98805. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  98806. if (DDSTools.StoreLODInAlphaChannel) {
  98807. destArray[index + 3] = lod;
  98808. }
  98809. else {
  98810. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  98811. }
  98812. index += 4;
  98813. }
  98814. }
  98815. return destArray;
  98816. };
  98817. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  98818. var byteArray = new Uint8Array(dataLength);
  98819. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  98820. var index = 0;
  98821. for (var y = 0; y < height; y++) {
  98822. for (var x = 0; x < width; x++) {
  98823. var srcPos = (x + y * width) * 4;
  98824. byteArray[index] = srcData[srcPos + rOffset];
  98825. byteArray[index + 1] = srcData[srcPos + gOffset];
  98826. byteArray[index + 2] = srcData[srcPos + bOffset];
  98827. byteArray[index + 3] = srcData[srcPos + aOffset];
  98828. index += 4;
  98829. }
  98830. }
  98831. return byteArray;
  98832. };
  98833. DDSTools._ExtractLongWordOrder = function (value) {
  98834. if (value === 0 || value === 255 || value === -16777216) {
  98835. return 0;
  98836. }
  98837. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  98838. };
  98839. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  98840. var byteArray = new Uint8Array(dataLength);
  98841. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  98842. var index = 0;
  98843. for (var y = 0; y < height; y++) {
  98844. for (var x = 0; x < width; x++) {
  98845. var srcPos = (x + y * width) * 3;
  98846. byteArray[index] = srcData[srcPos + rOffset];
  98847. byteArray[index + 1] = srcData[srcPos + gOffset];
  98848. byteArray[index + 2] = srcData[srcPos + bOffset];
  98849. index += 3;
  98850. }
  98851. }
  98852. return byteArray;
  98853. };
  98854. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  98855. var byteArray = new Uint8Array(dataLength);
  98856. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  98857. var index = 0;
  98858. for (var y = 0; y < height; y++) {
  98859. for (var x = 0; x < width; x++) {
  98860. var srcPos = (x + y * width);
  98861. byteArray[index] = srcData[srcPos];
  98862. index++;
  98863. }
  98864. }
  98865. return byteArray;
  98866. };
  98867. /**
  98868. * Uploads DDS Levels to a Babylon Texture
  98869. * @hidden
  98870. */
  98871. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  98872. if (lodIndex === void 0) { lodIndex = -1; }
  98873. var sphericalPolynomialFaces = null;
  98874. if (info.sphericalPolynomial) {
  98875. sphericalPolynomialFaces = new Array();
  98876. }
  98877. var ext = engine.getCaps().s3tc;
  98878. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  98879. var fourCC, width, height, dataLength = 0, dataOffset;
  98880. var byteArray, mipmapCount, mip;
  98881. var internalCompressedFormat = 0;
  98882. var blockBytes = 1;
  98883. if (header[off_magic] !== DDS_MAGIC) {
  98884. BABYLON.Tools.Error("Invalid magic number in DDS header");
  98885. return;
  98886. }
  98887. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  98888. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  98889. return;
  98890. }
  98891. if (info.isCompressed && !ext) {
  98892. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  98893. return;
  98894. }
  98895. var bpp = header[off_RGBbpp];
  98896. dataOffset = header[off_size] + 4;
  98897. var computeFormats = false;
  98898. if (info.isFourCC) {
  98899. fourCC = header[off_pfFourCC];
  98900. switch (fourCC) {
  98901. case FOURCC_DXT1:
  98902. blockBytes = 8;
  98903. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  98904. break;
  98905. case FOURCC_DXT3:
  98906. blockBytes = 16;
  98907. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  98908. break;
  98909. case FOURCC_DXT5:
  98910. blockBytes = 16;
  98911. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  98912. break;
  98913. case FOURCC_D3DFMT_R16G16B16A16F:
  98914. computeFormats = true;
  98915. break;
  98916. case FOURCC_D3DFMT_R32G32B32A32F:
  98917. computeFormats = true;
  98918. break;
  98919. case FOURCC_DX10:
  98920. // There is an additionnal header so dataOffset need to be changed
  98921. dataOffset += 5 * 4; // 5 uints
  98922. var supported = false;
  98923. switch (info.dxgiFormat) {
  98924. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  98925. computeFormats = true;
  98926. supported = true;
  98927. break;
  98928. case DXGI_FORMAT_B8G8R8X8_UNORM:
  98929. info.isRGB = true;
  98930. info.isFourCC = false;
  98931. bpp = 32;
  98932. supported = true;
  98933. break;
  98934. }
  98935. if (supported) {
  98936. break;
  98937. }
  98938. default:
  98939. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  98940. return;
  98941. }
  98942. }
  98943. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  98944. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  98945. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  98946. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  98947. if (computeFormats) {
  98948. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  98949. }
  98950. mipmapCount = 1;
  98951. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  98952. mipmapCount = Math.max(1, header[off_mipmapCount]);
  98953. }
  98954. for (var face = 0; face < faces; face++) {
  98955. width = header[off_width];
  98956. height = header[off_height];
  98957. for (mip = 0; mip < mipmapCount; ++mip) {
  98958. if (lodIndex === -1 || lodIndex === mip) {
  98959. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  98960. var i = (lodIndex === -1) ? mip : 0;
  98961. if (!info.isCompressed && info.isFourCC) {
  98962. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  98963. dataLength = width * height * 4;
  98964. var floatArray = null;
  98965. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  98966. if (bpp === 128) {
  98967. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  98968. if (sphericalPolynomialFaces && i == 0) {
  98969. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  98970. }
  98971. }
  98972. else if (bpp === 64) {
  98973. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  98974. if (sphericalPolynomialFaces && i == 0) {
  98975. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  98976. }
  98977. }
  98978. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  98979. }
  98980. else {
  98981. if (bpp === 128) {
  98982. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  98983. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  98984. if (sphericalPolynomialFaces && i == 0) {
  98985. sphericalPolynomialFaces.push(floatArray);
  98986. }
  98987. }
  98988. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  98989. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  98990. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  98991. if (sphericalPolynomialFaces && i == 0) {
  98992. sphericalPolynomialFaces.push(floatArray);
  98993. }
  98994. }
  98995. else { // 64
  98996. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  98997. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  98998. if (sphericalPolynomialFaces && i == 0) {
  98999. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99000. }
  99001. }
  99002. }
  99003. if (floatArray) {
  99004. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99005. }
  99006. }
  99007. else if (info.isRGB) {
  99008. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99009. if (bpp === 24) {
  99010. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99011. dataLength = width * height * 3;
  99012. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99013. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99014. }
  99015. else { // 32
  99016. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99017. dataLength = width * height * 4;
  99018. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99019. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99020. }
  99021. }
  99022. else if (info.isLuminance) {
  99023. var unpackAlignment = engine._getUnpackAlignement();
  99024. var unpaddedRowSize = width;
  99025. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99026. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99027. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99028. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99029. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99030. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99031. }
  99032. else {
  99033. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99034. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99035. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99036. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99037. }
  99038. }
  99039. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99040. width *= 0.5;
  99041. height *= 0.5;
  99042. width = Math.max(1.0, width);
  99043. height = Math.max(1.0, height);
  99044. }
  99045. if (currentFace !== undefined) {
  99046. // Loading a single face
  99047. break;
  99048. }
  99049. }
  99050. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99051. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99052. size: header[off_width],
  99053. right: sphericalPolynomialFaces[0],
  99054. left: sphericalPolynomialFaces[1],
  99055. up: sphericalPolynomialFaces[2],
  99056. down: sphericalPolynomialFaces[3],
  99057. front: sphericalPolynomialFaces[4],
  99058. back: sphericalPolynomialFaces[5],
  99059. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99060. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99061. gammaSpace: false,
  99062. });
  99063. }
  99064. else {
  99065. info.sphericalPolynomial = undefined;
  99066. }
  99067. };
  99068. /**
  99069. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99070. */
  99071. DDSTools.StoreLODInAlphaChannel = false;
  99072. return DDSTools;
  99073. }());
  99074. BABYLON.DDSTools = DDSTools;
  99075. })(BABYLON || (BABYLON = {}));
  99076. //# sourceMappingURL=babylon.dds.js.map
  99077. var BABYLON;
  99078. (function (BABYLON) {
  99079. /**
  99080. * Implementation of the DDS Texture Loader.
  99081. */
  99082. var DDSTextureLoader = /** @class */ (function () {
  99083. function DDSTextureLoader() {
  99084. /**
  99085. * Defines wether the loader supports cascade loading the different faces.
  99086. */
  99087. this.supportCascades = true;
  99088. }
  99089. /**
  99090. * This returns if the loader support the current file information.
  99091. * @param extension defines the file extension of the file being loaded
  99092. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99093. * @param fallback defines the fallback internal texture if any
  99094. * @param isBase64 defines whether the texture is encoded as a base64
  99095. * @param isBuffer defines whether the texture data are stored as a buffer
  99096. * @returns true if the loader can load the specified file
  99097. */
  99098. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99099. return extension.indexOf(".dds") === 0;
  99100. };
  99101. /**
  99102. * Transform the url before loading if required.
  99103. * @param rootUrl the url of the texture
  99104. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99105. * @returns the transformed texture
  99106. */
  99107. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99108. return rootUrl;
  99109. };
  99110. /**
  99111. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99112. * @param rootUrl the url of the texture
  99113. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99114. * @returns the fallback texture
  99115. */
  99116. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99117. return null;
  99118. };
  99119. /**
  99120. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99121. * @param data contains the texture data
  99122. * @param texture defines the BabylonJS internal texture
  99123. * @param createPolynomials will be true if polynomials have been requested
  99124. * @param onLoad defines the callback to trigger once the texture is ready
  99125. * @param onError defines the callback to trigger in case of error
  99126. */
  99127. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  99128. var engine = texture.getEngine();
  99129. var info;
  99130. var loadMipmap = false;
  99131. if (Array.isArray(imgs)) {
  99132. for (var index = 0; index < imgs.length; index++) {
  99133. var data_1 = imgs[index];
  99134. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  99135. texture.width = info.width;
  99136. texture.height = info.height;
  99137. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99138. engine._unpackFlipY(info.isCompressed);
  99139. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  99140. if (!info.isFourCC && info.mipmapCount === 1) {
  99141. engine.generateMipMapsForCubemap(texture);
  99142. }
  99143. }
  99144. }
  99145. else {
  99146. var data = imgs;
  99147. info = BABYLON.DDSTools.GetDDSInfo(data);
  99148. texture.width = info.width;
  99149. texture.height = info.height;
  99150. if (createPolynomials) {
  99151. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  99152. }
  99153. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99154. engine._unpackFlipY(info.isCompressed);
  99155. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  99156. if (!info.isFourCC && info.mipmapCount === 1) {
  99157. engine.generateMipMapsForCubemap(texture);
  99158. }
  99159. }
  99160. engine._setCubeMapTextureParams(loadMipmap);
  99161. texture.isReady = true;
  99162. if (onLoad) {
  99163. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  99164. }
  99165. };
  99166. /**
  99167. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99168. * @param data contains the texture data
  99169. * @param texture defines the BabylonJS internal texture
  99170. * @param callback defines the method to call once ready to upload
  99171. */
  99172. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  99173. var info = BABYLON.DDSTools.GetDDSInfo(data);
  99174. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  99175. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  99176. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  99177. });
  99178. };
  99179. return DDSTextureLoader;
  99180. }());
  99181. // Register the loader.
  99182. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  99183. })(BABYLON || (BABYLON = {}));
  99184. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  99185. var BABYLON;
  99186. (function (BABYLON) {
  99187. /**
  99188. * Based on jsTGALoader - Javascript loader for TGA file
  99189. * By Vincent Thibault
  99190. * @see http://blog.robrowser.com/javascript-tga-loader.html
  99191. */
  99192. var TGATools = /** @class */ (function () {
  99193. function TGATools() {
  99194. }
  99195. /**
  99196. * Gets the header of a TGA file
  99197. * @param data defines the TGA data
  99198. * @returns the header
  99199. */
  99200. TGATools.GetTGAHeader = function (data) {
  99201. var offset = 0;
  99202. var header = {
  99203. id_length: data[offset++],
  99204. colormap_type: data[offset++],
  99205. image_type: data[offset++],
  99206. colormap_index: data[offset++] | data[offset++] << 8,
  99207. colormap_length: data[offset++] | data[offset++] << 8,
  99208. colormap_size: data[offset++],
  99209. origin: [
  99210. data[offset++] | data[offset++] << 8,
  99211. data[offset++] | data[offset++] << 8
  99212. ],
  99213. width: data[offset++] | data[offset++] << 8,
  99214. height: data[offset++] | data[offset++] << 8,
  99215. pixel_size: data[offset++],
  99216. flags: data[offset++]
  99217. };
  99218. return header;
  99219. };
  99220. /**
  99221. * Uploads TGA content to a Babylon Texture
  99222. * @hidden
  99223. */
  99224. TGATools.UploadContent = function (texture, data) {
  99225. // Not enough data to contain header ?
  99226. if (data.length < 19) {
  99227. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  99228. return;
  99229. }
  99230. // Read Header
  99231. var offset = 18;
  99232. var header = TGATools.GetTGAHeader(data);
  99233. // Assume it's a valid Targa file.
  99234. if (header.id_length + offset > data.length) {
  99235. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  99236. return;
  99237. }
  99238. // Skip not needed data
  99239. offset += header.id_length;
  99240. var use_rle = false;
  99241. var use_pal = false;
  99242. var use_grey = false;
  99243. // Get some informations.
  99244. switch (header.image_type) {
  99245. case TGATools._TYPE_RLE_INDEXED:
  99246. use_rle = true;
  99247. case TGATools._TYPE_INDEXED:
  99248. use_pal = true;
  99249. break;
  99250. case TGATools._TYPE_RLE_RGB:
  99251. use_rle = true;
  99252. case TGATools._TYPE_RGB:
  99253. // use_rgb = true;
  99254. break;
  99255. case TGATools._TYPE_RLE_GREY:
  99256. use_rle = true;
  99257. case TGATools._TYPE_GREY:
  99258. use_grey = true;
  99259. break;
  99260. }
  99261. var pixel_data;
  99262. // var numAlphaBits = header.flags & 0xf;
  99263. var pixel_size = header.pixel_size >> 3;
  99264. var pixel_total = header.width * header.height * pixel_size;
  99265. // Read palettes
  99266. var palettes;
  99267. if (use_pal) {
  99268. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  99269. }
  99270. // Read LRE
  99271. if (use_rle) {
  99272. pixel_data = new Uint8Array(pixel_total);
  99273. var c, count, i;
  99274. var localOffset = 0;
  99275. var pixels = new Uint8Array(pixel_size);
  99276. while (offset < pixel_total && localOffset < pixel_total) {
  99277. c = data[offset++];
  99278. count = (c & 0x7f) + 1;
  99279. // RLE pixels
  99280. if (c & 0x80) {
  99281. // Bind pixel tmp array
  99282. for (i = 0; i < pixel_size; ++i) {
  99283. pixels[i] = data[offset++];
  99284. }
  99285. // Copy pixel array
  99286. for (i = 0; i < count; ++i) {
  99287. pixel_data.set(pixels, localOffset + i * pixel_size);
  99288. }
  99289. localOffset += pixel_size * count;
  99290. }
  99291. // Raw pixels
  99292. else {
  99293. count *= pixel_size;
  99294. for (i = 0; i < count; ++i) {
  99295. pixel_data[localOffset + i] = data[offset++];
  99296. }
  99297. localOffset += count;
  99298. }
  99299. }
  99300. }
  99301. // RAW Pixels
  99302. else {
  99303. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  99304. }
  99305. // Load to texture
  99306. var x_start, y_start, x_step, y_step, y_end, x_end;
  99307. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  99308. default:
  99309. case TGATools._ORIGIN_UL:
  99310. x_start = 0;
  99311. x_step = 1;
  99312. x_end = header.width;
  99313. y_start = 0;
  99314. y_step = 1;
  99315. y_end = header.height;
  99316. break;
  99317. case TGATools._ORIGIN_BL:
  99318. x_start = 0;
  99319. x_step = 1;
  99320. x_end = header.width;
  99321. y_start = header.height - 1;
  99322. y_step = -1;
  99323. y_end = -1;
  99324. break;
  99325. case TGATools._ORIGIN_UR:
  99326. x_start = header.width - 1;
  99327. x_step = -1;
  99328. x_end = -1;
  99329. y_start = 0;
  99330. y_step = 1;
  99331. y_end = header.height;
  99332. break;
  99333. case TGATools._ORIGIN_BR:
  99334. x_start = header.width - 1;
  99335. x_step = -1;
  99336. x_end = -1;
  99337. y_start = header.height - 1;
  99338. y_step = -1;
  99339. y_end = -1;
  99340. break;
  99341. }
  99342. // Load the specify method
  99343. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  99344. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  99345. var engine = texture.getEngine();
  99346. engine._uploadDataToTextureDirectly(texture, imageData);
  99347. };
  99348. /** @hidden */
  99349. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99350. var image = pixel_data, colormap = palettes;
  99351. var width = header.width, height = header.height;
  99352. var color, i = 0, x, y;
  99353. var imageData = new Uint8Array(width * height * 4);
  99354. for (y = y_start; y !== y_end; y += y_step) {
  99355. for (x = x_start; x !== x_end; x += x_step, i++) {
  99356. color = image[i];
  99357. imageData[(x + width * y) * 4 + 3] = 255;
  99358. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  99359. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  99360. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  99361. }
  99362. }
  99363. return imageData;
  99364. };
  99365. /** @hidden */
  99366. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99367. var image = pixel_data;
  99368. var width = header.width, height = header.height;
  99369. var color, i = 0, x, y;
  99370. var imageData = new Uint8Array(width * height * 4);
  99371. for (y = y_start; y !== y_end; y += y_step) {
  99372. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99373. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  99374. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  99375. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  99376. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  99377. imageData[(x + width * y) * 4 + 0] = r;
  99378. imageData[(x + width * y) * 4 + 1] = g;
  99379. imageData[(x + width * y) * 4 + 2] = b;
  99380. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  99381. }
  99382. }
  99383. return imageData;
  99384. };
  99385. /** @hidden */
  99386. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99387. var image = pixel_data;
  99388. var width = header.width, height = header.height;
  99389. var i = 0, x, y;
  99390. var imageData = new Uint8Array(width * height * 4);
  99391. for (y = y_start; y !== y_end; y += y_step) {
  99392. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  99393. imageData[(x + width * y) * 4 + 3] = 255;
  99394. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99395. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99396. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99397. }
  99398. }
  99399. return imageData;
  99400. };
  99401. /** @hidden */
  99402. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99403. var image = pixel_data;
  99404. var width = header.width, height = header.height;
  99405. var i = 0, x, y;
  99406. var imageData = new Uint8Array(width * height * 4);
  99407. for (y = y_start; y !== y_end; y += y_step) {
  99408. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  99409. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99410. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99411. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99412. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  99413. }
  99414. }
  99415. return imageData;
  99416. };
  99417. /** @hidden */
  99418. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99419. var image = pixel_data;
  99420. var width = header.width, height = header.height;
  99421. var color, i = 0, x, y;
  99422. var imageData = new Uint8Array(width * height * 4);
  99423. for (y = y_start; y !== y_end; y += y_step) {
  99424. for (x = x_start; x !== x_end; x += x_step, i++) {
  99425. color = image[i];
  99426. imageData[(x + width * y) * 4 + 0] = color;
  99427. imageData[(x + width * y) * 4 + 1] = color;
  99428. imageData[(x + width * y) * 4 + 2] = color;
  99429. imageData[(x + width * y) * 4 + 3] = 255;
  99430. }
  99431. }
  99432. return imageData;
  99433. };
  99434. /** @hidden */
  99435. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99436. var image = pixel_data;
  99437. var width = header.width, height = header.height;
  99438. var i = 0, x, y;
  99439. var imageData = new Uint8Array(width * height * 4);
  99440. for (y = y_start; y !== y_end; y += y_step) {
  99441. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99442. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  99443. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  99444. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99445. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  99446. }
  99447. }
  99448. return imageData;
  99449. };
  99450. //private static _TYPE_NO_DATA = 0;
  99451. TGATools._TYPE_INDEXED = 1;
  99452. TGATools._TYPE_RGB = 2;
  99453. TGATools._TYPE_GREY = 3;
  99454. TGATools._TYPE_RLE_INDEXED = 9;
  99455. TGATools._TYPE_RLE_RGB = 10;
  99456. TGATools._TYPE_RLE_GREY = 11;
  99457. TGATools._ORIGIN_MASK = 0x30;
  99458. TGATools._ORIGIN_SHIFT = 0x04;
  99459. TGATools._ORIGIN_BL = 0x00;
  99460. TGATools._ORIGIN_BR = 0x01;
  99461. TGATools._ORIGIN_UL = 0x02;
  99462. TGATools._ORIGIN_UR = 0x03;
  99463. return TGATools;
  99464. }());
  99465. BABYLON.TGATools = TGATools;
  99466. })(BABYLON || (BABYLON = {}));
  99467. //# sourceMappingURL=babylon.tga.js.map
  99468. var BABYLON;
  99469. (function (BABYLON) {
  99470. /**
  99471. * Implementation of the TGA Texture Loader.
  99472. */
  99473. var TGATextureLoader = /** @class */ (function () {
  99474. function TGATextureLoader() {
  99475. /**
  99476. * Defines wether the loader supports cascade loading the different faces.
  99477. */
  99478. this.supportCascades = false;
  99479. }
  99480. /**
  99481. * This returns if the loader support the current file information.
  99482. * @param extension defines the file extension of the file being loaded
  99483. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99484. * @param fallback defines the fallback internal texture if any
  99485. * @param isBase64 defines whether the texture is encoded as a base64
  99486. * @param isBuffer defines whether the texture data are stored as a buffer
  99487. * @returns true if the loader can load the specified file
  99488. */
  99489. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99490. return extension.indexOf(".tga") === 0;
  99491. };
  99492. /**
  99493. * Transform the url before loading if required.
  99494. * @param rootUrl the url of the texture
  99495. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99496. * @returns the transformed texture
  99497. */
  99498. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99499. return rootUrl;
  99500. };
  99501. /**
  99502. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99503. * @param rootUrl the url of the texture
  99504. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99505. * @returns the fallback texture
  99506. */
  99507. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99508. return null;
  99509. };
  99510. /**
  99511. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99512. * @param data contains the texture data
  99513. * @param texture defines the BabylonJS internal texture
  99514. * @param createPolynomials will be true if polynomials have been requested
  99515. * @param onLoad defines the callback to trigger once the texture is ready
  99516. * @param onError defines the callback to trigger in case of error
  99517. */
  99518. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  99519. throw ".env not supported in Cube.";
  99520. };
  99521. /**
  99522. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99523. * @param data contains the texture data
  99524. * @param texture defines the BabylonJS internal texture
  99525. * @param callback defines the method to call once ready to upload
  99526. */
  99527. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  99528. var uintData = new Uint8Array(data);
  99529. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  99530. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  99531. BABYLON.TGATools.UploadContent(texture, uintData);
  99532. });
  99533. };
  99534. return TGATextureLoader;
  99535. }());
  99536. // Register the loader.
  99537. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  99538. })(BABYLON || (BABYLON = {}));
  99539. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  99540. var BABYLON;
  99541. (function (BABYLON) {
  99542. /**
  99543. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  99544. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  99545. */
  99546. var KhronosTextureContainer = /** @class */ (function () {
  99547. /**
  99548. * Creates a new KhronosTextureContainer
  99549. * @param arrayBuffer contents of the KTX container file
  99550. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  99551. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  99552. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  99553. */
  99554. function KhronosTextureContainer(
  99555. /** contents of the KTX container file */
  99556. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  99557. this.arrayBuffer = arrayBuffer;
  99558. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  99559. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  99560. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  99561. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  99562. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  99563. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  99564. BABYLON.Tools.Error("texture missing KTX identifier");
  99565. return;
  99566. }
  99567. // load the reset of the header in native 32 bit int
  99568. var header = new Int32Array(this.arrayBuffer, 12, 13);
  99569. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  99570. var oppositeEndianess = header[0] === 0x01020304;
  99571. // read all the header elements in order they exist in the file, without modification (sans endainness)
  99572. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  99573. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  99574. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  99575. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  99576. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  99577. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  99578. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  99579. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  99580. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  99581. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  99582. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  99583. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  99584. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  99585. if (this.glType !== 0) {
  99586. BABYLON.Tools.Error("only compressed formats currently supported");
  99587. return;
  99588. }
  99589. else {
  99590. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  99591. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  99592. }
  99593. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  99594. BABYLON.Tools.Error("only 2D textures currently supported");
  99595. return;
  99596. }
  99597. if (this.numberOfArrayElements !== 0) {
  99598. BABYLON.Tools.Error("texture arrays not currently supported");
  99599. return;
  99600. }
  99601. if (this.numberOfFaces !== facesExpected) {
  99602. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  99603. return;
  99604. }
  99605. // we now have a completely validated file, so could use existence of loadType as success
  99606. // would need to make this more elaborate & adjust checks above to support more than one load type
  99607. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  99608. }
  99609. //
  99610. /**
  99611. * Revert the endianness of a value.
  99612. * Not as fast hardware based, but will probably never need to use
  99613. * @param val defines the value to convert
  99614. * @returns the new value
  99615. */
  99616. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  99617. return ((val & 0xFF) << 24)
  99618. | ((val & 0xFF00) << 8)
  99619. | ((val >> 8) & 0xFF00)
  99620. | ((val >> 24) & 0xFF);
  99621. };
  99622. /**
  99623. * Uploads KTX content to a Babylon Texture.
  99624. * It is assumed that the texture has already been created & is currently bound
  99625. * @hidden
  99626. */
  99627. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  99628. switch (this.loadType) {
  99629. case KhronosTextureContainer.COMPRESSED_2D:
  99630. this._upload2DCompressedLevels(texture, loadMipmaps);
  99631. break;
  99632. case KhronosTextureContainer.TEX_2D:
  99633. case KhronosTextureContainer.COMPRESSED_3D:
  99634. case KhronosTextureContainer.TEX_3D:
  99635. }
  99636. };
  99637. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  99638. // initialize width & height for level 1
  99639. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  99640. var width = this.pixelWidth;
  99641. var height = this.pixelHeight;
  99642. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  99643. for (var level = 0; level < mipmapCount; level++) {
  99644. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  99645. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  99646. for (var face = 0; face < this.numberOfFaces; face++) {
  99647. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  99648. var engine = texture.getEngine();
  99649. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  99650. dataOffset += imageSize; // add size of the image for the next face/mipmap
  99651. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  99652. }
  99653. width = Math.max(1.0, width * 0.5);
  99654. height = Math.max(1.0, height * 0.5);
  99655. }
  99656. };
  99657. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  99658. // load types
  99659. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  99660. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  99661. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  99662. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  99663. return KhronosTextureContainer;
  99664. }());
  99665. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  99666. })(BABYLON || (BABYLON = {}));
  99667. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  99668. var BABYLON;
  99669. (function (BABYLON) {
  99670. /**
  99671. * Implementation of the KTX Texture Loader.
  99672. */
  99673. var KTXTextureLoader = /** @class */ (function () {
  99674. function KTXTextureLoader() {
  99675. /**
  99676. * Defines wether the loader supports cascade loading the different faces.
  99677. */
  99678. this.supportCascades = false;
  99679. }
  99680. /**
  99681. * This returns if the loader support the current file information.
  99682. * @param extension defines the file extension of the file being loaded
  99683. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99684. * @param fallback defines the fallback internal texture if any
  99685. * @param isBase64 defines whether the texture is encoded as a base64
  99686. * @param isBuffer defines whether the texture data are stored as a buffer
  99687. * @returns true if the loader can load the specified file
  99688. */
  99689. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99690. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  99691. return true;
  99692. }
  99693. return false;
  99694. };
  99695. /**
  99696. * Transform the url before loading if required.
  99697. * @param rootUrl the url of the texture
  99698. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99699. * @returns the transformed texture
  99700. */
  99701. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99702. var lastDot = rootUrl.lastIndexOf('.');
  99703. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  99704. };
  99705. /**
  99706. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99707. * @param rootUrl the url of the texture
  99708. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99709. * @returns the fallback texture
  99710. */
  99711. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99712. // remove the format appended to the rootUrl in the original createCubeTexture call.
  99713. var exp = new RegExp("" + textureFormatInUse + "$");
  99714. return rootUrl.replace(exp, "");
  99715. };
  99716. /**
  99717. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99718. * @param data contains the texture data
  99719. * @param texture defines the BabylonJS internal texture
  99720. * @param createPolynomials will be true if polynomials have been requested
  99721. * @param onLoad defines the callback to trigger once the texture is ready
  99722. * @param onError defines the callback to trigger in case of error
  99723. */
  99724. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  99725. if (Array.isArray(data)) {
  99726. return;
  99727. }
  99728. var engine = texture.getEngine();
  99729. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  99730. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  99731. engine._unpackFlipY(true);
  99732. ktx.uploadLevels(texture, texture.generateMipMaps);
  99733. texture.width = ktx.pixelWidth;
  99734. texture.height = ktx.pixelHeight;
  99735. engine._setCubeMapTextureParams(loadMipmap);
  99736. texture.isReady = true;
  99737. };
  99738. /**
  99739. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99740. * @param data contains the texture data
  99741. * @param texture defines the BabylonJS internal texture
  99742. * @param callback defines the method to call once ready to upload
  99743. */
  99744. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  99745. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  99746. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  99747. ktx.uploadLevels(texture, texture.generateMipMaps);
  99748. });
  99749. };
  99750. return KTXTextureLoader;
  99751. }());
  99752. // Register the loader.
  99753. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  99754. })(BABYLON || (BABYLON = {}));
  99755. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  99756. var BABYLON;
  99757. (function (BABYLON) {
  99758. /**
  99759. * Sets of helpers addressing the serialization and deserialization of environment texture
  99760. * stored in a BabylonJS env file.
  99761. * Those files are usually stored as .env files.
  99762. */
  99763. var EnvironmentTextureTools = /** @class */ (function () {
  99764. function EnvironmentTextureTools() {
  99765. }
  99766. /**
  99767. * Gets the environment info from an env file.
  99768. * @param data The array buffer containing the .env bytes.
  99769. * @returns the environment file info (the json header) if successfully parsed.
  99770. */
  99771. EnvironmentTextureTools.GetEnvInfo = function (data) {
  99772. var dataView = new DataView(data);
  99773. var pos = 0;
  99774. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  99775. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  99776. BABYLON.Tools.Error('Not a babylon environment map');
  99777. return null;
  99778. }
  99779. }
  99780. // Read json manifest - collect characters up to null terminator
  99781. var manifestString = '';
  99782. var charCode = 0x00;
  99783. while ((charCode = dataView.getUint8(pos++))) {
  99784. manifestString += String.fromCharCode(charCode);
  99785. }
  99786. var manifest = JSON.parse(manifestString);
  99787. if (manifest.specular) {
  99788. // Extend the header with the position of the payload.
  99789. manifest.specular.specularDataPosition = pos;
  99790. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  99791. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  99792. }
  99793. return manifest;
  99794. };
  99795. /**
  99796. * Creates an environment texture from a loaded cube texture.
  99797. * @param texture defines the cube texture to convert in env file
  99798. * @return a promise containing the environment data if succesfull.
  99799. */
  99800. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  99801. var _this = this;
  99802. var internalTexture = texture.getInternalTexture();
  99803. if (!internalTexture) {
  99804. return Promise.reject("The cube texture is invalid.");
  99805. }
  99806. if (!texture._prefiltered) {
  99807. return Promise.reject("The cube texture is invalid (not prefiltered).");
  99808. }
  99809. var engine = internalTexture.getEngine();
  99810. if (engine && engine.premultipliedAlpha) {
  99811. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  99812. }
  99813. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  99814. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  99815. }
  99816. var canvas = engine.getRenderingCanvas();
  99817. if (!canvas) {
  99818. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  99819. }
  99820. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99821. if (!engine.getCaps().textureFloatRender) {
  99822. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99823. if (!engine.getCaps().textureHalfFloatRender) {
  99824. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  99825. }
  99826. }
  99827. var cubeWidth = internalTexture.width;
  99828. var hostingScene = new BABYLON.Scene(engine);
  99829. var specularTextures = {};
  99830. var promises = [];
  99831. // Read and collect all mipmaps data from the cube.
  99832. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  99833. mipmapsCount = Math.round(mipmapsCount);
  99834. var _loop_1 = function (i) {
  99835. var faceWidth = Math.pow(2, mipmapsCount - i);
  99836. var _loop_2 = function (face) {
  99837. var data = texture.readPixels(face, i);
  99838. // Creates a temp texture with the face data.
  99839. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  99840. // And rgbdEncode them.
  99841. var promise = new Promise(function (resolve, reject) {
  99842. 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);
  99843. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  99844. rgbdPostProcess.onApply = function (effect) {
  99845. effect._bindTexture("textureSampler", tempTexture);
  99846. };
  99847. // As the process needs to happen on the main canvas, keep track of the current size
  99848. var currentW = engine.getRenderWidth();
  99849. var currentH = engine.getRenderHeight();
  99850. // Set the desired size for the texture
  99851. engine.setSize(faceWidth, faceWidth);
  99852. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  99853. // Reading datas from WebGL
  99854. BABYLON.Tools.ToBlob(canvas, function (blob) {
  99855. var fileReader = new FileReader();
  99856. fileReader.onload = function (event) {
  99857. var arrayBuffer = event.target.result;
  99858. specularTextures[i * 6 + face] = arrayBuffer;
  99859. resolve();
  99860. };
  99861. fileReader.readAsArrayBuffer(blob);
  99862. });
  99863. // Reapply the previous canvas size
  99864. engine.setSize(currentW, currentH);
  99865. });
  99866. });
  99867. promises.push(promise);
  99868. };
  99869. // All faces of the cube.
  99870. for (var face = 0; face < 6; face++) {
  99871. _loop_2(face);
  99872. }
  99873. };
  99874. for (var i = 0; i <= mipmapsCount; i++) {
  99875. _loop_1(i);
  99876. }
  99877. // Once all the textures haves been collected as RGBD stored in PNGs
  99878. return Promise.all(promises).then(function () {
  99879. // We can delete the hosting scene keeping track of all the creation objects
  99880. hostingScene.dispose();
  99881. // Creates the json header for the env texture
  99882. var info = {
  99883. version: 1,
  99884. width: cubeWidth,
  99885. irradiance: _this._CreateEnvTextureIrradiance(texture),
  99886. specular: {
  99887. mipmaps: [],
  99888. lodGenerationScale: texture.lodGenerationScale
  99889. }
  99890. };
  99891. // Sets the specular image data information
  99892. var position = 0;
  99893. for (var i = 0; i <= mipmapsCount; i++) {
  99894. for (var face = 0; face < 6; face++) {
  99895. var byteLength = specularTextures[i * 6 + face].byteLength;
  99896. info.specular.mipmaps.push({
  99897. length: byteLength,
  99898. position: position
  99899. });
  99900. position += byteLength;
  99901. }
  99902. }
  99903. // Encode the JSON as an array buffer
  99904. var infoString = JSON.stringify(info);
  99905. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  99906. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  99907. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  99908. infoView[i] = infoString.charCodeAt(i);
  99909. }
  99910. // Ends up with a null terminator for easier parsing
  99911. infoView[infoString.length] = 0x00;
  99912. // Computes the final required size and creates the storage
  99913. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  99914. var finalBuffer = new ArrayBuffer(totalSize);
  99915. var finalBufferView = new Uint8Array(finalBuffer);
  99916. var dataView = new DataView(finalBuffer);
  99917. // Copy the magic bytes identifying the file in
  99918. var pos = 0;
  99919. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  99920. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  99921. }
  99922. // Add the json info
  99923. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  99924. pos += infoBuffer.byteLength;
  99925. // Finally inserts the texture data
  99926. for (var i = 0; i <= mipmapsCount; i++) {
  99927. for (var face = 0; face < 6; face++) {
  99928. var dataBuffer = specularTextures[i * 6 + face];
  99929. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  99930. pos += dataBuffer.byteLength;
  99931. }
  99932. }
  99933. // Voila
  99934. return finalBuffer;
  99935. });
  99936. };
  99937. /**
  99938. * Creates a JSON representation of the spherical data.
  99939. * @param texture defines the texture containing the polynomials
  99940. * @return the JSON representation of the spherical info
  99941. */
  99942. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  99943. var polynmials = texture.sphericalPolynomial;
  99944. if (polynmials == null) {
  99945. return null;
  99946. }
  99947. return {
  99948. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  99949. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  99950. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  99951. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  99952. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  99953. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  99954. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  99955. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  99956. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  99957. };
  99958. };
  99959. /**
  99960. * Uploads the texture info contained in the env file to the GPU.
  99961. * @param texture defines the internal texture to upload to
  99962. * @param arrayBuffer defines the buffer cotaining the data to load
  99963. * @param info defines the texture info retrieved through the GetEnvInfo method
  99964. * @returns a promise
  99965. */
  99966. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  99967. if (info.version !== 1) {
  99968. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  99969. }
  99970. var specularInfo = info.specular;
  99971. if (!specularInfo) {
  99972. // Nothing else parsed so far
  99973. return Promise.resolve();
  99974. }
  99975. // Double checks the enclosed info
  99976. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  99977. mipmapsCount = Math.round(mipmapsCount) + 1;
  99978. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  99979. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  99980. }
  99981. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  99982. var imageData = new Array(mipmapsCount);
  99983. for (var i = 0; i < mipmapsCount; i++) {
  99984. imageData[i] = new Array(6);
  99985. for (var face = 0; face < 6; face++) {
  99986. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  99987. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  99988. }
  99989. }
  99990. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  99991. };
  99992. /**
  99993. * Uploads the levels of image data to the GPU.
  99994. * @param texture defines the internal texture to upload to
  99995. * @param imageData defines the array buffer views of image data [mipmap][face]
  99996. * @returns a promise
  99997. */
  99998. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  99999. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100000. throw new Error("Texture size must be a power of two");
  100001. }
  100002. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100003. // Gets everything ready.
  100004. var engine = texture.getEngine();
  100005. var expandTexture = false;
  100006. var generateNonLODTextures = false;
  100007. var rgbdPostProcess = null;
  100008. var cubeRtt = null;
  100009. var lodTextures = null;
  100010. var caps = engine.getCaps();
  100011. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100012. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100013. texture.generateMipMaps = true;
  100014. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100015. // Add extra process if texture lod is not supported
  100016. if (!caps.textureLOD) {
  100017. expandTexture = false;
  100018. generateNonLODTextures = true;
  100019. lodTextures = {};
  100020. }
  100021. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100022. else if (engine.webGLVersion < 2) {
  100023. expandTexture = false;
  100024. }
  100025. // If half float available we can uncompress the texture
  100026. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100027. expandTexture = true;
  100028. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100029. }
  100030. // If full float available we can uncompress the texture
  100031. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100032. expandTexture = true;
  100033. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100034. }
  100035. // Expand the texture if possible
  100036. if (expandTexture) {
  100037. // Simply run through the decode PP
  100038. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100039. texture._isRGBD = false;
  100040. texture.invertY = false;
  100041. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100042. generateDepthBuffer: false,
  100043. generateMipMaps: true,
  100044. generateStencilBuffer: false,
  100045. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100046. type: texture.type,
  100047. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100048. });
  100049. }
  100050. else {
  100051. texture._isRGBD = true;
  100052. texture.invertY = true;
  100053. // In case of missing support, applies the same patch than DDS files.
  100054. if (generateNonLODTextures) {
  100055. var mipSlices = 3;
  100056. var scale = texture._lodGenerationScale;
  100057. var offset = texture._lodGenerationOffset;
  100058. for (var i = 0; i < mipSlices; i++) {
  100059. //compute LOD from even spacing in smoothness (matching shader calculation)
  100060. var smoothness = i / (mipSlices - 1);
  100061. var roughness = 1 - smoothness;
  100062. var minLODIndex = offset; // roughness = 0
  100063. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100064. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100065. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100066. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100067. glTextureFromLod.isCube = true;
  100068. glTextureFromLod.invertY = true;
  100069. glTextureFromLod.generateMipMaps = false;
  100070. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100071. // Wrap in a base texture for easy binding.
  100072. var lodTexture = new BABYLON.BaseTexture(null);
  100073. lodTexture.isCube = true;
  100074. lodTexture._texture = glTextureFromLod;
  100075. lodTextures[mipmapIndex] = lodTexture;
  100076. switch (i) {
  100077. case 0:
  100078. texture._lodTextureLow = lodTexture;
  100079. break;
  100080. case 1:
  100081. texture._lodTextureMid = lodTexture;
  100082. break;
  100083. case 2:
  100084. texture._lodTextureHigh = lodTexture;
  100085. break;
  100086. }
  100087. }
  100088. }
  100089. }
  100090. var promises = [];
  100091. var _loop_3 = function (i) {
  100092. var _loop_4 = function (face) {
  100093. // Constructs an image element from image data
  100094. var bytes = imageData[i][face];
  100095. var blob = new Blob([bytes], { type: 'image/png' });
  100096. var url = URL.createObjectURL(blob);
  100097. var image = new Image();
  100098. image.src = url;
  100099. // Enqueue promise to upload to the texture.
  100100. var promise = new Promise(function (resolve, reject) {
  100101. image.onload = function () {
  100102. if (expandTexture) {
  100103. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  100104. reject(message);
  100105. }, image);
  100106. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100107. // Uncompress the data to a RTT
  100108. rgbdPostProcess.onApply = function (effect) {
  100109. effect._bindTexture("textureSampler", tempTexture_1);
  100110. effect.setFloat2("scale", 1, 1);
  100111. };
  100112. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  100113. // Cleanup
  100114. engine.restoreDefaultFramebuffer();
  100115. tempTexture_1.dispose();
  100116. window.URL.revokeObjectURL(url);
  100117. resolve();
  100118. });
  100119. }
  100120. else {
  100121. engine._uploadImageToTexture(texture, image, face, i);
  100122. // Upload the face to the non lod texture support
  100123. if (generateNonLODTextures) {
  100124. var lodTexture = lodTextures[i];
  100125. if (lodTexture) {
  100126. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  100127. }
  100128. }
  100129. resolve();
  100130. }
  100131. };
  100132. image.onerror = function (error) {
  100133. reject(error);
  100134. };
  100135. });
  100136. promises.push(promise);
  100137. };
  100138. // All faces
  100139. for (var face = 0; face < 6; face++) {
  100140. _loop_4(face);
  100141. }
  100142. };
  100143. // All mipmaps up to provided number of images
  100144. for (var i = 0; i < imageData.length; i++) {
  100145. _loop_3(i);
  100146. }
  100147. // Fill remaining mipmaps with black textures.
  100148. if (imageData.length < mipmapsCount) {
  100149. var data = void 0;
  100150. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  100151. var dataLength = size * size * 4;
  100152. switch (texture.type) {
  100153. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  100154. data = new Uint8Array(dataLength);
  100155. break;
  100156. }
  100157. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  100158. data = new Uint16Array(dataLength);
  100159. break;
  100160. }
  100161. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  100162. data = new Float32Array(dataLength);
  100163. break;
  100164. }
  100165. }
  100166. for (var i = imageData.length; i < mipmapsCount; i++) {
  100167. for (var face = 0; face < 6; face++) {
  100168. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  100169. }
  100170. }
  100171. }
  100172. // Once all done, finishes the cleanup and return
  100173. return Promise.all(promises).then(function () {
  100174. // Release temp RTT.
  100175. if (cubeRtt) {
  100176. engine._releaseFramebufferObjects(cubeRtt);
  100177. cubeRtt._swapAndDie(texture);
  100178. }
  100179. // Release temp Post Process.
  100180. if (rgbdPostProcess) {
  100181. rgbdPostProcess.dispose();
  100182. }
  100183. // Flag internal texture as ready in case they are in use.
  100184. if (generateNonLODTextures) {
  100185. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  100186. texture._lodTextureHigh._texture.isReady = true;
  100187. }
  100188. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  100189. texture._lodTextureMid._texture.isReady = true;
  100190. }
  100191. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  100192. texture._lodTextureLow._texture.isReady = true;
  100193. }
  100194. }
  100195. });
  100196. };
  100197. /**
  100198. * Uploads spherical polynomials information to the texture.
  100199. * @param texture defines the texture we are trying to upload the information to
  100200. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  100201. */
  100202. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  100203. if (info.version !== 1) {
  100204. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  100205. }
  100206. var irradianceInfo = info.irradiance;
  100207. if (!irradianceInfo) {
  100208. return;
  100209. }
  100210. var sp = new BABYLON.SphericalPolynomial();
  100211. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  100212. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  100213. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  100214. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  100215. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  100216. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  100217. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  100218. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  100219. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  100220. texture._sphericalPolynomial = sp;
  100221. };
  100222. /**
  100223. * Magic number identifying the env file.
  100224. */
  100225. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  100226. return EnvironmentTextureTools;
  100227. }());
  100228. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  100229. })(BABYLON || (BABYLON = {}));
  100230. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  100231. var BABYLON;
  100232. (function (BABYLON) {
  100233. /**
  100234. * Implementation of the ENV Texture Loader.
  100235. */
  100236. var ENVTextureLoader = /** @class */ (function () {
  100237. function ENVTextureLoader() {
  100238. /**
  100239. * Defines wether the loader supports cascade loading the different faces.
  100240. */
  100241. this.supportCascades = false;
  100242. }
  100243. /**
  100244. * This returns if the loader support the current file information.
  100245. * @param extension defines the file extension of the file being loaded
  100246. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100247. * @param fallback defines the fallback internal texture if any
  100248. * @param isBase64 defines whether the texture is encoded as a base64
  100249. * @param isBuffer defines whether the texture data are stored as a buffer
  100250. * @returns true if the loader can load the specified file
  100251. */
  100252. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100253. return extension.indexOf(".env") === 0;
  100254. };
  100255. /**
  100256. * Transform the url before loading if required.
  100257. * @param rootUrl the url of the texture
  100258. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100259. * @returns the transformed texture
  100260. */
  100261. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100262. return rootUrl;
  100263. };
  100264. /**
  100265. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100266. * @param rootUrl the url of the texture
  100267. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100268. * @returns the fallback texture
  100269. */
  100270. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100271. return null;
  100272. };
  100273. /**
  100274. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100275. * @param data contains the texture data
  100276. * @param texture defines the BabylonJS internal texture
  100277. * @param createPolynomials will be true if polynomials have been requested
  100278. * @param onLoad defines the callback to trigger once the texture is ready
  100279. * @param onError defines the callback to trigger in case of error
  100280. */
  100281. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100282. if (Array.isArray(data)) {
  100283. return;
  100284. }
  100285. data = data;
  100286. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  100287. if (info) {
  100288. texture.width = info.width;
  100289. texture.height = info.width;
  100290. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  100291. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  100292. texture.isReady = true;
  100293. if (onLoad) {
  100294. onLoad();
  100295. }
  100296. });
  100297. }
  100298. else if (onError) {
  100299. onError("Can not parse the environment file", null);
  100300. }
  100301. };
  100302. /**
  100303. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100304. * @param data contains the texture data
  100305. * @param texture defines the BabylonJS internal texture
  100306. * @param callback defines the method to call once ready to upload
  100307. */
  100308. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  100309. throw ".env not supported in 2d.";
  100310. };
  100311. return ENVTextureLoader;
  100312. }());
  100313. // Register the loader.
  100314. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  100315. })(BABYLON || (BABYLON = {}));
  100316. //# sourceMappingURL=babylon.envTextureLoader.js.map
  100317. var BABYLON;
  100318. (function (BABYLON) {
  100319. /**
  100320. * Renders a layer on top of an existing scene
  100321. */
  100322. var UtilityLayerRenderer = /** @class */ (function () {
  100323. /**
  100324. * Instantiates a UtilityLayerRenderer
  100325. * @param originalScene the original scene that will be rendered on top of
  100326. */
  100327. function UtilityLayerRenderer(
  100328. /** the original scene that will be rendered on top of */
  100329. originalScene) {
  100330. var _this = this;
  100331. this.originalScene = originalScene;
  100332. this._pointerCaptures = {};
  100333. this._lastPointerEvents = {};
  100334. /**
  100335. * If the utility layer should automatically be rendered on top of existing scene
  100336. */
  100337. this.shouldRender = true;
  100338. /**
  100339. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  100340. */
  100341. this.onlyCheckPointerDownEvents = true;
  100342. /**
  100343. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  100344. */
  100345. this.processAllEvents = false;
  100346. /**
  100347. * Observable raised when the pointer move from the utility layer scene to the main scene
  100348. */
  100349. this.onPointerOutObservable = new BABYLON.Observable();
  100350. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  100351. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  100352. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  100353. this.utilityLayerScene._allowPostProcessClearColor = false;
  100354. originalScene.getEngine().scenes.pop();
  100355. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  100356. this.utilityLayerScene.detachControl();
  100357. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  100358. if (!_this.processAllEvents) {
  100359. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  100360. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  100361. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  100362. return;
  100363. }
  100364. }
  100365. var pointerEvent = (prePointerInfo.event);
  100366. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  100367. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100368. return;
  100369. }
  100370. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  100371. if (!prePointerInfo.ray && utilityScenePick) {
  100372. prePointerInfo.ray = utilityScenePick.ray;
  100373. }
  100374. // always fire the prepointer oversvable
  100375. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  100376. // allow every non pointer down event to flow to the utility layer
  100377. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  100378. if (!prePointerInfo.skipOnPointerObservable) {
  100379. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100380. }
  100381. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  100382. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100383. }
  100384. return;
  100385. }
  100386. if (_this.utilityLayerScene.autoClearDepthAndStencil) {
  100387. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  100388. if (utilityScenePick && utilityScenePick.hit) {
  100389. if (!prePointerInfo.skipOnPointerObservable) {
  100390. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100391. }
  100392. prePointerInfo.skipOnPointerObservable = true;
  100393. }
  100394. }
  100395. else {
  100396. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  100397. var pointerEvent_1 = (prePointerInfo.event);
  100398. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  100399. if (originalScenePick && utilityScenePick) {
  100400. // No pick in utility scene
  100401. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  100402. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100403. // We touched an utility mesh present in the main scene
  100404. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100405. prePointerInfo.skipOnPointerObservable = true;
  100406. }
  100407. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  100408. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  100409. }
  100410. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100411. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100412. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100413. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100414. }
  100415. }
  100416. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  100417. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  100418. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  100419. // If a previous utility layer set this, do not unset this
  100420. if (!prePointerInfo.skipOnPointerObservable) {
  100421. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  100422. }
  100423. }
  100424. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  100425. // We have a pick in both scenes but main is closer than utility
  100426. // We touched an utility mesh present in the main scene
  100427. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100428. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100429. prePointerInfo.skipOnPointerObservable = true;
  100430. }
  100431. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100432. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100433. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100434. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100435. }
  100436. }
  100437. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  100438. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  100439. }
  100440. }
  100441. }
  100442. });
  100443. // Render directly on top of existing scene without clearing
  100444. this.utilityLayerScene.autoClear = false;
  100445. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  100446. if (_this.shouldRender) {
  100447. _this.render();
  100448. }
  100449. });
  100450. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  100451. _this.dispose();
  100452. });
  100453. this._updateCamera();
  100454. }
  100455. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  100456. /**
  100457. * 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)
  100458. */
  100459. get: function () {
  100460. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  100461. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100462. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100463. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100464. });
  100465. }
  100466. return UtilityLayerRenderer._DefaultUtilityLayer;
  100467. },
  100468. enumerable: true,
  100469. configurable: true
  100470. });
  100471. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  100472. /**
  100473. * 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)
  100474. */
  100475. get: function () {
  100476. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  100477. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100478. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  100479. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100480. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100481. });
  100482. }
  100483. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  100484. },
  100485. enumerable: true,
  100486. configurable: true
  100487. });
  100488. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  100489. if (!prePointerInfo.skipOnPointerObservable) {
  100490. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  100491. this._lastPointerEvents[pointerEvent.pointerId] = true;
  100492. }
  100493. };
  100494. /**
  100495. * Renders the utility layers scene on top of the original scene
  100496. */
  100497. UtilityLayerRenderer.prototype.render = function () {
  100498. this._updateCamera();
  100499. if (this.utilityLayerScene.activeCamera) {
  100500. // Set the camera's scene to utility layers scene
  100501. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  100502. var camera = this.utilityLayerScene.activeCamera;
  100503. camera._scene = this.utilityLayerScene;
  100504. if (camera.leftCamera) {
  100505. camera.leftCamera._scene = this.utilityLayerScene;
  100506. }
  100507. if (camera.rightCamera) {
  100508. camera.rightCamera._scene = this.utilityLayerScene;
  100509. }
  100510. this.utilityLayerScene.render(false);
  100511. // Reset camera's scene back to original
  100512. camera._scene = oldScene;
  100513. if (camera.leftCamera) {
  100514. camera.leftCamera._scene = oldScene;
  100515. }
  100516. if (camera.rightCamera) {
  100517. camera.rightCamera._scene = oldScene;
  100518. }
  100519. }
  100520. };
  100521. /**
  100522. * Disposes of the renderer
  100523. */
  100524. UtilityLayerRenderer.prototype.dispose = function () {
  100525. this.onPointerOutObservable.clear();
  100526. if (this._afterRenderObserver) {
  100527. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  100528. }
  100529. if (this._sceneDisposeObserver) {
  100530. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  100531. }
  100532. if (this._originalPointerObserver) {
  100533. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  100534. }
  100535. this.utilityLayerScene.dispose();
  100536. };
  100537. UtilityLayerRenderer.prototype._updateCamera = function () {
  100538. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  100539. };
  100540. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100541. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100542. return UtilityLayerRenderer;
  100543. }());
  100544. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  100545. })(BABYLON || (BABYLON = {}));
  100546. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  100547. //# sourceMappingURL=babylon.behavior.js.map
  100548. var BABYLON;
  100549. (function (BABYLON) {
  100550. /**
  100551. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100552. */
  100553. var PointerDragBehavior = /** @class */ (function () {
  100554. /**
  100555. * Creates a pointer drag behavior that can be attached to a mesh
  100556. * @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)
  100557. */
  100558. function PointerDragBehavior(options) {
  100559. /**
  100560. * 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)
  100561. */
  100562. this.maxDragAngle = 0;
  100563. /**
  100564. * @hidden
  100565. */
  100566. this._useAlternatePickedPointAboveMaxDragAngle = false;
  100567. /**
  100568. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100569. */
  100570. this.currentDraggingPointerID = -1;
  100571. /**
  100572. * If the behavior is currently in a dragging state
  100573. */
  100574. this.dragging = false;
  100575. /**
  100576. * 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)
  100577. */
  100578. this.dragDeltaRatio = 0.2;
  100579. /**
  100580. * If the drag plane orientation should be updated during the dragging (Default: true)
  100581. */
  100582. this.updateDragPlane = true;
  100583. // Debug mode will display drag planes to help visualize behavior
  100584. this._debugMode = false;
  100585. this._moving = false;
  100586. /**
  100587. * Fires each time the attached mesh is dragged with the pointer
  100588. * * delta between last drag position and current drag position in world space
  100589. * * dragDistance along the drag axis
  100590. * * dragPlaneNormal normal of the current drag plane used during the drag
  100591. * * dragPlanePoint in world space where the drag intersects the drag plane
  100592. */
  100593. this.onDragObservable = new BABYLON.Observable();
  100594. /**
  100595. * Fires each time a drag begins (eg. mouse down on mesh)
  100596. */
  100597. this.onDragStartObservable = new BABYLON.Observable();
  100598. /**
  100599. * Fires each time a drag ends (eg. mouse release after drag)
  100600. */
  100601. this.onDragEndObservable = new BABYLON.Observable();
  100602. /**
  100603. * If the attached mesh should be moved when dragged
  100604. */
  100605. this.moveAttached = true;
  100606. /**
  100607. * If the drag behavior will react to drag events (Default: true)
  100608. */
  100609. this.enabled = true;
  100610. /**
  100611. * If camera controls should be detached during the drag
  100612. */
  100613. this.detachCameraControls = true;
  100614. /**
  100615. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100616. */
  100617. this.useObjectOrienationForDragging = true;
  100618. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  100619. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  100620. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  100621. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  100622. this._attachedElement = null;
  100623. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  100624. this._lastPointerRay = {};
  100625. this._dragDelta = new BABYLON.Vector3();
  100626. // Variables to avoid instantiation in the below method
  100627. this._pointA = new BABYLON.Vector3(0, 0, 0);
  100628. this._pointB = new BABYLON.Vector3(0, 0, 0);
  100629. this._pointC = new BABYLON.Vector3(0, 0, 0);
  100630. this._lineA = new BABYLON.Vector3(0, 0, 0);
  100631. this._lineB = new BABYLON.Vector3(0, 0, 0);
  100632. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  100633. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  100634. this._options = options ? options : {};
  100635. var optionCount = 0;
  100636. if (this._options.dragAxis) {
  100637. optionCount++;
  100638. }
  100639. if (this._options.dragPlaneNormal) {
  100640. optionCount++;
  100641. }
  100642. if (optionCount > 1) {
  100643. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  100644. }
  100645. }
  100646. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  100647. /**
  100648. * The name of the behavior
  100649. */
  100650. get: function () {
  100651. return "PointerDrag";
  100652. },
  100653. enumerable: true,
  100654. configurable: true
  100655. });
  100656. /**
  100657. * Initializes the behavior
  100658. */
  100659. PointerDragBehavior.prototype.init = function () { };
  100660. /**
  100661. * Attaches the drag behavior the passed in mesh
  100662. * @param ownerNode The mesh that will be dragged around once attached
  100663. */
  100664. PointerDragBehavior.prototype.attach = function (ownerNode) {
  100665. var _this = this;
  100666. this._scene = ownerNode.getScene();
  100667. this._attachedNode = ownerNode;
  100668. // Initialize drag plane to not interfere with existing scene
  100669. if (!PointerDragBehavior._planeScene) {
  100670. if (this._debugMode) {
  100671. PointerDragBehavior._planeScene = this._scene;
  100672. }
  100673. else {
  100674. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  100675. PointerDragBehavior._planeScene.detachControl();
  100676. this._scene.getEngine().scenes.pop();
  100677. this._scene.onDisposeObservable.addOnce(function () {
  100678. PointerDragBehavior._planeScene.dispose();
  100679. PointerDragBehavior._planeScene = null;
  100680. });
  100681. }
  100682. }
  100683. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  100684. // State of the drag
  100685. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  100686. var pickPredicate = function (m) {
  100687. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  100688. };
  100689. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  100690. if (!_this.enabled) {
  100691. return;
  100692. }
  100693. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  100694. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  100695. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  100696. }
  100697. }
  100698. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  100699. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  100700. _this.releaseDrag();
  100701. }
  100702. }
  100703. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  100704. var pointerId = pointerInfo.event.pointerId;
  100705. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  100706. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  100707. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  100708. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  100709. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  100710. }
  100711. _this.currentDraggingPointerID = pointerId;
  100712. }
  100713. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  100714. if (!_this._lastPointerRay[pointerId]) {
  100715. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  100716. }
  100717. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  100718. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  100719. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  100720. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  100721. _this._moveDrag(pointerInfo.pickInfo.ray);
  100722. }
  100723. }
  100724. }
  100725. });
  100726. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  100727. if (_this._moving && _this.moveAttached) {
  100728. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  100729. // Slowly move mesh to avoid jitter
  100730. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  100731. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  100732. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  100733. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  100734. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  100735. }
  100736. });
  100737. };
  100738. /**
  100739. * Force relase the drag action by code.
  100740. */
  100741. PointerDragBehavior.prototype.releaseDrag = function () {
  100742. this.dragging = false;
  100743. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  100744. this.currentDraggingPointerID = -1;
  100745. this._moving = false;
  100746. // Reattach camera controls
  100747. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  100748. this._scene.activeCamera.attachControl(this._attachedElement, true);
  100749. }
  100750. };
  100751. /**
  100752. * Simulates the start of a pointer drag event on the behavior
  100753. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100754. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100755. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100756. */
  100757. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  100758. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  100759. this._startDrag(pointerId, fromRay, startPickedPoint);
  100760. var lastRay = this._lastPointerRay[pointerId];
  100761. if (pointerId === PointerDragBehavior._AnyMouseID) {
  100762. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  100763. }
  100764. if (lastRay) {
  100765. // if there was a last pointer ray drag the object there
  100766. this._moveDrag(lastRay);
  100767. }
  100768. };
  100769. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  100770. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  100771. return;
  100772. }
  100773. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  100774. // Create start ray from the camera to the object
  100775. if (fromRay) {
  100776. this._startDragRay.direction.copyFrom(fromRay.direction);
  100777. this._startDragRay.origin.copyFrom(fromRay.origin);
  100778. }
  100779. else {
  100780. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  100781. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  100782. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  100783. }
  100784. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  100785. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  100786. if (pickedPoint) {
  100787. this.dragging = true;
  100788. this.currentDraggingPointerID = pointerId;
  100789. this.lastDragPosition.copyFrom(pickedPoint);
  100790. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  100791. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  100792. // Detatch camera controls
  100793. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  100794. if (this._scene.activeCamera.inputs.attachedElement) {
  100795. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  100796. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  100797. }
  100798. else {
  100799. this._attachedElement = null;
  100800. }
  100801. }
  100802. }
  100803. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  100804. };
  100805. PointerDragBehavior.prototype._moveDrag = function (ray) {
  100806. this._moving = true;
  100807. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  100808. if (pickedPoint) {
  100809. if (this.updateDragPlane) {
  100810. this._updateDragPlanePosition(ray, pickedPoint);
  100811. }
  100812. var dragLength = 0;
  100813. // depending on the drag mode option drag accordingly
  100814. if (this._options.dragAxis) {
  100815. // Convert local drag axis to world
  100816. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  100817. // Project delta drag from the drag plane onto the drag axis
  100818. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  100819. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  100820. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  100821. }
  100822. else {
  100823. dragLength = this._dragDelta.length();
  100824. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  100825. }
  100826. this._targetPosition.addInPlace(this._dragDelta);
  100827. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  100828. this.lastDragPosition.copyFrom(pickedPoint);
  100829. }
  100830. };
  100831. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  100832. var _this = this;
  100833. if (!ray) {
  100834. return null;
  100835. }
  100836. // Calculate angle between plane normal and ray
  100837. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  100838. // Correct if ray is casted from oposite side
  100839. if (angle > Math.PI / 2) {
  100840. angle = Math.PI - angle;
  100841. }
  100842. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  100843. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  100844. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  100845. // Invert ray direction along the towards object axis
  100846. this._tmpVector.copyFrom(ray.direction);
  100847. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  100848. this._alternatePickedPoint.normalize();
  100849. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  100850. this._tmpVector.addInPlace(this._alternatePickedPoint);
  100851. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  100852. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  100853. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  100854. this._alternatePickedPoint.addInPlace(this._tmpVector);
  100855. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  100856. return this._alternatePickedPoint;
  100857. }
  100858. else {
  100859. return null;
  100860. }
  100861. }
  100862. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  100863. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  100864. return pickResult.pickedPoint;
  100865. }
  100866. else {
  100867. return null;
  100868. }
  100869. };
  100870. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  100871. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  100872. this._pointA.copyFrom(dragPlanePosition);
  100873. if (this._options.dragAxis) {
  100874. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  100875. // Calculate plane normal in direction of camera but perpendicular to drag axis
  100876. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  100877. ray.origin.subtractToRef(this._pointA, this._pointC);
  100878. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  100879. // Get perpendicular line from direction to camera and drag axis
  100880. this._pointB.subtractToRef(this._pointA, this._lineA);
  100881. this._pointC.subtractToRef(this._pointA, this._lineB);
  100882. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  100883. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  100884. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  100885. this._lookAt.normalize();
  100886. this._dragPlane.position.copyFrom(this._pointA);
  100887. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  100888. this._dragPlane.lookAt(this._lookAt);
  100889. }
  100890. else if (this._options.dragPlaneNormal) {
  100891. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  100892. this._dragPlane.position.copyFrom(this._pointA);
  100893. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  100894. this._dragPlane.lookAt(this._lookAt);
  100895. }
  100896. else {
  100897. this._dragPlane.position.copyFrom(this._pointA);
  100898. this._dragPlane.lookAt(ray.origin);
  100899. }
  100900. this._dragPlane.computeWorldMatrix(true);
  100901. };
  100902. /**
  100903. * Detaches the behavior from the mesh
  100904. */
  100905. PointerDragBehavior.prototype.detach = function () {
  100906. if (this._pointerObserver) {
  100907. this._scene.onPointerObservable.remove(this._pointerObserver);
  100908. }
  100909. if (this._beforeRenderObserver) {
  100910. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  100911. }
  100912. };
  100913. PointerDragBehavior._AnyMouseID = -2;
  100914. return PointerDragBehavior;
  100915. }());
  100916. BABYLON.PointerDragBehavior = PointerDragBehavior;
  100917. })(BABYLON || (BABYLON = {}));
  100918. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  100919. var BABYLON;
  100920. (function (BABYLON) {
  100921. /**
  100922. * A behavior that when attached to a mesh will allow the mesh to be scaled
  100923. */
  100924. var MultiPointerScaleBehavior = /** @class */ (function () {
  100925. /**
  100926. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  100927. */
  100928. function MultiPointerScaleBehavior() {
  100929. this._startDistance = 0;
  100930. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  100931. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  100932. this._sceneRenderObserver = null;
  100933. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  100934. this._dragBehaviorA.moveAttached = false;
  100935. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  100936. this._dragBehaviorB.moveAttached = false;
  100937. }
  100938. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  100939. /**
  100940. * The name of the behavior
  100941. */
  100942. get: function () {
  100943. return "MultiPointerScale";
  100944. },
  100945. enumerable: true,
  100946. configurable: true
  100947. });
  100948. /**
  100949. * Initializes the behavior
  100950. */
  100951. MultiPointerScaleBehavior.prototype.init = function () { };
  100952. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  100953. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  100954. };
  100955. /**
  100956. * Attaches the scale behavior the passed in mesh
  100957. * @param ownerNode The mesh that will be scaled around once attached
  100958. */
  100959. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  100960. var _this = this;
  100961. this._ownerNode = ownerNode;
  100962. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  100963. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  100964. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  100965. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  100966. _this._dragBehaviorA.releaseDrag();
  100967. }
  100968. else {
  100969. _this._initialScale.copyFrom(ownerNode.scaling);
  100970. _this._startDistance = _this._getCurrentDistance();
  100971. }
  100972. }
  100973. });
  100974. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  100975. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  100976. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  100977. _this._dragBehaviorB.releaseDrag();
  100978. }
  100979. else {
  100980. _this._initialScale.copyFrom(ownerNode.scaling);
  100981. _this._startDistance = _this._getCurrentDistance();
  100982. }
  100983. }
  100984. });
  100985. // Once both drag behaviors are active scale based on the distance between the two pointers
  100986. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  100987. behavior.onDragObservable.add(function () {
  100988. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  100989. var ratio = _this._getCurrentDistance() / _this._startDistance;
  100990. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  100991. }
  100992. });
  100993. });
  100994. ownerNode.addBehavior(this._dragBehaviorA);
  100995. ownerNode.addBehavior(this._dragBehaviorB);
  100996. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  100997. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  100998. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  100999. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101000. if (change.length() > 0.01) {
  101001. ownerNode.scaling.addInPlace(change);
  101002. }
  101003. }
  101004. });
  101005. };
  101006. /**
  101007. * Detaches the behavior from the mesh
  101008. */
  101009. MultiPointerScaleBehavior.prototype.detach = function () {
  101010. var _this = this;
  101011. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101012. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101013. behavior.onDragStartObservable.clear();
  101014. behavior.onDragObservable.clear();
  101015. _this._ownerNode.removeBehavior(behavior);
  101016. });
  101017. };
  101018. return MultiPointerScaleBehavior;
  101019. }());
  101020. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101021. })(BABYLON || (BABYLON = {}));
  101022. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  101023. var BABYLON;
  101024. (function (BABYLON) {
  101025. /**
  101026. * 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
  101027. */
  101028. var SixDofDragBehavior = /** @class */ (function () {
  101029. /**
  101030. * 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
  101031. */
  101032. function SixDofDragBehavior() {
  101033. this._sceneRenderObserver = null;
  101034. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101035. this._moving = false;
  101036. this._startingOrientation = new BABYLON.Quaternion();
  101037. /**
  101038. * 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)
  101039. */
  101040. this.zDragFactor = 3;
  101041. /**
  101042. * If the behavior is currently in a dragging state
  101043. */
  101044. this.dragging = false;
  101045. /**
  101046. * 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)
  101047. */
  101048. this.dragDeltaRatio = 0.2;
  101049. /**
  101050. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101051. */
  101052. this.currentDraggingPointerID = -1;
  101053. /**
  101054. * If camera controls should be detached during the drag
  101055. */
  101056. this.detachCameraControls = true;
  101057. /**
  101058. * Fires each time a drag starts
  101059. */
  101060. this.onDragStartObservable = new BABYLON.Observable();
  101061. /**
  101062. * Fires each time a drag ends (eg. mouse release after drag)
  101063. */
  101064. this.onDragEndObservable = new BABYLON.Observable();
  101065. }
  101066. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101067. /**
  101068. * The name of the behavior
  101069. */
  101070. get: function () {
  101071. return "SixDofDrag";
  101072. },
  101073. enumerable: true,
  101074. configurable: true
  101075. });
  101076. /**
  101077. * Initializes the behavior
  101078. */
  101079. SixDofDragBehavior.prototype.init = function () { };
  101080. /**
  101081. * Attaches the scale behavior the passed in mesh
  101082. * @param ownerNode The mesh that will be scaled around once attached
  101083. */
  101084. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  101085. var _this = this;
  101086. this._ownerNode = ownerNode;
  101087. this._scene = this._ownerNode.getScene();
  101088. if (!SixDofDragBehavior._virtualScene) {
  101089. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  101090. SixDofDragBehavior._virtualScene.detachControl();
  101091. this._scene.getEngine().scenes.pop();
  101092. }
  101093. var pickedMesh = null;
  101094. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  101095. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  101096. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101097. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  101098. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101099. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  101100. var pickPredicate = function (m) {
  101101. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  101102. };
  101103. var attachedElement = null;
  101104. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101105. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101106. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101107. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101108. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101109. }
  101110. pickedMesh = _this._ownerNode;
  101111. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101112. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101113. // Set position and orientation of the controller
  101114. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101115. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101116. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  101117. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101118. pickedMesh.computeWorldMatrix();
  101119. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  101120. if (!pickedMesh.rotationQuaternion) {
  101121. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  101122. }
  101123. var oldParent = pickedMesh.parent;
  101124. pickedMesh.setParent(null);
  101125. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  101126. pickedMesh.setParent(oldParent);
  101127. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101128. // Update state
  101129. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101130. _this.dragging = true;
  101131. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  101132. // Detatch camera controls
  101133. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101134. if (_this._scene.activeCamera.inputs.attachedElement) {
  101135. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  101136. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  101137. }
  101138. else {
  101139. attachedElement = null;
  101140. }
  101141. }
  101142. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101143. _this.onDragStartObservable.notifyObservers({});
  101144. }
  101145. }
  101146. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101147. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101148. _this.dragging = false;
  101149. _this._moving = false;
  101150. _this.currentDraggingPointerID = -1;
  101151. pickedMesh = null;
  101152. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101153. // Reattach camera controls
  101154. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101155. _this._scene.activeCamera.attachControl(attachedElement, true);
  101156. }
  101157. _this.onDragEndObservable.notifyObservers({});
  101158. }
  101159. }
  101160. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101161. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  101162. var zDragFactor = _this.zDragFactor;
  101163. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101164. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101165. zDragFactor = 0;
  101166. }
  101167. // Calculate controller drag distance in controller space
  101168. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  101169. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101170. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  101171. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101172. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  101173. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  101174. if (_this._virtualDragMesh.position.z < 0) {
  101175. _this._virtualDragMesh.position.z = 0;
  101176. }
  101177. // Update the controller position
  101178. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101179. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101180. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101181. // Move the virtualObjectsPosition into the picked mesh's space if needed
  101182. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101183. if (pickedMesh.parent) {
  101184. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  101185. }
  101186. if (!_this._moving) {
  101187. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  101188. }
  101189. _this._moving = true;
  101190. }
  101191. }
  101192. });
  101193. var tmpQuaternion = new BABYLON.Quaternion();
  101194. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101195. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101196. if (_this.dragging && _this._moving && pickedMesh) {
  101197. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101198. // Slowly move mesh to avoid jitter
  101199. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  101200. // Get change in rotation
  101201. tmpQuaternion.copyFrom(_this._startingOrientation);
  101202. tmpQuaternion.x = -tmpQuaternion.x;
  101203. tmpQuaternion.y = -tmpQuaternion.y;
  101204. tmpQuaternion.z = -tmpQuaternion.z;
  101205. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  101206. // Convert change in rotation to only y axis rotation
  101207. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  101208. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  101209. // Slowly move mesh to avoid jitter
  101210. var oldParent = pickedMesh.parent;
  101211. pickedMesh.setParent(null);
  101212. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  101213. pickedMesh.setParent(oldParent);
  101214. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101215. }
  101216. });
  101217. };
  101218. /**
  101219. * Detaches the behavior from the mesh
  101220. */
  101221. SixDofDragBehavior.prototype.detach = function () {
  101222. if (this._scene) {
  101223. this._scene.onPointerObservable.remove(this._pointerObserver);
  101224. }
  101225. if (this._ownerNode) {
  101226. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101227. }
  101228. if (this._virtualOriginMesh) {
  101229. this._virtualOriginMesh.dispose();
  101230. }
  101231. if (this._virtualDragMesh) {
  101232. this._virtualDragMesh.dispose();
  101233. }
  101234. this.onDragEndObservable.clear();
  101235. this.onDragStartObservable.clear();
  101236. };
  101237. return SixDofDragBehavior;
  101238. }());
  101239. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  101240. })(BABYLON || (BABYLON = {}));
  101241. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  101242. var BABYLON;
  101243. (function (BABYLON) {
  101244. /**
  101245. * @hidden
  101246. */
  101247. var FaceDirectionInfo = /** @class */ (function () {
  101248. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  101249. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  101250. if (diff === void 0) { diff = 0; }
  101251. if (ignore === void 0) { ignore = false; }
  101252. this.direction = direction;
  101253. this.rotatedDirection = rotatedDirection;
  101254. this.diff = diff;
  101255. this.ignore = ignore;
  101256. }
  101257. return FaceDirectionInfo;
  101258. }());
  101259. /**
  101260. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101261. */
  101262. var AttachToBoxBehavior = /** @class */ (function () {
  101263. /**
  101264. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101265. * @param ui The transform node that should be attched to the mesh
  101266. */
  101267. function AttachToBoxBehavior(ui) {
  101268. this.ui = ui;
  101269. /**
  101270. * The name of the behavior
  101271. */
  101272. this.name = "AttachToBoxBehavior";
  101273. /**
  101274. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101275. */
  101276. this.distanceAwayFromFace = 0.15;
  101277. /**
  101278. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101279. */
  101280. this.distanceAwayFromBottomOfFace = 0.15;
  101281. 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))];
  101282. this._tmpMatrix = new BABYLON.Matrix();
  101283. this._tmpVector = new BABYLON.Vector3();
  101284. this._zeroVector = BABYLON.Vector3.Zero();
  101285. this._lookAtTmpMatrix = new BABYLON.Matrix();
  101286. /* Does nothing */
  101287. }
  101288. /**
  101289. * Initializes the behavior
  101290. */
  101291. AttachToBoxBehavior.prototype.init = function () {
  101292. /* Does nothing */
  101293. };
  101294. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  101295. var _this = this;
  101296. // Go over each face and calculate the angle between the face's normal and targetDirection
  101297. this._faceVectors.forEach(function (v) {
  101298. if (!_this._target.rotationQuaternion) {
  101299. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  101300. }
  101301. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  101302. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  101303. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  101304. });
  101305. // Return the face information of the one with the normal closeset to target direction
  101306. return this._faceVectors.reduce(function (min, p) {
  101307. if (min.ignore) {
  101308. return p;
  101309. }
  101310. else if (p.ignore) {
  101311. return min;
  101312. }
  101313. else {
  101314. return min.diff < p.diff ? min : p;
  101315. }
  101316. }, this._faceVectors[0]);
  101317. };
  101318. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  101319. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  101320. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  101321. this._lookAtTmpMatrix.invert();
  101322. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  101323. };
  101324. /**
  101325. * Attaches the AttachToBoxBehavior to the passed in mesh
  101326. * @param target The mesh that the specified node will be attached to
  101327. */
  101328. AttachToBoxBehavior.prototype.attach = function (target) {
  101329. var _this = this;
  101330. this._target = target;
  101331. this._scene = this._target.getScene();
  101332. // Every frame, update the app bars position
  101333. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101334. if (!_this._scene.activeCamera) {
  101335. return;
  101336. }
  101337. // Find the face closest to the cameras position
  101338. var cameraPos = _this._scene.activeCamera.position;
  101339. if (_this._scene.activeCamera.devicePosition) {
  101340. cameraPos = _this._scene.activeCamera.devicePosition;
  101341. }
  101342. var facing = _this._closestFace(cameraPos.subtract(target.position));
  101343. if (_this._scene.activeCamera.leftCamera) {
  101344. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101345. }
  101346. else {
  101347. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101348. }
  101349. // Get camera up direction
  101350. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  101351. // Ignore faces to not select a parrelel face for the up vector of the UI
  101352. _this._faceVectors.forEach(function (v) {
  101353. if (facing.direction.x && v.direction.x) {
  101354. v.ignore = true;
  101355. }
  101356. if (facing.direction.y && v.direction.y) {
  101357. v.ignore = true;
  101358. }
  101359. if (facing.direction.z && v.direction.z) {
  101360. v.ignore = true;
  101361. }
  101362. });
  101363. var facingUp = _this._closestFace(_this._tmpVector);
  101364. // Unignore faces
  101365. _this._faceVectors.forEach(function (v) {
  101366. v.ignore = false;
  101367. });
  101368. // Position the app bar on that face
  101369. _this.ui.position.copyFrom(target.position);
  101370. if (facing.direction.x) {
  101371. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101372. _this.ui.position.addInPlace(_this._tmpVector);
  101373. }
  101374. if (facing.direction.y) {
  101375. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101376. _this.ui.position.addInPlace(_this._tmpVector);
  101377. }
  101378. if (facing.direction.z) {
  101379. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101380. _this.ui.position.addInPlace(_this._tmpVector);
  101381. }
  101382. // Rotate to be oriented properly to the camera
  101383. if (!_this.ui.rotationQuaternion) {
  101384. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  101385. }
  101386. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  101387. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  101388. // Place ui the correct distance from the bottom of the mesh
  101389. if (facingUp.direction.x) {
  101390. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  101391. }
  101392. if (facingUp.direction.y) {
  101393. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  101394. }
  101395. if (facingUp.direction.z) {
  101396. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  101397. }
  101398. _this.ui.position.addInPlace(_this._tmpVector);
  101399. });
  101400. };
  101401. /**
  101402. * Detaches the behavior from the mesh
  101403. */
  101404. AttachToBoxBehavior.prototype.detach = function () {
  101405. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  101406. };
  101407. return AttachToBoxBehavior;
  101408. }());
  101409. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  101410. })(BABYLON || (BABYLON = {}));
  101411. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  101412. var BABYLON;
  101413. (function (BABYLON) {
  101414. /**
  101415. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101416. */
  101417. var FadeInOutBehavior = /** @class */ (function () {
  101418. /**
  101419. * Instatiates the FadeInOutBehavior
  101420. */
  101421. function FadeInOutBehavior() {
  101422. var _this = this;
  101423. /**
  101424. * Time in milliseconds to delay before fading in (Default: 0)
  101425. */
  101426. this.delay = 0;
  101427. /**
  101428. * Time in milliseconds for the mesh to fade in (Default: 300)
  101429. */
  101430. this.fadeInTime = 300;
  101431. this._millisecondsPerFrame = 1000 / 60;
  101432. this._hovered = false;
  101433. this._hoverValue = 0;
  101434. this._ownerNode = null;
  101435. this._update = function () {
  101436. if (_this._ownerNode) {
  101437. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  101438. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  101439. if (_this._ownerNode.visibility > 1) {
  101440. _this._setAllVisibility(_this._ownerNode, 1);
  101441. _this._hoverValue = _this.fadeInTime + _this.delay;
  101442. return;
  101443. }
  101444. else if (_this._ownerNode.visibility < 0) {
  101445. _this._setAllVisibility(_this._ownerNode, 0);
  101446. if (_this._hoverValue < 0) {
  101447. _this._hoverValue = 0;
  101448. return;
  101449. }
  101450. }
  101451. setTimeout(_this._update, _this._millisecondsPerFrame);
  101452. }
  101453. };
  101454. }
  101455. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  101456. /**
  101457. * The name of the behavior
  101458. */
  101459. get: function () {
  101460. return "FadeInOut";
  101461. },
  101462. enumerable: true,
  101463. configurable: true
  101464. });
  101465. /**
  101466. * Initializes the behavior
  101467. */
  101468. FadeInOutBehavior.prototype.init = function () {
  101469. };
  101470. /**
  101471. * Attaches the fade behavior on the passed in mesh
  101472. * @param ownerNode The mesh that will be faded in/out once attached
  101473. */
  101474. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  101475. this._ownerNode = ownerNode;
  101476. this._setAllVisibility(this._ownerNode, 0);
  101477. };
  101478. /**
  101479. * Detaches the behavior from the mesh
  101480. */
  101481. FadeInOutBehavior.prototype.detach = function () {
  101482. this._ownerNode = null;
  101483. };
  101484. /**
  101485. * Triggers the mesh to begin fading in or out
  101486. * @param value if the object should fade in or out (true to fade in)
  101487. */
  101488. FadeInOutBehavior.prototype.fadeIn = function (value) {
  101489. this._hovered = value;
  101490. this._update();
  101491. };
  101492. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  101493. var _this = this;
  101494. mesh.visibility = value;
  101495. mesh.getChildMeshes().forEach(function (c) {
  101496. _this._setAllVisibility(c, value);
  101497. });
  101498. };
  101499. return FadeInOutBehavior;
  101500. }());
  101501. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  101502. })(BABYLON || (BABYLON = {}));
  101503. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  101504. var BABYLON;
  101505. (function (BABYLON) {
  101506. /**
  101507. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  101508. */
  101509. var Gizmo = /** @class */ (function () {
  101510. /**
  101511. * Creates a gizmo
  101512. * @param gizmoLayer The utility layer the gizmo will be added to
  101513. */
  101514. function Gizmo(
  101515. /** The utility layer the gizmo will be added to */
  101516. gizmoLayer) {
  101517. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101518. var _this = this;
  101519. this.gizmoLayer = gizmoLayer;
  101520. /**
  101521. * Ratio for the scale of the gizmo (Default: 1)
  101522. */
  101523. this.scaleRatio = 1;
  101524. this._tmpMatrix = new BABYLON.Matrix();
  101525. /**
  101526. * If a custom mesh has been set (Default: false)
  101527. */
  101528. this._customMeshSet = false;
  101529. /**
  101530. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  101531. */
  101532. this.updateGizmoRotationToMatchAttachedMesh = true;
  101533. /**
  101534. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  101535. */
  101536. this.updateGizmoPositionToMatchAttachedMesh = true;
  101537. /**
  101538. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  101539. */
  101540. this._updateScale = true;
  101541. this._interactionsEnabled = true;
  101542. this._tempVector = new BABYLON.Vector3();
  101543. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  101544. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  101545. _this._update();
  101546. });
  101547. this.attachedMesh = null;
  101548. }
  101549. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  101550. /**
  101551. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  101552. * * When set, interactions will be enabled
  101553. */
  101554. get: function () {
  101555. return this._attachedMesh;
  101556. },
  101557. set: function (value) {
  101558. this._attachedMesh = value;
  101559. this._rootMesh.setEnabled(value ? true : false);
  101560. this._attachedMeshChanged(value);
  101561. },
  101562. enumerable: true,
  101563. configurable: true
  101564. });
  101565. /**
  101566. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  101567. * @param mesh The mesh to replace the default mesh of the gizmo
  101568. */
  101569. Gizmo.prototype.setCustomMesh = function (mesh) {
  101570. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  101571. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  101572. }
  101573. this._rootMesh.getChildMeshes().forEach(function (c) {
  101574. c.dispose();
  101575. });
  101576. mesh.parent = this._rootMesh;
  101577. this._customMeshSet = true;
  101578. };
  101579. Gizmo.prototype._attachedMeshChanged = function (value) {
  101580. };
  101581. /**
  101582. * @hidden
  101583. * Updates the gizmo to match the attached mesh's position/rotation
  101584. */
  101585. Gizmo.prototype._update = function () {
  101586. if (this.attachedMesh) {
  101587. if (this.updateGizmoRotationToMatchAttachedMesh) {
  101588. if (!this._rootMesh.rotationQuaternion) {
  101589. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  101590. }
  101591. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  101592. this._tempVector.copyFrom(this.attachedMesh.scaling);
  101593. if (this.attachedMesh.scaling.x < 0) {
  101594. this.attachedMesh.scaling.x *= -1;
  101595. }
  101596. if (this.attachedMesh.scaling.y < 0) {
  101597. this.attachedMesh.scaling.y *= -1;
  101598. }
  101599. if (this.attachedMesh.scaling.z < 0) {
  101600. this.attachedMesh.scaling.z *= -1;
  101601. }
  101602. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  101603. this.attachedMesh.scaling.copyFrom(this._tempVector);
  101604. this.attachedMesh.computeWorldMatrix();
  101605. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  101606. }
  101607. else if (this._rootMesh.rotationQuaternion) {
  101608. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  101609. }
  101610. if (this.updateGizmoPositionToMatchAttachedMesh) {
  101611. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  101612. }
  101613. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  101614. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.position;
  101615. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  101616. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  101617. }
  101618. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  101619. var dist = this._tempVector.length() * this.scaleRatio;
  101620. this._rootMesh.scaling.set(dist, dist, dist);
  101621. }
  101622. }
  101623. };
  101624. /**
  101625. * Disposes of the gizmo
  101626. */
  101627. Gizmo.prototype.dispose = function () {
  101628. this._rootMesh.dispose();
  101629. if (this._beforeRenderObserver) {
  101630. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101631. }
  101632. };
  101633. return Gizmo;
  101634. }());
  101635. BABYLON.Gizmo = Gizmo;
  101636. })(BABYLON || (BABYLON = {}));
  101637. //# sourceMappingURL=babylon.gizmo.js.map
  101638. var BABYLON;
  101639. (function (BABYLON) {
  101640. /**
  101641. * Single axis drag gizmo
  101642. */
  101643. var AxisDragGizmo = /** @class */ (function (_super) {
  101644. __extends(AxisDragGizmo, _super);
  101645. /**
  101646. * Creates an AxisDragGizmo
  101647. * @param gizmoLayer The utility layer the gizmo will be added to
  101648. * @param dragAxis The axis which the gizmo will be able to drag on
  101649. * @param color The color of the gizmo
  101650. */
  101651. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  101652. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101653. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101654. var _this = _super.call(this, gizmoLayer) || this;
  101655. _this._pointerObserver = null;
  101656. /**
  101657. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  101658. */
  101659. _this.snapDistance = 0;
  101660. /**
  101661. * Event that fires each time the gizmo snaps to a new location.
  101662. * * snapDistance is the the change in distance
  101663. */
  101664. _this.onSnapObservable = new BABYLON.Observable();
  101665. // Create Material
  101666. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101667. coloredMaterial.disableLighting = true;
  101668. coloredMaterial.emissiveColor = color;
  101669. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101670. hoverMaterial.disableLighting = true;
  101671. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101672. // Build mesh on root node
  101673. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101674. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  101675. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  101676. arrowTail.color = coloredMaterial.emissiveColor;
  101677. arrow.addChild(arrowMesh);
  101678. arrow.addChild(arrowTail);
  101679. // Position arrow pointing in its drag axis
  101680. arrowMesh.scaling.scaleInPlace(0.05);
  101681. arrowMesh.material = coloredMaterial;
  101682. arrowMesh.rotation.x = Math.PI / 2;
  101683. arrowMesh.position.z += 0.3;
  101684. arrowTail.scaling.scaleInPlace(0.26);
  101685. arrowTail.rotation.x = Math.PI / 2;
  101686. arrowTail.material = coloredMaterial;
  101687. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  101688. arrow.scaling.scaleInPlace(1 / 3);
  101689. _this._rootMesh.addChild(arrow);
  101690. var currentSnapDragDistance = 0;
  101691. var tmpVector = new BABYLON.Vector3();
  101692. var tmpSnapEvent = { snapDistance: 0 };
  101693. // Add drag behavior to handle events when the gizmo is dragged
  101694. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  101695. _this.dragBehavior.moveAttached = false;
  101696. _this._rootMesh.addBehavior(_this.dragBehavior);
  101697. var localDelta = new BABYLON.Vector3();
  101698. var tmpMatrix = new BABYLON.Matrix();
  101699. _this.dragBehavior.onDragObservable.add(function (event) {
  101700. if (_this.attachedMesh) {
  101701. // Convert delta to local translation if it has a parent
  101702. if (_this.attachedMesh.parent) {
  101703. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  101704. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  101705. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  101706. }
  101707. else {
  101708. localDelta.copyFrom(event.delta);
  101709. }
  101710. // Snapping logic
  101711. if (_this.snapDistance == 0) {
  101712. _this.attachedMesh.position.addInPlace(localDelta);
  101713. }
  101714. else {
  101715. currentSnapDragDistance += event.dragDistance;
  101716. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  101717. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  101718. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  101719. localDelta.normalizeToRef(tmpVector);
  101720. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  101721. _this.attachedMesh.position.addInPlace(tmpVector);
  101722. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  101723. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  101724. }
  101725. }
  101726. }
  101727. });
  101728. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  101729. if (_this._customMeshSet) {
  101730. return;
  101731. }
  101732. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  101733. var material = isHovered ? hoverMaterial : coloredMaterial;
  101734. _this._rootMesh.getChildMeshes().forEach(function (m) {
  101735. m.material = material;
  101736. if (m.color) {
  101737. m.color = material.emissiveColor;
  101738. }
  101739. });
  101740. });
  101741. return _this;
  101742. }
  101743. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  101744. if (this.dragBehavior) {
  101745. this.dragBehavior.enabled = value ? true : false;
  101746. }
  101747. };
  101748. /**
  101749. * Disposes of the gizmo
  101750. */
  101751. AxisDragGizmo.prototype.dispose = function () {
  101752. this.onSnapObservable.clear();
  101753. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  101754. this.dragBehavior.detach();
  101755. _super.prototype.dispose.call(this);
  101756. };
  101757. return AxisDragGizmo;
  101758. }(BABYLON.Gizmo));
  101759. BABYLON.AxisDragGizmo = AxisDragGizmo;
  101760. })(BABYLON || (BABYLON = {}));
  101761. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  101762. var BABYLON;
  101763. (function (BABYLON) {
  101764. /**
  101765. * Single axis scale gizmo
  101766. */
  101767. var AxisScaleGizmo = /** @class */ (function (_super) {
  101768. __extends(AxisScaleGizmo, _super);
  101769. /**
  101770. * Creates an AxisScaleGizmo
  101771. * @param gizmoLayer The utility layer the gizmo will be added to
  101772. * @param dragAxis The axis which the gizmo will be able to scale on
  101773. * @param color The color of the gizmo
  101774. */
  101775. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  101776. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101777. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101778. var _this = _super.call(this, gizmoLayer) || this;
  101779. _this._pointerObserver = null;
  101780. /**
  101781. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  101782. */
  101783. _this.snapDistance = 0;
  101784. /**
  101785. * Event that fires each time the gizmo snaps to a new location.
  101786. * * snapDistance is the the change in distance
  101787. */
  101788. _this.onSnapObservable = new BABYLON.Observable();
  101789. /**
  101790. * If the scaling operation should be done on all axis (default: false)
  101791. */
  101792. _this.uniformScaling = false;
  101793. // Create Material
  101794. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101795. _this._coloredMaterial.disableLighting = true;
  101796. _this._coloredMaterial.emissiveColor = color;
  101797. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101798. hoverMaterial.disableLighting = true;
  101799. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101800. // Build mesh on root node
  101801. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101802. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  101803. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  101804. arrowTail.color = _this._coloredMaterial.emissiveColor;
  101805. arrow.addChild(arrowMesh);
  101806. arrow.addChild(arrowTail);
  101807. // Position arrow pointing in its drag axis
  101808. arrowMesh.scaling.scaleInPlace(0.1);
  101809. arrowMesh.material = _this._coloredMaterial;
  101810. arrowMesh.rotation.x = Math.PI / 2;
  101811. arrowMesh.position.z += 0.3;
  101812. arrowTail.scaling.scaleInPlace(0.26);
  101813. arrowTail.rotation.x = Math.PI / 2;
  101814. arrowTail.material = _this._coloredMaterial;
  101815. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  101816. _this._rootMesh.addChild(arrow);
  101817. arrow.scaling.scaleInPlace(1 / 3);
  101818. // Add drag behavior to handle events when the gizmo is dragged
  101819. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  101820. _this.dragBehavior.moveAttached = false;
  101821. _this._rootMesh.addBehavior(_this.dragBehavior);
  101822. var currentSnapDragDistance = 0;
  101823. var tmpVector = new BABYLON.Vector3();
  101824. var tmpSnapEvent = { snapDistance: 0 };
  101825. _this.dragBehavior.onDragObservable.add(function (event) {
  101826. if (_this.attachedMesh) {
  101827. // Snapping logic
  101828. var snapped = false;
  101829. var dragSteps = 0;
  101830. if (_this.uniformScaling) {
  101831. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  101832. if (tmpVector.y < 0) {
  101833. tmpVector.scaleInPlace(-1);
  101834. }
  101835. }
  101836. else {
  101837. tmpVector.copyFrom(dragAxis);
  101838. }
  101839. if (_this.snapDistance == 0) {
  101840. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  101841. }
  101842. else {
  101843. currentSnapDragDistance += event.dragDistance;
  101844. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  101845. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  101846. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  101847. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  101848. snapped = true;
  101849. }
  101850. else {
  101851. tmpVector.scaleInPlace(0);
  101852. }
  101853. }
  101854. _this.attachedMesh.scaling.addInPlace(tmpVector);
  101855. if (snapped) {
  101856. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  101857. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  101858. }
  101859. }
  101860. });
  101861. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  101862. if (_this._customMeshSet) {
  101863. return;
  101864. }
  101865. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  101866. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  101867. _this._rootMesh.getChildMeshes().forEach(function (m) {
  101868. m.material = material;
  101869. if (m.color) {
  101870. m.color = material.emissiveColor;
  101871. }
  101872. });
  101873. });
  101874. return _this;
  101875. }
  101876. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  101877. if (this.dragBehavior) {
  101878. this.dragBehavior.enabled = value ? true : false;
  101879. }
  101880. };
  101881. /**
  101882. * Disposes of the gizmo
  101883. */
  101884. AxisScaleGizmo.prototype.dispose = function () {
  101885. this.onSnapObservable.clear();
  101886. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  101887. this.dragBehavior.detach();
  101888. _super.prototype.dispose.call(this);
  101889. };
  101890. /**
  101891. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  101892. * @param mesh The mesh to replace the default mesh of the gizmo
  101893. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  101894. */
  101895. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  101896. var _this = this;
  101897. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  101898. _super.prototype.setCustomMesh.call(this, mesh);
  101899. if (useGizmoMaterial) {
  101900. this._rootMesh.getChildMeshes().forEach(function (m) {
  101901. m.material = _this._coloredMaterial;
  101902. if (m.color) {
  101903. m.color = _this._coloredMaterial.emissiveColor;
  101904. }
  101905. });
  101906. this._customMeshSet = false;
  101907. }
  101908. };
  101909. return AxisScaleGizmo;
  101910. }(BABYLON.Gizmo));
  101911. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  101912. })(BABYLON || (BABYLON = {}));
  101913. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  101914. var BABYLON;
  101915. (function (BABYLON) {
  101916. /**
  101917. * Single plane rotation gizmo
  101918. */
  101919. var PlaneRotationGizmo = /** @class */ (function (_super) {
  101920. __extends(PlaneRotationGizmo, _super);
  101921. /**
  101922. * Creates a PlaneRotationGizmo
  101923. * @param gizmoLayer The utility layer the gizmo will be added to
  101924. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  101925. * @param color The color of the gizmo
  101926. * @param tessellation Amount of tessellation to be used when creating rotation circles
  101927. */
  101928. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  101929. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101930. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101931. if (tessellation === void 0) { tessellation = 32; }
  101932. var _this = _super.call(this, gizmoLayer) || this;
  101933. _this._pointerObserver = null;
  101934. /**
  101935. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  101936. */
  101937. _this.snapDistance = 0;
  101938. /**
  101939. * Event that fires each time the gizmo snaps to a new location.
  101940. * * snapDistance is the the change in distance
  101941. */
  101942. _this.onSnapObservable = new BABYLON.Observable();
  101943. // Create Material
  101944. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101945. coloredMaterial.disableLighting = true;
  101946. coloredMaterial.emissiveColor = color;
  101947. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101948. hoverMaterial.disableLighting = true;
  101949. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101950. // Build mesh on root node
  101951. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101952. // Create circle out of lines
  101953. var radius = 0.8;
  101954. var points = new Array();
  101955. for (var i = 0; i < tessellation; i++) {
  101956. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  101957. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  101958. }
  101959. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  101960. rotationMesh.color = coloredMaterial.emissiveColor;
  101961. // Position arrow pointing in its drag axis
  101962. rotationMesh.scaling.scaleInPlace(0.26);
  101963. rotationMesh.material = coloredMaterial;
  101964. rotationMesh.rotation.x = Math.PI / 2;
  101965. parentMesh.addChild(rotationMesh);
  101966. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  101967. _this._rootMesh.addChild(parentMesh);
  101968. parentMesh.scaling.scaleInPlace(1 / 3);
  101969. // Add drag behavior to handle events when the gizmo is dragged
  101970. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  101971. _this.dragBehavior.moveAttached = false;
  101972. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  101973. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  101974. _this._rootMesh.addBehavior(_this.dragBehavior);
  101975. var lastDragPosition = new BABYLON.Vector3();
  101976. _this.dragBehavior.onDragStartObservable.add(function (e) {
  101977. if (_this.attachedMesh) {
  101978. lastDragPosition.copyFrom(e.dragPlanePoint);
  101979. }
  101980. });
  101981. var rotationMatrix = new BABYLON.Matrix();
  101982. var planeNormalTowardsCamera = new BABYLON.Vector3();
  101983. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  101984. var tmpSnapEvent = { snapDistance: 0 };
  101985. var currentSnapDragDistance = 0;
  101986. var tmpMatrix = new BABYLON.Matrix();
  101987. var tmpVector = new BABYLON.Vector3();
  101988. var amountToRotate = new BABYLON.Quaternion();
  101989. _this.dragBehavior.onDragObservable.add(function (event) {
  101990. if (_this.attachedMesh) {
  101991. if (!_this.attachedMesh.rotationQuaternion) {
  101992. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  101993. }
  101994. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  101995. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  101996. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  101997. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  101998. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  101999. var angle = Math.atan2(cross.length(), dot);
  102000. planeNormalTowardsCamera.copyFrom(planeNormal);
  102001. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102002. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102003. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102004. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102005. }
  102006. // Flip up vector depending on which side the camera is on
  102007. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102008. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102009. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102010. planeNormalTowardsCamera.scaleInPlace(-1);
  102011. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102012. }
  102013. }
  102014. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102015. if (halfCircleSide) {
  102016. angle = -angle;
  102017. }
  102018. // Snapping logic
  102019. var snapped = false;
  102020. if (_this.snapDistance != 0) {
  102021. currentSnapDragDistance += angle;
  102022. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102023. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102024. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102025. angle = _this.snapDistance * dragSteps;
  102026. snapped = true;
  102027. }
  102028. else {
  102029. angle = 0;
  102030. }
  102031. }
  102032. // If the mesh has a parent, convert needed world rotation to local rotation
  102033. tmpMatrix.reset();
  102034. if (_this.attachedMesh.parent) {
  102035. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102036. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102037. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102038. }
  102039. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102040. var quaternionCoefficient = Math.sin(angle / 2);
  102041. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102042. // 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
  102043. if (tmpMatrix.determinant() > 0) {
  102044. amountToRotate.toEulerAnglesToRef(tmpVector);
  102045. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102046. }
  102047. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102048. // Rotate selected mesh quaternion over fixed axis
  102049. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102050. }
  102051. else {
  102052. // Rotate selected mesh quaternion over rotated axis
  102053. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102054. }
  102055. lastDragPosition.copyFrom(event.dragPlanePoint);
  102056. if (snapped) {
  102057. tmpSnapEvent.snapDistance = angle;
  102058. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102059. }
  102060. }
  102061. });
  102062. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102063. if (_this._customMeshSet) {
  102064. return;
  102065. }
  102066. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102067. var material = isHovered ? hoverMaterial : coloredMaterial;
  102068. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102069. m.material = material;
  102070. if (m.color) {
  102071. m.color = material.emissiveColor;
  102072. }
  102073. });
  102074. });
  102075. return _this;
  102076. }
  102077. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  102078. if (this.dragBehavior) {
  102079. this.dragBehavior.enabled = value ? true : false;
  102080. }
  102081. };
  102082. /**
  102083. * Disposes of the gizmo
  102084. */
  102085. PlaneRotationGizmo.prototype.dispose = function () {
  102086. this.onSnapObservable.clear();
  102087. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102088. this.dragBehavior.detach();
  102089. _super.prototype.dispose.call(this);
  102090. };
  102091. return PlaneRotationGizmo;
  102092. }(BABYLON.Gizmo));
  102093. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  102094. })(BABYLON || (BABYLON = {}));
  102095. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  102096. var BABYLON;
  102097. (function (BABYLON) {
  102098. /**
  102099. * Gizmo that enables dragging a mesh along 3 axis
  102100. */
  102101. var PositionGizmo = /** @class */ (function (_super) {
  102102. __extends(PositionGizmo, _super);
  102103. /**
  102104. * Creates a PositionGizmo
  102105. * @param gizmoLayer The utility layer the gizmo will be added to
  102106. */
  102107. function PositionGizmo(gizmoLayer) {
  102108. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102109. var _this = _super.call(this, gizmoLayer) || this;
  102110. /** Fires an event when any of it's sub gizmos are dragged */
  102111. _this.onDragStartObservable = new BABYLON.Observable();
  102112. /** Fires an event when any of it's sub gizmos are released from dragging */
  102113. _this.onDragEndObservable = new BABYLON.Observable();
  102114. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102115. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102116. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102117. // Relay drag events
  102118. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102119. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102120. _this.onDragStartObservable.notifyObservers({});
  102121. });
  102122. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102123. _this.onDragEndObservable.notifyObservers({});
  102124. });
  102125. });
  102126. _this.attachedMesh = null;
  102127. return _this;
  102128. }
  102129. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  102130. set: function (mesh) {
  102131. if (this.xGizmo) {
  102132. this.xGizmo.attachedMesh = mesh;
  102133. this.yGizmo.attachedMesh = mesh;
  102134. this.zGizmo.attachedMesh = mesh;
  102135. }
  102136. },
  102137. enumerable: true,
  102138. configurable: true
  102139. });
  102140. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102141. get: function () {
  102142. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102143. },
  102144. set: function (value) {
  102145. if (this.xGizmo) {
  102146. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102147. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102148. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102149. }
  102150. },
  102151. enumerable: true,
  102152. configurable: true
  102153. });
  102154. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  102155. get: function () {
  102156. return this.xGizmo.snapDistance;
  102157. },
  102158. /**
  102159. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102160. */
  102161. set: function (value) {
  102162. if (this.xGizmo) {
  102163. this.xGizmo.snapDistance = value;
  102164. this.yGizmo.snapDistance = value;
  102165. this.zGizmo.snapDistance = value;
  102166. }
  102167. },
  102168. enumerable: true,
  102169. configurable: true
  102170. });
  102171. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  102172. get: function () {
  102173. return this.xGizmo.scaleRatio;
  102174. },
  102175. /**
  102176. * Ratio for the scale of the gizmo (Default: 1)
  102177. */
  102178. set: function (value) {
  102179. if (this.xGizmo) {
  102180. this.xGizmo.scaleRatio = value;
  102181. this.yGizmo.scaleRatio = value;
  102182. this.zGizmo.scaleRatio = value;
  102183. }
  102184. },
  102185. enumerable: true,
  102186. configurable: true
  102187. });
  102188. /**
  102189. * Disposes of the gizmo
  102190. */
  102191. PositionGizmo.prototype.dispose = function () {
  102192. this.xGizmo.dispose();
  102193. this.yGizmo.dispose();
  102194. this.zGizmo.dispose();
  102195. this.onDragStartObservable.clear();
  102196. this.onDragEndObservable.clear();
  102197. };
  102198. /**
  102199. * CustomMeshes are not supported by this gizmo
  102200. * @param mesh The mesh to replace the default mesh of the gizmo
  102201. */
  102202. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  102203. 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)");
  102204. };
  102205. return PositionGizmo;
  102206. }(BABYLON.Gizmo));
  102207. BABYLON.PositionGizmo = PositionGizmo;
  102208. })(BABYLON || (BABYLON = {}));
  102209. //# sourceMappingURL=babylon.positionGizmo.js.map
  102210. var BABYLON;
  102211. (function (BABYLON) {
  102212. /**
  102213. * Gizmo that enables rotating a mesh along 3 axis
  102214. */
  102215. var RotationGizmo = /** @class */ (function (_super) {
  102216. __extends(RotationGizmo, _super);
  102217. /**
  102218. * Creates a RotationGizmo
  102219. * @param gizmoLayer The utility layer the gizmo will be added to
  102220. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102221. */
  102222. function RotationGizmo(gizmoLayer, tessellation) {
  102223. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102224. if (tessellation === void 0) { tessellation = 32; }
  102225. var _this = _super.call(this, gizmoLayer) || this;
  102226. /** Fires an event when any of it's sub gizmos are dragged */
  102227. _this.onDragStartObservable = new BABYLON.Observable();
  102228. /** Fires an event when any of it's sub gizmos are released from dragging */
  102229. _this.onDragEndObservable = new BABYLON.Observable();
  102230. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  102231. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  102232. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  102233. // Relay drag events
  102234. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102235. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102236. _this.onDragStartObservable.notifyObservers({});
  102237. });
  102238. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102239. _this.onDragEndObservable.notifyObservers({});
  102240. });
  102241. });
  102242. _this.attachedMesh = null;
  102243. return _this;
  102244. }
  102245. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  102246. set: function (mesh) {
  102247. if (this.xGizmo) {
  102248. this.xGizmo.attachedMesh = mesh;
  102249. this.yGizmo.attachedMesh = mesh;
  102250. this.zGizmo.attachedMesh = mesh;
  102251. }
  102252. },
  102253. enumerable: true,
  102254. configurable: true
  102255. });
  102256. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102257. get: function () {
  102258. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102259. },
  102260. set: function (value) {
  102261. if (this.xGizmo) {
  102262. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102263. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102264. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102265. }
  102266. },
  102267. enumerable: true,
  102268. configurable: true
  102269. });
  102270. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  102271. get: function () {
  102272. return this.xGizmo.snapDistance;
  102273. },
  102274. /**
  102275. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102276. */
  102277. set: function (value) {
  102278. if (this.xGizmo) {
  102279. this.xGizmo.snapDistance = value;
  102280. this.yGizmo.snapDistance = value;
  102281. this.zGizmo.snapDistance = value;
  102282. }
  102283. },
  102284. enumerable: true,
  102285. configurable: true
  102286. });
  102287. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  102288. get: function () {
  102289. return this.xGizmo.scaleRatio;
  102290. },
  102291. /**
  102292. * Ratio for the scale of the gizmo (Default: 1)
  102293. */
  102294. set: function (value) {
  102295. if (this.xGizmo) {
  102296. this.xGizmo.scaleRatio = value;
  102297. this.yGizmo.scaleRatio = value;
  102298. this.zGizmo.scaleRatio = value;
  102299. }
  102300. },
  102301. enumerable: true,
  102302. configurable: true
  102303. });
  102304. /**
  102305. * Disposes of the gizmo
  102306. */
  102307. RotationGizmo.prototype.dispose = function () {
  102308. this.xGizmo.dispose();
  102309. this.yGizmo.dispose();
  102310. this.zGizmo.dispose();
  102311. this.onDragStartObservable.clear();
  102312. this.onDragEndObservable.clear();
  102313. };
  102314. /**
  102315. * CustomMeshes are not supported by this gizmo
  102316. * @param mesh The mesh to replace the default mesh of the gizmo
  102317. */
  102318. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  102319. 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)");
  102320. };
  102321. return RotationGizmo;
  102322. }(BABYLON.Gizmo));
  102323. BABYLON.RotationGizmo = RotationGizmo;
  102324. })(BABYLON || (BABYLON = {}));
  102325. //# sourceMappingURL=babylon.rotationGizmo.js.map
  102326. var BABYLON;
  102327. (function (BABYLON) {
  102328. /**
  102329. * Gizmo that enables scaling a mesh along 3 axis
  102330. */
  102331. var ScaleGizmo = /** @class */ (function (_super) {
  102332. __extends(ScaleGizmo, _super);
  102333. /**
  102334. * Creates a ScaleGizmo
  102335. * @param gizmoLayer The utility layer the gizmo will be added to
  102336. */
  102337. function ScaleGizmo(gizmoLayer) {
  102338. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102339. var _this = _super.call(this, gizmoLayer) || this;
  102340. /** Fires an event when any of it's sub gizmos are dragged */
  102341. _this.onDragStartObservable = new BABYLON.Observable();
  102342. /** Fires an event when any of it's sub gizmos are released from dragging */
  102343. _this.onDragEndObservable = new BABYLON.Observable();
  102344. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102345. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102346. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102347. // Create uniform scale gizmo
  102348. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  102349. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  102350. _this.uniformScaleGizmo.uniformScaling = true;
  102351. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102352. uniformScalingMesh.scaling.scaleInPlace(0.02);
  102353. uniformScalingMesh.visibility = 0;
  102354. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102355. octahedron.scaling.scaleInPlace(0.007);
  102356. uniformScalingMesh.addChild(octahedron);
  102357. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  102358. // Relay drag events
  102359. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  102360. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102361. _this.onDragStartObservable.notifyObservers({});
  102362. });
  102363. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102364. _this.onDragEndObservable.notifyObservers({});
  102365. });
  102366. });
  102367. _this.attachedMesh = null;
  102368. return _this;
  102369. }
  102370. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  102371. set: function (mesh) {
  102372. if (this.xGizmo) {
  102373. this.xGizmo.attachedMesh = mesh;
  102374. this.yGizmo.attachedMesh = mesh;
  102375. this.zGizmo.attachedMesh = mesh;
  102376. this.uniformScaleGizmo.attachedMesh = mesh;
  102377. }
  102378. },
  102379. enumerable: true,
  102380. configurable: true
  102381. });
  102382. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102383. get: function () {
  102384. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102385. },
  102386. set: function (value) {
  102387. if (!value) {
  102388. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  102389. }
  102390. if (this.xGizmo) {
  102391. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102392. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102393. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102394. }
  102395. },
  102396. enumerable: true,
  102397. configurable: true
  102398. });
  102399. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  102400. get: function () {
  102401. return this.xGizmo.snapDistance;
  102402. },
  102403. /**
  102404. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102405. */
  102406. set: function (value) {
  102407. if (this.xGizmo) {
  102408. this.xGizmo.snapDistance = value;
  102409. this.yGizmo.snapDistance = value;
  102410. this.zGizmo.snapDistance = value;
  102411. this.uniformScaleGizmo.snapDistance = value;
  102412. }
  102413. },
  102414. enumerable: true,
  102415. configurable: true
  102416. });
  102417. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  102418. get: function () {
  102419. return this.xGizmo.scaleRatio;
  102420. },
  102421. /**
  102422. * Ratio for the scale of the gizmo (Default: 1)
  102423. */
  102424. set: function (value) {
  102425. if (this.xGizmo) {
  102426. this.xGizmo.scaleRatio = value;
  102427. this.yGizmo.scaleRatio = value;
  102428. this.zGizmo.scaleRatio = value;
  102429. this.uniformScaleGizmo.scaleRatio = value;
  102430. }
  102431. },
  102432. enumerable: true,
  102433. configurable: true
  102434. });
  102435. /**
  102436. * Disposes of the gizmo
  102437. */
  102438. ScaleGizmo.prototype.dispose = function () {
  102439. this.xGizmo.dispose();
  102440. this.yGizmo.dispose();
  102441. this.zGizmo.dispose();
  102442. this.uniformScaleGizmo.dispose();
  102443. this.onDragStartObservable.clear();
  102444. this.onDragEndObservable.clear();
  102445. };
  102446. return ScaleGizmo;
  102447. }(BABYLON.Gizmo));
  102448. BABYLON.ScaleGizmo = ScaleGizmo;
  102449. })(BABYLON || (BABYLON = {}));
  102450. //# sourceMappingURL=babylon.scaleGizmo.js.map
  102451. var BABYLON;
  102452. (function (BABYLON) {
  102453. /**
  102454. * Bounding box gizmo
  102455. */
  102456. var BoundingBoxGizmo = /** @class */ (function (_super) {
  102457. __extends(BoundingBoxGizmo, _super);
  102458. /**
  102459. * Creates an BoundingBoxGizmo
  102460. * @param gizmoLayer The utility layer the gizmo will be added to
  102461. * @param color The color of the gizmo
  102462. */
  102463. function BoundingBoxGizmo(color, gizmoLayer) {
  102464. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102465. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  102466. var _this = _super.call(this, gizmoLayer) || this;
  102467. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  102468. _this._renderObserver = null;
  102469. _this._pointerObserver = null;
  102470. _this._scaleDragSpeed = 0.2;
  102471. _this._tmpQuaternion = new BABYLON.Quaternion();
  102472. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102473. _this._tmpRotationMatrix = new BABYLON.Matrix();
  102474. /**
  102475. * 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)
  102476. */
  102477. _this.ignoreChildren = false;
  102478. /**
  102479. * 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)
  102480. */
  102481. _this.includeChildPredicate = null;
  102482. /**
  102483. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  102484. */
  102485. _this.rotationSphereSize = 0.1;
  102486. /**
  102487. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  102488. */
  102489. _this.scaleBoxSize = 0.1;
  102490. /**
  102491. * 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)
  102492. */
  102493. _this.fixedDragMeshScreenSize = false;
  102494. /**
  102495. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  102496. */
  102497. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  102498. /**
  102499. * Fired when a rotation sphere or scale box is dragged
  102500. */
  102501. _this.onDragStartObservable = new BABYLON.Observable();
  102502. /**
  102503. * Fired when a scale box is dragged
  102504. */
  102505. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  102506. /**
  102507. * Fired when a scale box drag is ended
  102508. */
  102509. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  102510. /**
  102511. * Fired when a rotation sphere is dragged
  102512. */
  102513. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  102514. /**
  102515. * Fired when a rotation sphere drag is ended
  102516. */
  102517. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  102518. /**
  102519. * 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)
  102520. */
  102521. _this.scalePivot = null;
  102522. _this._existingMeshScale = new BABYLON.Vector3();
  102523. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  102524. _this._updateScale = false;
  102525. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  102526. // Create Materials
  102527. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102528. coloredMaterial.disableLighting = true;
  102529. coloredMaterial.emissiveColor = color;
  102530. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102531. hoverColoredMaterial.disableLighting = true;
  102532. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102533. // Build bounding box out of lines
  102534. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102535. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  102536. var lines = [];
  102537. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  102538. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  102539. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  102540. 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));
  102541. 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));
  102542. 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));
  102543. 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));
  102544. 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));
  102545. 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));
  102546. 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));
  102547. 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));
  102548. 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));
  102549. lines.forEach(function (l) {
  102550. l.color = color;
  102551. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  102552. l.isPickable = false;
  102553. _this._lineBoundingBox.addChild(l);
  102554. });
  102555. _this._rootMesh.addChild(_this._lineBoundingBox);
  102556. // Create rotation spheres
  102557. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102558. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  102559. var _loop_1 = function (i_1) {
  102560. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  102561. sphere.rotationQuaternion = new BABYLON.Quaternion();
  102562. sphere.material = coloredMaterial;
  102563. // Drag behavior
  102564. _dragBehavior = new BABYLON.PointerDragBehavior({});
  102565. _dragBehavior.moveAttached = false;
  102566. _dragBehavior.updateDragPlane = false;
  102567. sphere.addBehavior(_dragBehavior);
  102568. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  102569. var totalTurnAmountOfDrag = 0;
  102570. _dragBehavior.onDragStartObservable.add(function (event) {
  102571. startingTurnDirection.copyFrom(sphere.forward);
  102572. totalTurnAmountOfDrag = 0;
  102573. });
  102574. _dragBehavior.onDragObservable.add(function (event) {
  102575. _this.onRotationSphereDragObservable.notifyObservers({});
  102576. if (_this.attachedMesh) {
  102577. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  102578. var worldDragDirection = startingTurnDirection;
  102579. // Project the world right on to the drag plane
  102580. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  102581. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  102582. // project drag delta on to the resulting drag axis and rotate based on that
  102583. var projectDist = -BABYLON.Vector3.Dot(dragAxis, event.delta);
  102584. // Make rotation relative to size of mesh.
  102585. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  102586. // Rotate based on axis
  102587. if (!_this.attachedMesh.rotationQuaternion) {
  102588. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102589. }
  102590. if (!_this._anchorMesh.rotationQuaternion) {
  102591. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  102592. }
  102593. // Do not allow the object to turn more than a full circle
  102594. totalTurnAmountOfDrag += projectDist;
  102595. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  102596. if (i_1 >= 8) {
  102597. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  102598. }
  102599. else if (i_1 >= 4) {
  102600. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  102601. }
  102602. else {
  102603. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  102604. }
  102605. // Rotate around center of bounding box
  102606. _this._anchorMesh.addChild(_this.attachedMesh);
  102607. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  102608. _this._anchorMesh.removeChild(_this.attachedMesh);
  102609. }
  102610. _this.updateBoundingBox();
  102611. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  102612. }
  102613. });
  102614. // Selection/deselection
  102615. _dragBehavior.onDragStartObservable.add(function () {
  102616. _this.onDragStartObservable.notifyObservers({});
  102617. _this._selectNode(sphere);
  102618. });
  102619. _dragBehavior.onDragEndObservable.add(function () {
  102620. _this.onRotationSphereDragEndObservable.notifyObservers({});
  102621. _this._selectNode(null);
  102622. });
  102623. this_1._rotateSpheresParent.addChild(sphere);
  102624. };
  102625. var this_1 = this, _dragBehavior;
  102626. for (var i_1 = 0; i_1 < 12; i_1++) {
  102627. _loop_1(i_1);
  102628. }
  102629. _this._rootMesh.addChild(_this._rotateSpheresParent);
  102630. // Create scale cubes
  102631. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102632. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  102633. for (var i = 0; i < 2; i++) {
  102634. for (var j = 0; j < 2; j++) {
  102635. var _loop_2 = function () {
  102636. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  102637. box.material = coloredMaterial;
  102638. // Dragging logic
  102639. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  102640. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102641. _dragBehavior.moveAttached = false;
  102642. box.addBehavior(_dragBehavior);
  102643. _dragBehavior.onDragObservable.add(function (event) {
  102644. _this.onScaleBoxDragObservable.notifyObservers({});
  102645. if (_this.attachedMesh) {
  102646. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  102647. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  102648. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  102649. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  102650. _this.updateBoundingBox();
  102651. if (_this.scalePivot) {
  102652. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  102653. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  102654. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  102655. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  102656. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  102657. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  102658. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  102659. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  102660. }
  102661. else {
  102662. // Scale from the position of the opposite corner
  102663. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  102664. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  102665. }
  102666. _this._anchorMesh.addChild(_this.attachedMesh);
  102667. _this._anchorMesh.scaling.addInPlace(deltaScale);
  102668. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  102669. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  102670. }
  102671. _this._anchorMesh.removeChild(_this.attachedMesh);
  102672. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  102673. }
  102674. });
  102675. // Selection/deselection
  102676. _dragBehavior.onDragStartObservable.add(function () {
  102677. _this.onDragStartObservable.notifyObservers({});
  102678. _this._selectNode(box);
  102679. });
  102680. _dragBehavior.onDragEndObservable.add(function () {
  102681. _this.onScaleBoxDragEndObservable.notifyObservers({});
  102682. _this._selectNode(null);
  102683. });
  102684. this_2._scaleBoxesParent.addChild(box);
  102685. };
  102686. var this_2 = this, _dragBehavior;
  102687. for (var k = 0; k < 2; k++) {
  102688. _loop_2();
  102689. }
  102690. }
  102691. }
  102692. _this._rootMesh.addChild(_this._scaleBoxesParent);
  102693. // Hover color change
  102694. var pointerIds = new Array();
  102695. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102696. if (!pointerIds[pointerInfo.event.pointerId]) {
  102697. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  102698. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  102699. pointerIds[pointerInfo.event.pointerId] = mesh;
  102700. mesh.material = hoverColoredMaterial;
  102701. }
  102702. });
  102703. }
  102704. else {
  102705. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  102706. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  102707. delete pointerIds[pointerInfo.event.pointerId];
  102708. }
  102709. }
  102710. });
  102711. // Update bounding box positions
  102712. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  102713. // Only update the bouding box if scaling has changed
  102714. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  102715. _this.updateBoundingBox();
  102716. }
  102717. });
  102718. _this.updateBoundingBox();
  102719. return _this;
  102720. }
  102721. /** @hidden */
  102722. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  102723. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  102724. // Save old pivot and set pivot to 0,0,0
  102725. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  102726. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  102727. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  102728. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  102729. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  102730. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  102731. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  102732. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  102733. }
  102734. }
  102735. BoundingBoxGizmo._PivotCached++;
  102736. };
  102737. /** @hidden */
  102738. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  102739. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  102740. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  102741. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  102742. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  102743. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  102744. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  102745. }
  102746. this._PivotCached--;
  102747. };
  102748. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  102749. if (value) {
  102750. // Reset anchor mesh to match attached mesh's scale
  102751. // This is needed to avoid invalid box/sphere position on first drag
  102752. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  102753. this._anchorMesh.addChild(value);
  102754. this._anchorMesh.removeChild(value);
  102755. BoundingBoxGizmo._RestorePivotPoint(value);
  102756. this.updateBoundingBox();
  102757. }
  102758. };
  102759. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  102760. this._rotateSpheresParent.getChildMeshes()
  102761. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  102762. m.isVisible = (!selectedMesh || m == selectedMesh);
  102763. });
  102764. };
  102765. /**
  102766. * Updates the bounding box information for the Gizmo
  102767. */
  102768. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  102769. if (this.attachedMesh) {
  102770. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  102771. this._update();
  102772. // Rotate based on axis
  102773. if (!this.attachedMesh.rotationQuaternion) {
  102774. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  102775. }
  102776. if (!this._anchorMesh.rotationQuaternion) {
  102777. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  102778. }
  102779. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  102780. // Store original position and reset mesh to origin before computing the bounding box
  102781. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  102782. this._tmpVector.copyFrom(this.attachedMesh.position);
  102783. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  102784. this.attachedMesh.position.set(0, 0, 0);
  102785. // Update bounding dimensions/positions
  102786. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  102787. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  102788. // Update gizmo to match bounding box scaling and rotation
  102789. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  102790. 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);
  102791. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  102792. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  102793. this._lineBoundingBox.computeWorldMatrix();
  102794. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  102795. // restore position/rotation values
  102796. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  102797. this.attachedMesh.position.copyFrom(this._tmpVector);
  102798. }
  102799. // Update rotation sphere locations
  102800. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  102801. for (var i = 0; i < 3; i++) {
  102802. for (var j = 0; j < 2; j++) {
  102803. for (var k = 0; k < 2; k++) {
  102804. var index = ((i * 4) + (j * 2)) + k;
  102805. if (i == 0) {
  102806. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  102807. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102808. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  102809. }
  102810. if (i == 1) {
  102811. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  102812. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102813. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  102814. }
  102815. if (i == 2) {
  102816. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  102817. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102818. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  102819. }
  102820. if (this.fixedDragMeshScreenSize) {
  102821. this._rootMesh.computeWorldMatrix();
  102822. this._rotateSpheresParent.computeWorldMatrix();
  102823. rotateSpheres[index].computeWorldMatrix();
  102824. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  102825. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  102826. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  102827. }
  102828. else {
  102829. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  102830. }
  102831. }
  102832. }
  102833. }
  102834. // Update scale box locations
  102835. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  102836. for (var i = 0; i < 2; i++) {
  102837. for (var j = 0; j < 2; j++) {
  102838. for (var k = 0; k < 2; k++) {
  102839. var index = ((i * 4) + (j * 2)) + k;
  102840. if (scaleBoxes[index]) {
  102841. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  102842. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102843. if (this.fixedDragMeshScreenSize) {
  102844. this._rootMesh.computeWorldMatrix();
  102845. this._scaleBoxesParent.computeWorldMatrix();
  102846. scaleBoxes[index].computeWorldMatrix();
  102847. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  102848. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  102849. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  102850. }
  102851. else {
  102852. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  102853. }
  102854. }
  102855. }
  102856. }
  102857. }
  102858. if (this.attachedMesh) {
  102859. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  102860. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  102861. }
  102862. };
  102863. /**
  102864. * Enables rotation on the specified axis and disables rotation on the others
  102865. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  102866. */
  102867. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  102868. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  102869. if (i < 4) {
  102870. m.setEnabled(axis.indexOf("x") != -1);
  102871. }
  102872. else if (i < 8) {
  102873. m.setEnabled(axis.indexOf("y") != -1);
  102874. }
  102875. else {
  102876. m.setEnabled(axis.indexOf("z") != -1);
  102877. }
  102878. });
  102879. };
  102880. /**
  102881. * Disposes of the gizmo
  102882. */
  102883. BoundingBoxGizmo.prototype.dispose = function () {
  102884. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102885. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  102886. this._lineBoundingBox.dispose();
  102887. this._rotateSpheresParent.dispose();
  102888. this._scaleBoxesParent.dispose();
  102889. _super.prototype.dispose.call(this);
  102890. };
  102891. /**
  102892. * 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)
  102893. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  102894. * @returns the bounding box mesh with the passed in mesh as a child
  102895. */
  102896. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  102897. var makeNotPickable = function (root) {
  102898. root.isPickable = false;
  102899. root.getChildMeshes().forEach(function (c) {
  102900. makeNotPickable(c);
  102901. });
  102902. };
  102903. makeNotPickable(mesh);
  102904. // Reset position to get boudning box from origin with no rotation
  102905. if (!mesh.rotationQuaternion) {
  102906. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  102907. }
  102908. var oldPos = mesh.position.clone();
  102909. var oldRot = mesh.rotationQuaternion.clone();
  102910. mesh.rotationQuaternion.set(0, 0, 0, 1);
  102911. mesh.position.set(0, 0, 0);
  102912. // Update bounding dimensions/positions
  102913. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  102914. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  102915. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  102916. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  102917. // Restore original positions
  102918. mesh.addChild(box);
  102919. mesh.rotationQuaternion.copyFrom(oldRot);
  102920. mesh.position.copyFrom(oldPos);
  102921. // Reverse parenting
  102922. mesh.removeChild(box);
  102923. box.addChild(mesh);
  102924. box.visibility = 0;
  102925. return box;
  102926. };
  102927. /**
  102928. * CustomMeshes are not supported by this gizmo
  102929. * @param mesh The mesh to replace the default mesh of the gizmo
  102930. */
  102931. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  102932. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  102933. };
  102934. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  102935. // store/remove pivot point should only be applied during their outermost calls
  102936. BoundingBoxGizmo._PivotCached = 0;
  102937. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  102938. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  102939. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  102940. return BoundingBoxGizmo;
  102941. }(BABYLON.Gizmo));
  102942. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  102943. })(BABYLON || (BABYLON = {}));
  102944. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  102945. var BABYLON;
  102946. (function (BABYLON) {
  102947. /**
  102948. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  102949. */
  102950. var GizmoManager = /** @class */ (function () {
  102951. /**
  102952. * Instatiates a gizmo manager
  102953. * @param scene the scene to overlay the gizmos on top of
  102954. */
  102955. function GizmoManager(scene) {
  102956. var _this = this;
  102957. this.scene = scene;
  102958. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  102959. this._pointerObserver = null;
  102960. this._attachedMesh = null;
  102961. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  102962. /**
  102963. * When bounding box gizmo is enabled, this can be used to track drag/end events
  102964. */
  102965. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  102966. /**
  102967. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  102968. */
  102969. this.attachableMeshes = null;
  102970. /**
  102971. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  102972. */
  102973. this.usePointerToAttachGizmos = true;
  102974. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  102975. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  102976. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  102977. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  102978. // Instatiate/dispose gizmos based on pointer actions
  102979. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  102980. if (!_this.usePointerToAttachGizmos) {
  102981. return;
  102982. }
  102983. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102984. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  102985. var node = pointerInfo.pickInfo.pickedMesh;
  102986. if (_this.attachableMeshes == null) {
  102987. // Attach to the most parent node
  102988. while (node && node.parent != null) {
  102989. node = node.parent;
  102990. }
  102991. }
  102992. else {
  102993. // Attach to the parent node that is an attachableMesh
  102994. var found = false;
  102995. _this.attachableMeshes.forEach(function (mesh) {
  102996. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  102997. node = mesh;
  102998. found = true;
  102999. }
  103000. });
  103001. if (!found) {
  103002. node = null;
  103003. }
  103004. }
  103005. if (node instanceof BABYLON.AbstractMesh) {
  103006. if (_this._attachedMesh != node) {
  103007. _this.attachToMesh(node);
  103008. }
  103009. }
  103010. else {
  103011. _this.attachToMesh(null);
  103012. }
  103013. }
  103014. else {
  103015. _this.attachToMesh(null);
  103016. }
  103017. }
  103018. });
  103019. }
  103020. /**
  103021. * Attaches a set of gizmos to the specified mesh
  103022. * @param mesh The mesh the gizmo's should be attached to
  103023. */
  103024. GizmoManager.prototype.attachToMesh = function (mesh) {
  103025. if (this._attachedMesh) {
  103026. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103027. }
  103028. this._attachedMesh = mesh;
  103029. for (var key in this.gizmos) {
  103030. var gizmo = (this.gizmos[key]);
  103031. if (gizmo && this._gizmosEnabled[key]) {
  103032. gizmo.attachedMesh = mesh;
  103033. }
  103034. }
  103035. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103036. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103037. }
  103038. };
  103039. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103040. get: function () {
  103041. return this._gizmosEnabled.positionGizmo;
  103042. },
  103043. /**
  103044. * If the position gizmo is enabled
  103045. */
  103046. set: function (value) {
  103047. if (value) {
  103048. if (!this.gizmos.positionGizmo) {
  103049. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103050. }
  103051. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103052. }
  103053. else if (this.gizmos.positionGizmo) {
  103054. this.gizmos.positionGizmo.attachedMesh = null;
  103055. }
  103056. this._gizmosEnabled.positionGizmo = value;
  103057. },
  103058. enumerable: true,
  103059. configurable: true
  103060. });
  103061. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103062. get: function () {
  103063. return this._gizmosEnabled.rotationGizmo;
  103064. },
  103065. /**
  103066. * If the rotation gizmo is enabled
  103067. */
  103068. set: function (value) {
  103069. if (value) {
  103070. if (!this.gizmos.rotationGizmo) {
  103071. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  103072. }
  103073. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  103074. }
  103075. else if (this.gizmos.rotationGizmo) {
  103076. this.gizmos.rotationGizmo.attachedMesh = null;
  103077. }
  103078. this._gizmosEnabled.rotationGizmo = value;
  103079. },
  103080. enumerable: true,
  103081. configurable: true
  103082. });
  103083. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  103084. get: function () {
  103085. return this._gizmosEnabled.scaleGizmo;
  103086. },
  103087. /**
  103088. * If the scale gizmo is enabled
  103089. */
  103090. set: function (value) {
  103091. if (value) {
  103092. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  103093. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  103094. }
  103095. else if (this.gizmos.scaleGizmo) {
  103096. this.gizmos.scaleGizmo.attachedMesh = null;
  103097. }
  103098. this._gizmosEnabled.scaleGizmo = value;
  103099. },
  103100. enumerable: true,
  103101. configurable: true
  103102. });
  103103. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  103104. get: function () {
  103105. return this._gizmosEnabled.boundingBoxGizmo;
  103106. },
  103107. /**
  103108. * If the boundingBox gizmo is enabled
  103109. */
  103110. set: function (value) {
  103111. if (value) {
  103112. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  103113. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  103114. if (this._attachedMesh) {
  103115. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103116. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103117. }
  103118. }
  103119. else if (this.gizmos.boundingBoxGizmo) {
  103120. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  103121. }
  103122. this._gizmosEnabled.boundingBoxGizmo = value;
  103123. },
  103124. enumerable: true,
  103125. configurable: true
  103126. });
  103127. /**
  103128. * Disposes of the gizmo manager
  103129. */
  103130. GizmoManager.prototype.dispose = function () {
  103131. this.scene.onPointerObservable.remove(this._pointerObserver);
  103132. for (var key in this.gizmos) {
  103133. var gizmo = (this.gizmos[key]);
  103134. if (gizmo) {
  103135. gizmo.dispose();
  103136. }
  103137. }
  103138. this._defaultKeepDepthUtilityLayer.dispose();
  103139. this._defaultUtilityLayer.dispose();
  103140. this.boundingBoxDragBehavior.detach();
  103141. };
  103142. return GizmoManager;
  103143. }());
  103144. BABYLON.GizmoManager = GizmoManager;
  103145. })(BABYLON || (BABYLON = {}));
  103146. //# sourceMappingURL=babylon.gizmoManager.js.map
  103147. var BABYLON;
  103148. (function (BABYLON) {
  103149. /**
  103150. * Defines a target to use with MorphTargetManager
  103151. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103152. */
  103153. var MorphTarget = /** @class */ (function () {
  103154. /**
  103155. * Creates a new MorphTarget
  103156. * @param name defines the name of the target
  103157. * @param influence defines the influence to use
  103158. */
  103159. function MorphTarget(
  103160. /** defines the name of the target */
  103161. name, influence, scene) {
  103162. if (influence === void 0) { influence = 0; }
  103163. if (scene === void 0) { scene = null; }
  103164. this.name = name;
  103165. /**
  103166. * Gets or sets the list of animations
  103167. */
  103168. this.animations = new Array();
  103169. this._positions = null;
  103170. this._normals = null;
  103171. this._tangents = null;
  103172. /**
  103173. * Observable raised when the influence changes
  103174. */
  103175. this.onInfluenceChanged = new BABYLON.Observable();
  103176. /** @hidden */
  103177. this._onDataLayoutChanged = new BABYLON.Observable();
  103178. this._animationPropertiesOverride = null;
  103179. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  103180. this.influence = influence;
  103181. }
  103182. Object.defineProperty(MorphTarget.prototype, "influence", {
  103183. /**
  103184. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  103185. */
  103186. get: function () {
  103187. return this._influence;
  103188. },
  103189. set: function (influence) {
  103190. if (this._influence === influence) {
  103191. return;
  103192. }
  103193. var previous = this._influence;
  103194. this._influence = influence;
  103195. if (this.onInfluenceChanged.hasObservers) {
  103196. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  103197. }
  103198. },
  103199. enumerable: true,
  103200. configurable: true
  103201. });
  103202. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  103203. /**
  103204. * Gets or sets the animation properties override
  103205. */
  103206. get: function () {
  103207. if (!this._animationPropertiesOverride && this._scene) {
  103208. return this._scene.animationPropertiesOverride;
  103209. }
  103210. return this._animationPropertiesOverride;
  103211. },
  103212. set: function (value) {
  103213. this._animationPropertiesOverride = value;
  103214. },
  103215. enumerable: true,
  103216. configurable: true
  103217. });
  103218. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  103219. /**
  103220. * Gets a boolean defining if the target contains position data
  103221. */
  103222. get: function () {
  103223. return !!this._positions;
  103224. },
  103225. enumerable: true,
  103226. configurable: true
  103227. });
  103228. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  103229. /**
  103230. * Gets a boolean defining if the target contains normal data
  103231. */
  103232. get: function () {
  103233. return !!this._normals;
  103234. },
  103235. enumerable: true,
  103236. configurable: true
  103237. });
  103238. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  103239. /**
  103240. * Gets a boolean defining if the target contains tangent data
  103241. */
  103242. get: function () {
  103243. return !!this._tangents;
  103244. },
  103245. enumerable: true,
  103246. configurable: true
  103247. });
  103248. /**
  103249. * Affects position data to this target
  103250. * @param data defines the position data to use
  103251. */
  103252. MorphTarget.prototype.setPositions = function (data) {
  103253. var hadPositions = this.hasPositions;
  103254. this._positions = data;
  103255. if (hadPositions !== this.hasPositions) {
  103256. this._onDataLayoutChanged.notifyObservers(undefined);
  103257. }
  103258. };
  103259. /**
  103260. * Gets the position data stored in this target
  103261. * @returns a FloatArray containing the position data (or null if not present)
  103262. */
  103263. MorphTarget.prototype.getPositions = function () {
  103264. return this._positions;
  103265. };
  103266. /**
  103267. * Affects normal data to this target
  103268. * @param data defines the normal data to use
  103269. */
  103270. MorphTarget.prototype.setNormals = function (data) {
  103271. var hadNormals = this.hasNormals;
  103272. this._normals = data;
  103273. if (hadNormals !== this.hasNormals) {
  103274. this._onDataLayoutChanged.notifyObservers(undefined);
  103275. }
  103276. };
  103277. /**
  103278. * Gets the normal data stored in this target
  103279. * @returns a FloatArray containing the normal data (or null if not present)
  103280. */
  103281. MorphTarget.prototype.getNormals = function () {
  103282. return this._normals;
  103283. };
  103284. /**
  103285. * Affects tangent data to this target
  103286. * @param data defines the tangent data to use
  103287. */
  103288. MorphTarget.prototype.setTangents = function (data) {
  103289. var hadTangents = this.hasTangents;
  103290. this._tangents = data;
  103291. if (hadTangents !== this.hasTangents) {
  103292. this._onDataLayoutChanged.notifyObservers(undefined);
  103293. }
  103294. };
  103295. /**
  103296. * Gets the tangent data stored in this target
  103297. * @returns a FloatArray containing the tangent data (or null if not present)
  103298. */
  103299. MorphTarget.prototype.getTangents = function () {
  103300. return this._tangents;
  103301. };
  103302. /**
  103303. * Serializes the current target into a Serialization object
  103304. * @returns the serialized object
  103305. */
  103306. MorphTarget.prototype.serialize = function () {
  103307. var serializationObject = {};
  103308. serializationObject.name = this.name;
  103309. serializationObject.influence = this.influence;
  103310. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  103311. if (this.hasNormals) {
  103312. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  103313. }
  103314. if (this.hasTangents) {
  103315. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  103316. }
  103317. // Animations
  103318. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  103319. return serializationObject;
  103320. };
  103321. // Statics
  103322. /**
  103323. * Creates a new target from serialized data
  103324. * @param serializationObject defines the serialized data to use
  103325. * @returns a new MorphTarget
  103326. */
  103327. MorphTarget.Parse = function (serializationObject) {
  103328. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  103329. result.setPositions(serializationObject.positions);
  103330. if (serializationObject.normals) {
  103331. result.setNormals(serializationObject.normals);
  103332. }
  103333. if (serializationObject.tangents) {
  103334. result.setTangents(serializationObject.tangents);
  103335. }
  103336. // Animations
  103337. if (serializationObject.animations) {
  103338. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  103339. var parsedAnimation = serializationObject.animations[animationIndex];
  103340. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  103341. }
  103342. }
  103343. return result;
  103344. };
  103345. /**
  103346. * Creates a MorphTarget from mesh data
  103347. * @param mesh defines the source mesh
  103348. * @param name defines the name to use for the new target
  103349. * @param influence defines the influence to attach to the target
  103350. * @returns a new MorphTarget
  103351. */
  103352. MorphTarget.FromMesh = function (mesh, name, influence) {
  103353. if (!name) {
  103354. name = mesh.name;
  103355. }
  103356. var result = new MorphTarget(name, influence, mesh.getScene());
  103357. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  103358. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  103359. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  103360. }
  103361. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  103362. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  103363. }
  103364. return result;
  103365. };
  103366. return MorphTarget;
  103367. }());
  103368. BABYLON.MorphTarget = MorphTarget;
  103369. })(BABYLON || (BABYLON = {}));
  103370. //# sourceMappingURL=babylon.morphTarget.js.map
  103371. var BABYLON;
  103372. (function (BABYLON) {
  103373. /**
  103374. * This class is used to deform meshes using morphing between different targets
  103375. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103376. */
  103377. var MorphTargetManager = /** @class */ (function () {
  103378. /**
  103379. * Creates a new MorphTargetManager
  103380. * @param scene defines the current scene
  103381. */
  103382. function MorphTargetManager(scene) {
  103383. if (scene === void 0) { scene = null; }
  103384. this._targets = new Array();
  103385. this._targetInfluenceChangedObservers = new Array();
  103386. this._targetDataLayoutChangedObservers = new Array();
  103387. this._activeTargets = new BABYLON.SmartArray(16);
  103388. this._supportsNormals = false;
  103389. this._supportsTangents = false;
  103390. this._vertexCount = 0;
  103391. this._uniqueId = 0;
  103392. this._tempInfluences = new Array();
  103393. if (!scene) {
  103394. scene = BABYLON.Engine.LastCreatedScene;
  103395. }
  103396. this._scene = scene;
  103397. if (this._scene) {
  103398. this._scene.morphTargetManagers.push(this);
  103399. this._uniqueId = this._scene.getUniqueId();
  103400. }
  103401. }
  103402. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  103403. /**
  103404. * Gets the unique ID of this manager
  103405. */
  103406. get: function () {
  103407. return this._uniqueId;
  103408. },
  103409. enumerable: true,
  103410. configurable: true
  103411. });
  103412. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  103413. /**
  103414. * Gets the number of vertices handled by this manager
  103415. */
  103416. get: function () {
  103417. return this._vertexCount;
  103418. },
  103419. enumerable: true,
  103420. configurable: true
  103421. });
  103422. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  103423. /**
  103424. * Gets a boolean indicating if this manager supports morphing of normals
  103425. */
  103426. get: function () {
  103427. return this._supportsNormals;
  103428. },
  103429. enumerable: true,
  103430. configurable: true
  103431. });
  103432. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  103433. /**
  103434. * Gets a boolean indicating if this manager supports morphing of tangents
  103435. */
  103436. get: function () {
  103437. return this._supportsTangents;
  103438. },
  103439. enumerable: true,
  103440. configurable: true
  103441. });
  103442. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  103443. /**
  103444. * Gets the number of targets stored in this manager
  103445. */
  103446. get: function () {
  103447. return this._targets.length;
  103448. },
  103449. enumerable: true,
  103450. configurable: true
  103451. });
  103452. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  103453. /**
  103454. * Gets the number of influencers (ie. the number of targets with influences > 0)
  103455. */
  103456. get: function () {
  103457. return this._activeTargets.length;
  103458. },
  103459. enumerable: true,
  103460. configurable: true
  103461. });
  103462. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  103463. /**
  103464. * Gets the list of influences (one per target)
  103465. */
  103466. get: function () {
  103467. return this._influences;
  103468. },
  103469. enumerable: true,
  103470. configurable: true
  103471. });
  103472. /**
  103473. * Gets the active target at specified index. An active target is a target with an influence > 0
  103474. * @param index defines the index to check
  103475. * @returns the requested target
  103476. */
  103477. MorphTargetManager.prototype.getActiveTarget = function (index) {
  103478. return this._activeTargets.data[index];
  103479. };
  103480. /**
  103481. * Gets the target at specified index
  103482. * @param index defines the index to check
  103483. * @returns the requested target
  103484. */
  103485. MorphTargetManager.prototype.getTarget = function (index) {
  103486. return this._targets[index];
  103487. };
  103488. /**
  103489. * Add a new target to this manager
  103490. * @param target defines the target to add
  103491. */
  103492. MorphTargetManager.prototype.addTarget = function (target) {
  103493. var _this = this;
  103494. this._targets.push(target);
  103495. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  103496. _this._syncActiveTargets(needUpdate);
  103497. }));
  103498. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  103499. _this._syncActiveTargets(true);
  103500. }));
  103501. this._syncActiveTargets(true);
  103502. };
  103503. /**
  103504. * Removes a target from the manager
  103505. * @param target defines the target to remove
  103506. */
  103507. MorphTargetManager.prototype.removeTarget = function (target) {
  103508. var index = this._targets.indexOf(target);
  103509. if (index >= 0) {
  103510. this._targets.splice(index, 1);
  103511. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  103512. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  103513. this._syncActiveTargets(true);
  103514. }
  103515. };
  103516. /**
  103517. * Serializes the current manager into a Serialization object
  103518. * @returns the serialized object
  103519. */
  103520. MorphTargetManager.prototype.serialize = function () {
  103521. var serializationObject = {};
  103522. serializationObject.id = this.uniqueId;
  103523. serializationObject.targets = [];
  103524. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103525. var target = _a[_i];
  103526. serializationObject.targets.push(target.serialize());
  103527. }
  103528. return serializationObject;
  103529. };
  103530. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  103531. var influenceCount = 0;
  103532. this._activeTargets.reset();
  103533. this._supportsNormals = true;
  103534. this._supportsTangents = true;
  103535. this._vertexCount = 0;
  103536. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103537. var target = _a[_i];
  103538. if (target.influence === 0) {
  103539. continue;
  103540. }
  103541. this._activeTargets.push(target);
  103542. this._tempInfluences[influenceCount++] = target.influence;
  103543. this._supportsNormals = this._supportsNormals && target.hasNormals;
  103544. this._supportsTangents = this._supportsTangents && target.hasTangents;
  103545. var positions = target.getPositions();
  103546. if (positions) {
  103547. var vertexCount = positions.length / 3;
  103548. if (this._vertexCount === 0) {
  103549. this._vertexCount = vertexCount;
  103550. }
  103551. else if (this._vertexCount !== vertexCount) {
  103552. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  103553. return;
  103554. }
  103555. }
  103556. }
  103557. if (!this._influences || this._influences.length !== influenceCount) {
  103558. this._influences = new Float32Array(influenceCount);
  103559. }
  103560. for (var index = 0; index < influenceCount; index++) {
  103561. this._influences[index] = this._tempInfluences[index];
  103562. }
  103563. if (needUpdate) {
  103564. this.synchronize();
  103565. }
  103566. };
  103567. /**
  103568. * Syncrhonize the targets with all the meshes using this morph target manager
  103569. */
  103570. MorphTargetManager.prototype.synchronize = function () {
  103571. if (!this._scene) {
  103572. return;
  103573. }
  103574. // Flag meshes as dirty to resync with the active targets
  103575. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  103576. var mesh = _a[_i];
  103577. if (mesh.morphTargetManager === this) {
  103578. mesh._syncGeometryWithMorphTargetManager();
  103579. }
  103580. }
  103581. };
  103582. // Statics
  103583. /**
  103584. * Creates a new MorphTargetManager from serialized data
  103585. * @param serializationObject defines the serialized data
  103586. * @param scene defines the hosting scene
  103587. * @returns the new MorphTargetManager
  103588. */
  103589. MorphTargetManager.Parse = function (serializationObject, scene) {
  103590. var result = new MorphTargetManager(scene);
  103591. result._uniqueId = serializationObject.id;
  103592. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  103593. var targetData = _a[_i];
  103594. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  103595. }
  103596. return result;
  103597. };
  103598. return MorphTargetManager;
  103599. }());
  103600. BABYLON.MorphTargetManager = MorphTargetManager;
  103601. })(BABYLON || (BABYLON = {}));
  103602. //# sourceMappingURL=babylon.morphTargetManager.js.map
  103603. var BABYLON;
  103604. (function (BABYLON) {
  103605. /**
  103606. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  103607. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103608. */
  103609. var Octree = /** @class */ (function () {
  103610. /**
  103611. * Creates a octree
  103612. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103613. * @param creationFunc function to be used to instatiate the octree
  103614. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  103615. * @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.)
  103616. */
  103617. function Octree(creationFunc, maxBlockCapacity,
  103618. /** 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.) */
  103619. maxDepth) {
  103620. if (maxDepth === void 0) { maxDepth = 2; }
  103621. this.maxDepth = maxDepth;
  103622. /**
  103623. * Content stored in the octree
  103624. */
  103625. this.dynamicContent = new Array();
  103626. this._maxBlockCapacity = maxBlockCapacity || 64;
  103627. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  103628. this._creationFunc = creationFunc;
  103629. }
  103630. // Methods
  103631. /**
  103632. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  103633. * @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);
  103634. * @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);
  103635. * @param entries meshes to be added to the octree blocks
  103636. */
  103637. Octree.prototype.update = function (worldMin, worldMax, entries) {
  103638. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  103639. };
  103640. /**
  103641. * Adds a mesh to the octree
  103642. * @param entry Mesh to add to the octree
  103643. */
  103644. Octree.prototype.addMesh = function (entry) {
  103645. for (var index = 0; index < this.blocks.length; index++) {
  103646. var block = this.blocks[index];
  103647. block.addEntry(entry);
  103648. }
  103649. };
  103650. /**
  103651. * Selects an array of meshes within the frustum
  103652. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  103653. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  103654. * @returns array of meshes within the frustum
  103655. */
  103656. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  103657. this._selectionContent.reset();
  103658. for (var index = 0; index < this.blocks.length; index++) {
  103659. var block = this.blocks[index];
  103660. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  103661. }
  103662. if (allowDuplicate) {
  103663. this._selectionContent.concat(this.dynamicContent);
  103664. }
  103665. else {
  103666. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103667. }
  103668. return this._selectionContent;
  103669. };
  103670. /**
  103671. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  103672. * @param sphereCenter defines the bounding sphere center
  103673. * @param sphereRadius defines the bounding sphere radius
  103674. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103675. * @returns an array of objects that intersect the sphere
  103676. */
  103677. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  103678. this._selectionContent.reset();
  103679. for (var index = 0; index < this.blocks.length; index++) {
  103680. var block = this.blocks[index];
  103681. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  103682. }
  103683. if (allowDuplicate) {
  103684. this._selectionContent.concat(this.dynamicContent);
  103685. }
  103686. else {
  103687. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103688. }
  103689. return this._selectionContent;
  103690. };
  103691. /**
  103692. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  103693. * @param ray defines the ray to test with
  103694. * @returns array of intersected objects
  103695. */
  103696. Octree.prototype.intersectsRay = function (ray) {
  103697. this._selectionContent.reset();
  103698. for (var index = 0; index < this.blocks.length; index++) {
  103699. var block = this.blocks[index];
  103700. block.intersectsRay(ray, this._selectionContent);
  103701. }
  103702. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103703. return this._selectionContent;
  103704. };
  103705. /**
  103706. * @hidden
  103707. */
  103708. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  103709. target.blocks = new Array();
  103710. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  103711. // Segmenting space
  103712. for (var x = 0; x < 2; x++) {
  103713. for (var y = 0; y < 2; y++) {
  103714. for (var z = 0; z < 2; z++) {
  103715. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  103716. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  103717. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  103718. block.addEntries(entries);
  103719. target.blocks.push(block);
  103720. }
  103721. }
  103722. }
  103723. };
  103724. /**
  103725. * Adds a mesh into the octree block if it intersects the block
  103726. */
  103727. Octree.CreationFuncForMeshes = function (entry, block) {
  103728. var boundingInfo = entry.getBoundingInfo();
  103729. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  103730. block.entries.push(entry);
  103731. }
  103732. };
  103733. /**
  103734. * Adds a submesh into the octree block if it intersects the block
  103735. */
  103736. Octree.CreationFuncForSubMeshes = function (entry, block) {
  103737. var boundingInfo = entry.getBoundingInfo();
  103738. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  103739. block.entries.push(entry);
  103740. }
  103741. };
  103742. return Octree;
  103743. }());
  103744. BABYLON.Octree = Octree;
  103745. })(BABYLON || (BABYLON = {}));
  103746. //# sourceMappingURL=babylon.octree.js.map
  103747. var BABYLON;
  103748. (function (BABYLON) {
  103749. /**
  103750. * Class used to store a cell in an octree
  103751. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103752. */
  103753. var OctreeBlock = /** @class */ (function () {
  103754. /**
  103755. * Creates a new block
  103756. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  103757. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  103758. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  103759. * @param depth defines the current depth of this block in the octree
  103760. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  103761. * @param creationFunc defines a callback to call when an element is added to the block
  103762. */
  103763. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  103764. /**
  103765. * Gets the content of the current block
  103766. */
  103767. this.entries = new Array();
  103768. this._boundingVectors = new Array();
  103769. this._capacity = capacity;
  103770. this._depth = depth;
  103771. this._maxDepth = maxDepth;
  103772. this._creationFunc = creationFunc;
  103773. this._minPoint = minPoint;
  103774. this._maxPoint = maxPoint;
  103775. this._boundingVectors.push(minPoint.clone());
  103776. this._boundingVectors.push(maxPoint.clone());
  103777. this._boundingVectors.push(minPoint.clone());
  103778. this._boundingVectors[2].x = maxPoint.x;
  103779. this._boundingVectors.push(minPoint.clone());
  103780. this._boundingVectors[3].y = maxPoint.y;
  103781. this._boundingVectors.push(minPoint.clone());
  103782. this._boundingVectors[4].z = maxPoint.z;
  103783. this._boundingVectors.push(maxPoint.clone());
  103784. this._boundingVectors[5].z = minPoint.z;
  103785. this._boundingVectors.push(maxPoint.clone());
  103786. this._boundingVectors[6].x = minPoint.x;
  103787. this._boundingVectors.push(maxPoint.clone());
  103788. this._boundingVectors[7].y = minPoint.y;
  103789. }
  103790. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  103791. // Property
  103792. /**
  103793. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  103794. */
  103795. get: function () {
  103796. return this._capacity;
  103797. },
  103798. enumerable: true,
  103799. configurable: true
  103800. });
  103801. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  103802. /**
  103803. * Gets the minimum vector (in world space) of the block's bounding box
  103804. */
  103805. get: function () {
  103806. return this._minPoint;
  103807. },
  103808. enumerable: true,
  103809. configurable: true
  103810. });
  103811. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  103812. /**
  103813. * Gets the maximum vector (in world space) of the block's bounding box
  103814. */
  103815. get: function () {
  103816. return this._maxPoint;
  103817. },
  103818. enumerable: true,
  103819. configurable: true
  103820. });
  103821. // Methods
  103822. /**
  103823. * Add a new element to this block
  103824. * @param entry defines the element to add
  103825. */
  103826. OctreeBlock.prototype.addEntry = function (entry) {
  103827. if (this.blocks) {
  103828. for (var index = 0; index < this.blocks.length; index++) {
  103829. var block = this.blocks[index];
  103830. block.addEntry(entry);
  103831. }
  103832. return;
  103833. }
  103834. this._creationFunc(entry, this);
  103835. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  103836. this.createInnerBlocks();
  103837. }
  103838. };
  103839. /**
  103840. * Add an array of elements to this block
  103841. * @param entries defines the array of elements to add
  103842. */
  103843. OctreeBlock.prototype.addEntries = function (entries) {
  103844. for (var index = 0; index < entries.length; index++) {
  103845. var mesh = entries[index];
  103846. this.addEntry(mesh);
  103847. }
  103848. };
  103849. /**
  103850. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  103851. * @param frustumPlanes defines the frustum planes to test
  103852. * @param selection defines the array to store current content if selection is positive
  103853. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103854. */
  103855. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  103856. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  103857. if (this.blocks) {
  103858. for (var index = 0; index < this.blocks.length; index++) {
  103859. var block = this.blocks[index];
  103860. block.select(frustumPlanes, selection, allowDuplicate);
  103861. }
  103862. return;
  103863. }
  103864. if (allowDuplicate) {
  103865. selection.concat(this.entries);
  103866. }
  103867. else {
  103868. selection.concatWithNoDuplicate(this.entries);
  103869. }
  103870. }
  103871. };
  103872. /**
  103873. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  103874. * @param sphereCenter defines the bounding sphere center
  103875. * @param sphereRadius defines the bounding sphere radius
  103876. * @param selection defines the array to store current content if selection is positive
  103877. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103878. */
  103879. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  103880. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  103881. if (this.blocks) {
  103882. for (var index = 0; index < this.blocks.length; index++) {
  103883. var block = this.blocks[index];
  103884. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  103885. }
  103886. return;
  103887. }
  103888. if (allowDuplicate) {
  103889. selection.concat(this.entries);
  103890. }
  103891. else {
  103892. selection.concatWithNoDuplicate(this.entries);
  103893. }
  103894. }
  103895. };
  103896. /**
  103897. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  103898. * @param ray defines the ray to test with
  103899. * @param selection defines the array to store current content if selection is positive
  103900. */
  103901. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  103902. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  103903. if (this.blocks) {
  103904. for (var index = 0; index < this.blocks.length; index++) {
  103905. var block = this.blocks[index];
  103906. block.intersectsRay(ray, selection);
  103907. }
  103908. return;
  103909. }
  103910. selection.concatWithNoDuplicate(this.entries);
  103911. }
  103912. };
  103913. /**
  103914. * Subdivide the content into child blocks (this block will then be empty)
  103915. */
  103916. OctreeBlock.prototype.createInnerBlocks = function () {
  103917. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  103918. };
  103919. return OctreeBlock;
  103920. }());
  103921. BABYLON.OctreeBlock = OctreeBlock;
  103922. })(BABYLON || (BABYLON = {}));
  103923. //# sourceMappingURL=babylon.octreeBlock.js.map
  103924. var BABYLON;
  103925. (function (BABYLON) {
  103926. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  103927. if (maxCapacity === void 0) { maxCapacity = 64; }
  103928. if (maxDepth === void 0) { maxDepth = 2; }
  103929. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  103930. if (!component) {
  103931. component = new OctreeSceneComponent(this);
  103932. this._addComponent(component);
  103933. }
  103934. if (!this._selectionOctree) {
  103935. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  103936. }
  103937. var worldExtends = this.getWorldExtends();
  103938. // Update octree
  103939. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  103940. return this._selectionOctree;
  103941. };
  103942. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  103943. get: function () {
  103944. return this._selectionOctree;
  103945. },
  103946. enumerable: true,
  103947. configurable: true
  103948. });
  103949. /**
  103950. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  103951. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  103952. * @param maxCapacity defines the maximum size of each block (64 by default)
  103953. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  103954. * @returns the new octree
  103955. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  103956. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103957. */
  103958. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  103959. if (maxCapacity === void 0) { maxCapacity = 64; }
  103960. if (maxDepth === void 0) { maxDepth = 2; }
  103961. var scene = this.getScene();
  103962. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  103963. if (!component) {
  103964. component = new OctreeSceneComponent(scene);
  103965. scene._addComponent(component);
  103966. }
  103967. if (!this._submeshesOctree) {
  103968. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  103969. }
  103970. this.computeWorldMatrix(true);
  103971. var boundingInfo = this.getBoundingInfo();
  103972. // Update octree
  103973. var bbox = boundingInfo.boundingBox;
  103974. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  103975. return this._submeshesOctree;
  103976. };
  103977. /**
  103978. * Defines the octree scene component responsible to manage any octrees
  103979. * in a given scene.
  103980. */
  103981. var OctreeSceneComponent = /** @class */ (function () {
  103982. /**
  103983. * Creates a new instance of the component for the given scene
  103984. * @param scene Defines the scene to register the component in
  103985. */
  103986. function OctreeSceneComponent(scene) {
  103987. /**
  103988. * The component name helpfull to identify the component in the list of scene components.
  103989. */
  103990. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  103991. /**
  103992. * Indicates if the meshes have been checked to make sure they are isEnabled()
  103993. */
  103994. this.checksIsEnabled = true;
  103995. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  103996. this.scene = scene;
  103997. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  103998. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  103999. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104000. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104001. }
  104002. /**
  104003. * Registers the component in a given scene
  104004. */
  104005. OctreeSceneComponent.prototype.register = function () {
  104006. var _this = this;
  104007. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104008. var sceneOctree = _this.scene.selectionOctree;
  104009. if (sceneOctree !== undefined && sceneOctree !== null) {
  104010. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104011. if (index !== -1) {
  104012. sceneOctree.dynamicContent.splice(index, 1);
  104013. }
  104014. }
  104015. });
  104016. this.scene.onMeshImportedObservable.add(function (mesh) {
  104017. var sceneOctree = _this.scene.selectionOctree;
  104018. if (sceneOctree !== undefined && sceneOctree !== null) {
  104019. sceneOctree.addMesh(mesh);
  104020. }
  104021. });
  104022. };
  104023. /**
  104024. * Return the list of active meshes
  104025. * @returns the list of active meshes
  104026. */
  104027. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104028. if (this.scene._selectionOctree) {
  104029. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104030. return selection;
  104031. }
  104032. return this.scene._getDefaultMeshCandidates();
  104033. };
  104034. /**
  104035. * Return the list of active sub meshes
  104036. * @param mesh The mesh to get the candidates sub meshes from
  104037. * @returns the list of active sub meshes
  104038. */
  104039. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104040. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104041. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104042. return intersections;
  104043. }
  104044. return this.scene._getDefaultSubMeshCandidates(mesh);
  104045. };
  104046. /**
  104047. * Return the list of sub meshes intersecting with a given local ray
  104048. * @param mesh defines the mesh to find the submesh for
  104049. * @param localRay defines the ray in local space
  104050. * @returns the list of intersecting sub meshes
  104051. */
  104052. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  104053. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  104054. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  104055. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  104056. return intersections;
  104057. }
  104058. return this.scene._getDefaultSubMeshCandidates(mesh);
  104059. };
  104060. /**
  104061. * Return the list of sub meshes colliding with a collider
  104062. * @param mesh defines the mesh to find the submesh for
  104063. * @param collider defines the collider to evaluate the collision against
  104064. * @returns the list of colliding sub meshes
  104065. */
  104066. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  104067. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  104068. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  104069. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  104070. return intersections;
  104071. }
  104072. return this.scene._getDefaultSubMeshCandidates(mesh);
  104073. };
  104074. /**
  104075. * Rebuilds the elements related to this component in case of
  104076. * context lost for instance.
  104077. */
  104078. OctreeSceneComponent.prototype.rebuild = function () {
  104079. // Nothing to do here.
  104080. };
  104081. /**
  104082. * Disposes the component and the associated ressources.
  104083. */
  104084. OctreeSceneComponent.prototype.dispose = function () {
  104085. // Nothing to do here.
  104086. };
  104087. return OctreeSceneComponent;
  104088. }());
  104089. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  104090. })(BABYLON || (BABYLON = {}));
  104091. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  104092. var BABYLON;
  104093. (function (BABYLON) {
  104094. /**
  104095. * Postprocess used to generate anaglyphic rendering
  104096. */
  104097. var AnaglyphPostProcess = /** @class */ (function (_super) {
  104098. __extends(AnaglyphPostProcess, _super);
  104099. /**
  104100. * Creates a new AnaglyphPostProcess
  104101. * @param name defines postprocess name
  104102. * @param options defines creation options or target ratio scale
  104103. * @param rigCameras defines cameras using this postprocess
  104104. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104105. * @param engine defines hosting engine
  104106. * @param reusable defines if the postprocess will be reused multiple times per frame
  104107. */
  104108. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  104109. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  104110. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104111. _this.onApplyObservable.add(function (effect) {
  104112. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  104113. });
  104114. return _this;
  104115. }
  104116. return AnaglyphPostProcess;
  104117. }(BABYLON.PostProcess));
  104118. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  104119. })(BABYLON || (BABYLON = {}));
  104120. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  104121. var BABYLON;
  104122. (function (BABYLON) {
  104123. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  104124. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104125. });
  104126. /**
  104127. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104128. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104129. */
  104130. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  104131. __extends(AnaglyphArcRotateCamera, _super);
  104132. /**
  104133. * Creates a new AnaglyphArcRotateCamera
  104134. * @param name defines camera name
  104135. * @param alpha defines alpha angle (in radians)
  104136. * @param beta defines beta angle (in radians)
  104137. * @param radius defines radius
  104138. * @param target defines camera target
  104139. * @param interaxialDistance defines distance between each color axis
  104140. * @param scene defines the hosting scene
  104141. */
  104142. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  104143. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104144. _this.interaxialDistance = interaxialDistance;
  104145. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104146. return _this;
  104147. }
  104148. /**
  104149. * Gets camera class name
  104150. * @returns AnaglyphArcRotateCamera
  104151. */
  104152. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  104153. return "AnaglyphArcRotateCamera";
  104154. };
  104155. return AnaglyphArcRotateCamera;
  104156. }(BABYLON.ArcRotateCamera));
  104157. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  104158. })(BABYLON || (BABYLON = {}));
  104159. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  104160. var BABYLON;
  104161. (function (BABYLON) {
  104162. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  104163. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104164. });
  104165. /**
  104166. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104167. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104168. */
  104169. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  104170. __extends(AnaglyphFreeCamera, _super);
  104171. /**
  104172. * Creates a new AnaglyphFreeCamera
  104173. * @param name defines camera name
  104174. * @param position defines initial position
  104175. * @param interaxialDistance defines distance between each color axis
  104176. * @param scene defines the hosting scene
  104177. */
  104178. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  104179. var _this = _super.call(this, name, position, scene) || this;
  104180. _this.interaxialDistance = interaxialDistance;
  104181. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104182. return _this;
  104183. }
  104184. /**
  104185. * Gets camera class name
  104186. * @returns AnaglyphFreeCamera
  104187. */
  104188. AnaglyphFreeCamera.prototype.getClassName = function () {
  104189. return "AnaglyphFreeCamera";
  104190. };
  104191. return AnaglyphFreeCamera;
  104192. }(BABYLON.FreeCamera));
  104193. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  104194. })(BABYLON || (BABYLON = {}));
  104195. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  104196. var BABYLON;
  104197. (function (BABYLON) {
  104198. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  104199. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104200. });
  104201. /**
  104202. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104203. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104204. */
  104205. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  104206. __extends(AnaglyphGamepadCamera, _super);
  104207. /**
  104208. * Creates a new AnaglyphGamepadCamera
  104209. * @param name defines camera name
  104210. * @param position defines initial position
  104211. * @param interaxialDistance defines distance between each color axis
  104212. * @param scene defines the hosting scene
  104213. */
  104214. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  104215. var _this = _super.call(this, name, position, scene) || this;
  104216. _this.interaxialDistance = interaxialDistance;
  104217. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104218. return _this;
  104219. }
  104220. /**
  104221. * Gets camera class name
  104222. * @returns AnaglyphGamepadCamera
  104223. */
  104224. AnaglyphGamepadCamera.prototype.getClassName = function () {
  104225. return "AnaglyphGamepadCamera";
  104226. };
  104227. return AnaglyphGamepadCamera;
  104228. }(BABYLON.GamepadCamera));
  104229. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  104230. })(BABYLON || (BABYLON = {}));
  104231. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  104232. var BABYLON;
  104233. (function (BABYLON) {
  104234. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  104235. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104236. });
  104237. /**
  104238. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104239. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104240. */
  104241. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  104242. __extends(AnaglyphUniversalCamera, _super);
  104243. /**
  104244. * Creates a new AnaglyphUniversalCamera
  104245. * @param name defines camera name
  104246. * @param position defines initial position
  104247. * @param interaxialDistance defines distance between each color axis
  104248. * @param scene defines the hosting scene
  104249. */
  104250. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  104251. var _this = _super.call(this, name, position, scene) || this;
  104252. _this.interaxialDistance = interaxialDistance;
  104253. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104254. return _this;
  104255. }
  104256. /**
  104257. * Gets camera class name
  104258. * @returns AnaglyphUniversalCamera
  104259. */
  104260. AnaglyphUniversalCamera.prototype.getClassName = function () {
  104261. return "AnaglyphUniversalCamera";
  104262. };
  104263. return AnaglyphUniversalCamera;
  104264. }(BABYLON.UniversalCamera));
  104265. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  104266. })(BABYLON || (BABYLON = {}));
  104267. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  104268. var BABYLON;
  104269. (function (BABYLON) {
  104270. /**
  104271. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104272. */
  104273. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  104274. __extends(StereoscopicInterlacePostProcess, _super);
  104275. /**
  104276. * Initializes a StereoscopicInterlacePostProcess
  104277. * @param name The name of the effect.
  104278. * @param rigCameras The rig cameras to be appled to the post process
  104279. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104280. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104281. * @param engine The engine which the post process will be applied. (default: current engine)
  104282. * @param reusable If the post process can be reused on the same frame. (default: false)
  104283. */
  104284. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  104285. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  104286. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104287. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104288. _this.onSizeChangedObservable.add(function () {
  104289. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104290. });
  104291. _this.onApplyObservable.add(function (effect) {
  104292. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  104293. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  104294. });
  104295. return _this;
  104296. }
  104297. return StereoscopicInterlacePostProcess;
  104298. }(BABYLON.PostProcess));
  104299. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  104300. })(BABYLON || (BABYLON = {}));
  104301. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  104302. var BABYLON;
  104303. (function (BABYLON) {
  104304. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  104305. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104306. });
  104307. /**
  104308. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104309. * @see http://doc.babylonjs.com/features/cameras
  104310. */
  104311. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  104312. __extends(StereoscopicArcRotateCamera, _super);
  104313. /**
  104314. * Creates a new StereoscopicArcRotateCamera
  104315. * @param name defines camera name
  104316. * @param alpha defines alpha angle (in radians)
  104317. * @param beta defines beta angle (in radians)
  104318. * @param radius defines radius
  104319. * @param target defines camera target
  104320. * @param interaxialDistance defines distance between each color axis
  104321. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104322. * @param scene defines the hosting scene
  104323. */
  104324. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  104325. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104326. _this.interaxialDistance = interaxialDistance;
  104327. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104328. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104329. return _this;
  104330. }
  104331. /**
  104332. * Gets camera class name
  104333. * @returns StereoscopicArcRotateCamera
  104334. */
  104335. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  104336. return "StereoscopicArcRotateCamera";
  104337. };
  104338. return StereoscopicArcRotateCamera;
  104339. }(BABYLON.ArcRotateCamera));
  104340. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  104341. })(BABYLON || (BABYLON = {}));
  104342. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  104343. var BABYLON;
  104344. (function (BABYLON) {
  104345. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104346. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104347. });
  104348. /**
  104349. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104350. * @see http://doc.babylonjs.com/features/cameras
  104351. */
  104352. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  104353. __extends(StereoscopicFreeCamera, _super);
  104354. /**
  104355. * Creates a new StereoscopicFreeCamera
  104356. * @param name defines camera name
  104357. * @param position defines initial position
  104358. * @param interaxialDistance defines distance between each color axis
  104359. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104360. * @param scene defines the hosting scene
  104361. */
  104362. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104363. var _this = _super.call(this, name, position, scene) || this;
  104364. _this.interaxialDistance = interaxialDistance;
  104365. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104366. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104367. return _this;
  104368. }
  104369. /**
  104370. * Gets camera class name
  104371. * @returns StereoscopicFreeCamera
  104372. */
  104373. StereoscopicFreeCamera.prototype.getClassName = function () {
  104374. return "StereoscopicFreeCamera";
  104375. };
  104376. return StereoscopicFreeCamera;
  104377. }(BABYLON.FreeCamera));
  104378. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  104379. })(BABYLON || (BABYLON = {}));
  104380. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  104381. var BABYLON;
  104382. (function (BABYLON) {
  104383. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  104384. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104385. });
  104386. /**
  104387. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104388. * @see http://doc.babylonjs.com/features/cameras
  104389. */
  104390. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  104391. __extends(StereoscopicGamepadCamera, _super);
  104392. /**
  104393. * Creates a new StereoscopicGamepadCamera
  104394. * @param name defines camera name
  104395. * @param position defines initial position
  104396. * @param interaxialDistance defines distance between each color axis
  104397. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104398. * @param scene defines the hosting scene
  104399. */
  104400. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104401. var _this = _super.call(this, name, position, scene) || this;
  104402. _this.interaxialDistance = interaxialDistance;
  104403. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104404. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104405. return _this;
  104406. }
  104407. /**
  104408. * Gets camera class name
  104409. * @returns StereoscopicGamepadCamera
  104410. */
  104411. StereoscopicGamepadCamera.prototype.getClassName = function () {
  104412. return "StereoscopicGamepadCamera";
  104413. };
  104414. return StereoscopicGamepadCamera;
  104415. }(BABYLON.GamepadCamera));
  104416. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  104417. })(BABYLON || (BABYLON = {}));
  104418. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  104419. var BABYLON;
  104420. (function (BABYLON) {
  104421. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104422. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104423. });
  104424. /**
  104425. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104426. * @see http://doc.babylonjs.com/features/cameras
  104427. */
  104428. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  104429. __extends(StereoscopicUniversalCamera, _super);
  104430. /**
  104431. * Creates a new StereoscopicUniversalCamera
  104432. * @param name defines camera name
  104433. * @param position defines initial position
  104434. * @param interaxialDistance defines distance between each color axis
  104435. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104436. * @param scene defines the hosting scene
  104437. */
  104438. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104439. var _this = _super.call(this, name, position, scene) || this;
  104440. _this.interaxialDistance = interaxialDistance;
  104441. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104442. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104443. return _this;
  104444. }
  104445. /**
  104446. * Gets camera class name
  104447. * @returns StereoscopicUniversalCamera
  104448. */
  104449. StereoscopicUniversalCamera.prototype.getClassName = function () {
  104450. return "StereoscopicUniversalCamera";
  104451. };
  104452. return StereoscopicUniversalCamera;
  104453. }(BABYLON.UniversalCamera));
  104454. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  104455. })(BABYLON || (BABYLON = {}));
  104456. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  104457. var BABYLON;
  104458. (function (BABYLON) {
  104459. /**
  104460. * VRDistortionCorrectionPostProcess used for mobile VR
  104461. */
  104462. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  104463. __extends(VRDistortionCorrectionPostProcess, _super);
  104464. /**
  104465. * Initializes the VRDistortionCorrectionPostProcess
  104466. * @param name The name of the effect.
  104467. * @param camera The camera to apply the render pass to.
  104468. * @param isRightEye If this is for the right eye distortion
  104469. * @param vrMetrics All the required metrics for the VR camera
  104470. */
  104471. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  104472. var _this = _super.call(this, name, "vrDistortionCorrection", [
  104473. 'LensCenter',
  104474. 'Scale',
  104475. 'ScaleIn',
  104476. 'HmdWarpParam'
  104477. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  104478. _this._isRightEye = isRightEye;
  104479. _this._distortionFactors = vrMetrics.distortionK;
  104480. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  104481. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  104482. _this.adaptScaleToCurrentViewport = true;
  104483. _this.onSizeChangedObservable.add(function () {
  104484. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  104485. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  104486. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  104487. });
  104488. _this.onApplyObservable.add(function (effect) {
  104489. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  104490. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  104491. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  104492. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  104493. });
  104494. return _this;
  104495. }
  104496. return VRDistortionCorrectionPostProcess;
  104497. }(BABYLON.PostProcess));
  104498. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  104499. })(BABYLON || (BABYLON = {}));
  104500. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  104501. var BABYLON;
  104502. (function (BABYLON) {
  104503. /**
  104504. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  104505. * Screen rotation is taken into account.
  104506. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104507. */
  104508. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  104509. /**
  104510. * Instantiates a new input
  104511. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104512. */
  104513. function FreeCameraDeviceOrientationInput() {
  104514. var _this = this;
  104515. this._screenOrientationAngle = 0;
  104516. this._screenQuaternion = new BABYLON.Quaternion();
  104517. this._alpha = 0;
  104518. this._beta = 0;
  104519. this._gamma = 0;
  104520. this._orientationChanged = function () {
  104521. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && window.screen.orientation['angle'] ? window.screen.orientation.angle : 0));
  104522. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  104523. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  104524. };
  104525. this._deviceOrientation = function (evt) {
  104526. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  104527. _this._beta = evt.beta !== null ? evt.beta : 0;
  104528. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  104529. };
  104530. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  104531. this._orientationChanged();
  104532. }
  104533. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  104534. /**
  104535. * Define the camera controlled by the input.
  104536. */
  104537. get: function () {
  104538. return this._camera;
  104539. },
  104540. set: function (camera) {
  104541. this._camera = camera;
  104542. if (this._camera != null && !this._camera.rotationQuaternion) {
  104543. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  104544. }
  104545. },
  104546. enumerable: true,
  104547. configurable: true
  104548. });
  104549. /**
  104550. * Attach the input controls to a specific dom element to get the input from.
  104551. * @param element Defines the element the controls should be listened from
  104552. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104553. */
  104554. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  104555. window.addEventListener("orientationchange", this._orientationChanged);
  104556. window.addEventListener("deviceorientation", this._deviceOrientation);
  104557. //In certain cases, the attach control is called AFTER orientation was changed,
  104558. //So this is needed.
  104559. this._orientationChanged();
  104560. };
  104561. /**
  104562. * Detach the current controls from the specified dom element.
  104563. * @param element Defines the element to stop listening the inputs from
  104564. */
  104565. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  104566. window.removeEventListener("orientationchange", this._orientationChanged);
  104567. window.removeEventListener("deviceorientation", this._deviceOrientation);
  104568. };
  104569. /**
  104570. * Update the current camera state depending on the inputs that have been used this frame.
  104571. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104572. */
  104573. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  104574. //if no device orientation provided, don't update the rotation.
  104575. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  104576. if (!this._alpha) {
  104577. return;
  104578. }
  104579. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  104580. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  104581. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  104582. //Mirror on XY Plane
  104583. this._camera.rotationQuaternion.z *= -1;
  104584. this._camera.rotationQuaternion.w *= -1;
  104585. };
  104586. /**
  104587. * Gets the class name of the current intput.
  104588. * @returns the class name
  104589. */
  104590. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  104591. return "FreeCameraDeviceOrientationInput";
  104592. };
  104593. /**
  104594. * Get the friendly name associated with the input class.
  104595. * @returns the input friendly name
  104596. */
  104597. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  104598. return "deviceOrientation";
  104599. };
  104600. return FreeCameraDeviceOrientationInput;
  104601. }());
  104602. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  104603. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  104604. })(BABYLON || (BABYLON = {}));
  104605. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  104606. var BABYLON;
  104607. (function (BABYLON) {
  104608. /**
  104609. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  104610. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104611. */
  104612. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  104613. /**
  104614. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  104615. */
  104616. function ArcRotateCameraVRDeviceOrientationInput() {
  104617. /**
  104618. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  104619. */
  104620. this.alphaCorrection = 1;
  104621. /**
  104622. * Defines a correction factor applied on the beta value retrieved from the orientation events.
  104623. */
  104624. this.betaCorrection = 1;
  104625. /**
  104626. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  104627. */
  104628. this.gammaCorrection = 1;
  104629. this._alpha = 0;
  104630. this._gamma = 0;
  104631. this._dirty = false;
  104632. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  104633. }
  104634. /**
  104635. * Attach the input controls to a specific dom element to get the input from.
  104636. * @param element Defines the element the controls should be listened from
  104637. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104638. */
  104639. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  104640. this.camera.attachControl(element, noPreventDefault);
  104641. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  104642. };
  104643. /** @hidden */
  104644. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  104645. if (evt.alpha !== null) {
  104646. this._alpha = +evt.alpha | 0;
  104647. }
  104648. if (evt.gamma !== null) {
  104649. this._gamma = +evt.gamma | 0;
  104650. }
  104651. this._dirty = true;
  104652. };
  104653. /**
  104654. * Update the current camera state depending on the inputs that have been used this frame.
  104655. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104656. */
  104657. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  104658. if (this._dirty) {
  104659. this._dirty = false;
  104660. if (this._gamma < 0) {
  104661. this._gamma = 180 + this._gamma;
  104662. }
  104663. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  104664. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  104665. }
  104666. };
  104667. /**
  104668. * Detach the current controls from the specified dom element.
  104669. * @param element Defines the element to stop listening the inputs from
  104670. */
  104671. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  104672. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  104673. };
  104674. /**
  104675. * Gets the class name of the current intput.
  104676. * @returns the class name
  104677. */
  104678. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  104679. return "ArcRotateCameraVRDeviceOrientationInput";
  104680. };
  104681. /**
  104682. * Get the friendly name associated with the input class.
  104683. * @returns the input friendly name
  104684. */
  104685. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  104686. return "VRDeviceOrientation";
  104687. };
  104688. return ArcRotateCameraVRDeviceOrientationInput;
  104689. }());
  104690. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  104691. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  104692. })(BABYLON || (BABYLON = {}));
  104693. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  104694. var BABYLON;
  104695. (function (BABYLON) {
  104696. /**
  104697. * This represents all the required metrics to create a VR camera.
  104698. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104699. */
  104700. var VRCameraMetrics = /** @class */ (function () {
  104701. function VRCameraMetrics() {
  104702. /**
  104703. * Define if the current vr camera should compensate the distortion of the lense or not.
  104704. */
  104705. this.compensateDistortion = true;
  104706. }
  104707. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  104708. /**
  104709. * Gets the rendering aspect ratio based on the provided resolutions.
  104710. */
  104711. get: function () {
  104712. return this.hResolution / (2 * this.vResolution);
  104713. },
  104714. enumerable: true,
  104715. configurable: true
  104716. });
  104717. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  104718. /**
  104719. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104720. */
  104721. get: function () {
  104722. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  104723. },
  104724. enumerable: true,
  104725. configurable: true
  104726. });
  104727. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  104728. /**
  104729. * @hidden
  104730. */
  104731. get: function () {
  104732. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  104733. var h = (4 * meters) / this.hScreenSize;
  104734. return BABYLON.Matrix.Translation(h, 0, 0);
  104735. },
  104736. enumerable: true,
  104737. configurable: true
  104738. });
  104739. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  104740. /**
  104741. * @hidden
  104742. */
  104743. get: function () {
  104744. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  104745. var h = (4 * meters) / this.hScreenSize;
  104746. return BABYLON.Matrix.Translation(-h, 0, 0);
  104747. },
  104748. enumerable: true,
  104749. configurable: true
  104750. });
  104751. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  104752. /**
  104753. * @hidden
  104754. */
  104755. get: function () {
  104756. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  104757. },
  104758. enumerable: true,
  104759. configurable: true
  104760. });
  104761. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  104762. /**
  104763. * @hidden
  104764. */
  104765. get: function () {
  104766. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  104767. },
  104768. enumerable: true,
  104769. configurable: true
  104770. });
  104771. /**
  104772. * Get the default VRMetrics based on the most generic setup.
  104773. * @returns the default vr metrics
  104774. */
  104775. VRCameraMetrics.GetDefault = function () {
  104776. var result = new VRCameraMetrics();
  104777. result.hResolution = 1280;
  104778. result.vResolution = 800;
  104779. result.hScreenSize = 0.149759993;
  104780. result.vScreenSize = 0.0935999975;
  104781. result.vScreenCenter = 0.0467999987;
  104782. result.eyeToScreenDistance = 0.0410000011;
  104783. result.lensSeparationDistance = 0.0635000020;
  104784. result.interpupillaryDistance = 0.0640000030;
  104785. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  104786. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  104787. result.postProcessScaleFactor = 1.714605507808412;
  104788. result.lensCenterOffset = 0.151976421;
  104789. return result;
  104790. };
  104791. return VRCameraMetrics;
  104792. }());
  104793. BABYLON.VRCameraMetrics = VRCameraMetrics;
  104794. })(BABYLON || (BABYLON = {}));
  104795. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  104796. var BABYLON;
  104797. (function (BABYLON) {
  104798. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  104799. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  104800. });
  104801. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  104802. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  104803. });
  104804. /**
  104805. * This represents a WebVR camera.
  104806. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  104807. * @example http://doc.babylonjs.com/how_to/webvr_camera
  104808. */
  104809. var WebVRFreeCamera = /** @class */ (function (_super) {
  104810. __extends(WebVRFreeCamera, _super);
  104811. /**
  104812. * Instantiates a WebVRFreeCamera.
  104813. * @param name The name of the WebVRFreeCamera
  104814. * @param position The starting anchor position for the camera
  104815. * @param scene The scene the camera belongs to
  104816. * @param webVROptions a set of customizable options for the webVRCamera
  104817. */
  104818. function WebVRFreeCamera(name, position, scene, webVROptions) {
  104819. if (webVROptions === void 0) { webVROptions = {}; }
  104820. var _this = _super.call(this, name, position, scene) || this;
  104821. _this.webVROptions = webVROptions;
  104822. /**
  104823. * @hidden
  104824. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  104825. */
  104826. _this._vrDevice = null;
  104827. /**
  104828. * The rawPose of the vrDevice.
  104829. */
  104830. _this.rawPose = null;
  104831. _this._specsVersion = "1.1";
  104832. _this._attached = false;
  104833. _this._descendants = [];
  104834. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  104835. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  104836. /** @hidden */
  104837. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  104838. _this._standingMatrix = null;
  104839. /**
  104840. * Represents device position in babylon space.
  104841. */
  104842. _this.devicePosition = BABYLON.Vector3.Zero();
  104843. /**
  104844. * Represents device rotation in babylon space.
  104845. */
  104846. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  104847. /**
  104848. * The scale of the device to be used when translating from device space to babylon space.
  104849. */
  104850. _this.deviceScaleFactor = 1;
  104851. _this._deviceToWorld = BABYLON.Matrix.Identity();
  104852. _this._worldToDevice = BABYLON.Matrix.Identity();
  104853. /**
  104854. * References to the webVR controllers for the vrDevice.
  104855. */
  104856. _this.controllers = [];
  104857. /**
  104858. * Emits an event when a controller is attached.
  104859. */
  104860. _this.onControllersAttachedObservable = new BABYLON.Observable();
  104861. /**
  104862. * Emits an event when a controller's mesh has been loaded;
  104863. */
  104864. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  104865. /**
  104866. * Emits an event when the HMD's pose has been updated.
  104867. */
  104868. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  104869. _this._poseSet = false;
  104870. /**
  104871. * If the rig cameras be used as parent instead of this camera.
  104872. */
  104873. _this.rigParenting = true;
  104874. _this._defaultHeight = undefined;
  104875. _this._htmlElementAttached = null;
  104876. _this._detachIfAttached = function () {
  104877. var vrDisplay = _this.getEngine().getVRDevice();
  104878. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  104879. _this.detachControl(_this._htmlElementAttached);
  104880. }
  104881. };
  104882. _this._workingVector = BABYLON.Vector3.Zero();
  104883. _this._oneVector = BABYLON.Vector3.One();
  104884. _this._workingMatrix = BABYLON.Matrix.Identity();
  104885. _this._tmpMatrix = new BABYLON.Matrix();
  104886. _this._cache.position = BABYLON.Vector3.Zero();
  104887. if (webVROptions.defaultHeight) {
  104888. _this._defaultHeight = webVROptions.defaultHeight;
  104889. _this.position.y = _this._defaultHeight;
  104890. }
  104891. _this.minZ = 0.1;
  104892. //legacy support - the compensation boolean was removed.
  104893. if (arguments.length === 5) {
  104894. _this.webVROptions = arguments[4];
  104895. }
  104896. // default webVR options
  104897. if (_this.webVROptions.trackPosition == undefined) {
  104898. _this.webVROptions.trackPosition = true;
  104899. }
  104900. if (_this.webVROptions.controllerMeshes == undefined) {
  104901. _this.webVROptions.controllerMeshes = true;
  104902. }
  104903. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  104904. _this.webVROptions.defaultLightingOnControllers = true;
  104905. }
  104906. _this.rotationQuaternion = new BABYLON.Quaternion();
  104907. if (_this.webVROptions && _this.webVROptions.positionScale) {
  104908. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  104909. }
  104910. //enable VR
  104911. var engine = _this.getEngine();
  104912. _this._onVREnabled = function (success) { if (success) {
  104913. _this.initControllers();
  104914. } };
  104915. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  104916. engine.initWebVR().add(function (event) {
  104917. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  104918. return;
  104919. }
  104920. _this._vrDevice = event.vrDisplay;
  104921. //reset the rig parameters.
  104922. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  104923. if (_this._attached) {
  104924. _this.getEngine().enableVR();
  104925. }
  104926. });
  104927. if (typeof (VRFrameData) !== "undefined") {
  104928. _this._frameData = new VRFrameData();
  104929. }
  104930. /**
  104931. * The idea behind the following lines:
  104932. * objects that have the camera as parent should actually have the rig cameras as a parent.
  104933. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  104934. * the second will not show it correctly.
  104935. *
  104936. * To solve this - each object that has the camera as parent will be added to a protected array.
  104937. * When the rig camera renders, it will take this array and set all of those to be its children.
  104938. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  104939. * Amazing!
  104940. */
  104941. scene.onBeforeCameraRenderObservable.add(function (camera) {
  104942. if (camera.parent === _this && _this.rigParenting) {
  104943. _this._descendants = _this.getDescendants(true, function (n) {
  104944. // don't take the cameras or the controllers!
  104945. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  104946. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  104947. return !isController && !isRigCamera;
  104948. });
  104949. _this._descendants.forEach(function (node) {
  104950. node.parent = camera;
  104951. });
  104952. }
  104953. });
  104954. scene.onAfterCameraRenderObservable.add(function (camera) {
  104955. if (camera.parent === _this && _this.rigParenting) {
  104956. _this._descendants.forEach(function (node) {
  104957. node.parent = _this;
  104958. });
  104959. }
  104960. });
  104961. return _this;
  104962. }
  104963. /**
  104964. * Gets the device distance from the ground in meters.
  104965. * @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.
  104966. */
  104967. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  104968. if (this._standingMatrix) {
  104969. // Add standing matrix offset to get real offset from ground in room
  104970. this._standingMatrix.getTranslationToRef(this._workingVector);
  104971. return this._deviceRoomPosition.y + this._workingVector.y;
  104972. }
  104973. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  104974. return this._defaultHeight || 0;
  104975. };
  104976. /**
  104977. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  104978. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  104979. */
  104980. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  104981. var _this = this;
  104982. if (callback === void 0) { callback = function (bool) { }; }
  104983. // Use standing matrix if available
  104984. this.getEngine().initWebVRAsync().then(function (result) {
  104985. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  104986. callback(false);
  104987. }
  104988. else {
  104989. _this._standingMatrix = new BABYLON.Matrix();
  104990. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  104991. if (!_this.getScene().useRightHandedSystem) {
  104992. [2, 6, 8, 9, 14].forEach(function (num) {
  104993. if (_this._standingMatrix) {
  104994. _this._standingMatrix.m[num] *= -1;
  104995. }
  104996. });
  104997. }
  104998. callback(true);
  104999. }
  105000. });
  105001. };
  105002. /**
  105003. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105004. * @returns A promise with a boolean set to if the standing matrix is supported.
  105005. */
  105006. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105007. var _this = this;
  105008. return new Promise(function (res, rej) {
  105009. _this.useStandingMatrix(function (supported) {
  105010. res(supported);
  105011. });
  105012. });
  105013. };
  105014. /**
  105015. * Disposes the camera
  105016. */
  105017. WebVRFreeCamera.prototype.dispose = function () {
  105018. this._detachIfAttached();
  105019. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105020. if (this._updateCacheWhenTrackingDisabledObserver) {
  105021. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105022. }
  105023. _super.prototype.dispose.call(this);
  105024. };
  105025. /**
  105026. * Gets a vrController by name.
  105027. * @param name The name of the controller to retreive
  105028. * @returns the controller matching the name specified or null if not found
  105029. */
  105030. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105031. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105032. var gp = _a[_i];
  105033. if (gp.hand === name) {
  105034. return gp;
  105035. }
  105036. }
  105037. return null;
  105038. };
  105039. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105040. /**
  105041. * The controller corrisponding to the users left hand.
  105042. */
  105043. get: function () {
  105044. if (!this._leftController) {
  105045. this._leftController = this.getControllerByName("left");
  105046. }
  105047. return this._leftController;
  105048. },
  105049. enumerable: true,
  105050. configurable: true
  105051. });
  105052. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105053. /**
  105054. * The controller corrisponding to the users right hand.
  105055. */
  105056. get: function () {
  105057. if (!this._rightController) {
  105058. this._rightController = this.getControllerByName("right");
  105059. }
  105060. return this._rightController;
  105061. },
  105062. enumerable: true,
  105063. configurable: true
  105064. });
  105065. /**
  105066. * Casts a ray forward from the vrCamera's gaze.
  105067. * @param length Length of the ray (default: 100)
  105068. * @returns the ray corrisponding to the gaze
  105069. */
  105070. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  105071. if (length === void 0) { length = 100; }
  105072. if (this.leftCamera) {
  105073. // Use left eye to avoid computation to compute center on every call
  105074. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  105075. }
  105076. else {
  105077. return _super.prototype.getForwardRay.call(this, length);
  105078. }
  105079. };
  105080. /**
  105081. * @hidden
  105082. * Updates the camera based on device's frame data
  105083. */
  105084. WebVRFreeCamera.prototype._checkInputs = function () {
  105085. if (this._vrDevice && this._vrDevice.isPresenting) {
  105086. this._vrDevice.getFrameData(this._frameData);
  105087. this.updateFromDevice(this._frameData.pose);
  105088. }
  105089. _super.prototype._checkInputs.call(this);
  105090. };
  105091. /**
  105092. * Updates the poseControlled values based on the input device pose.
  105093. * @param poseData Pose coming from the device
  105094. */
  105095. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  105096. if (poseData && poseData.orientation) {
  105097. this.rawPose = poseData;
  105098. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  105099. if (this.getScene().useRightHandedSystem) {
  105100. this._deviceRoomRotationQuaternion.z *= -1;
  105101. this._deviceRoomRotationQuaternion.w *= -1;
  105102. }
  105103. if (this.webVROptions.trackPosition && this.rawPose.position) {
  105104. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  105105. if (this.getScene().useRightHandedSystem) {
  105106. this._deviceRoomPosition.z *= -1;
  105107. }
  105108. }
  105109. this._poseSet = true;
  105110. }
  105111. };
  105112. /**
  105113. * WebVR's attach control will start broadcasting frames to the device.
  105114. * Note that in certain browsers (chrome for example) this function must be called
  105115. * within a user-interaction callback. Example:
  105116. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  105117. *
  105118. * @param element html element to attach the vrDevice to
  105119. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  105120. */
  105121. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  105122. _super.prototype.attachControl.call(this, element, noPreventDefault);
  105123. this._attached = true;
  105124. this._htmlElementAttached = element;
  105125. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  105126. if (this._vrDevice) {
  105127. this.getEngine().enableVR();
  105128. }
  105129. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105130. };
  105131. /**
  105132. * Detaches the camera from the html element and disables VR
  105133. *
  105134. * @param element html element to detach from
  105135. */
  105136. WebVRFreeCamera.prototype.detachControl = function (element) {
  105137. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  105138. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  105139. _super.prototype.detachControl.call(this, element);
  105140. this._attached = false;
  105141. this.getEngine().disableVR();
  105142. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105143. };
  105144. /**
  105145. * @returns the name of this class
  105146. */
  105147. WebVRFreeCamera.prototype.getClassName = function () {
  105148. return "WebVRFreeCamera";
  105149. };
  105150. /**
  105151. * Calls resetPose on the vrDisplay
  105152. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  105153. */
  105154. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  105155. //uses the vrDisplay's "resetPose()".
  105156. //pitch and roll won't be affected.
  105157. this._vrDevice.resetPose();
  105158. };
  105159. /**
  105160. * @hidden
  105161. * Updates the rig cameras (left and right eye)
  105162. */
  105163. WebVRFreeCamera.prototype._updateRigCameras = function () {
  105164. var camLeft = this._rigCameras[0];
  105165. var camRight = this._rigCameras[1];
  105166. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105167. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105168. camLeft.position.copyFrom(this._deviceRoomPosition);
  105169. camRight.position.copyFrom(this._deviceRoomPosition);
  105170. };
  105171. // Remove translation from 6dof headset if trackposition is set to false
  105172. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  105173. if (isViewMatrix === void 0) { isViewMatrix = false; }
  105174. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  105175. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  105176. if (!isViewMatrix) {
  105177. this._tmpMatrix.invert();
  105178. }
  105179. this._tmpMatrix.multiplyToRef(matrix, matrix);
  105180. }
  105181. };
  105182. /**
  105183. * @hidden
  105184. * Updates the cached values of the camera
  105185. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  105186. */
  105187. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  105188. var _this = this;
  105189. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  105190. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  105191. if (!this.updateCacheCalled) {
  105192. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  105193. this.updateCacheCalled = true;
  105194. this.update();
  105195. }
  105196. // Set working vector to the device position in room space rotated by the new rotation
  105197. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  105198. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  105199. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  105200. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  105201. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  105202. // Add translation from anchor position
  105203. this._deviceToWorld.getTranslationToRef(this._workingVector);
  105204. this._workingVector.addInPlace(this.position);
  105205. this._workingVector.subtractInPlace(this._cache.position);
  105206. this._deviceToWorld.setTranslation(this._workingVector);
  105207. // Set an inverted matrix to be used when updating the camera
  105208. this._deviceToWorld.invertToRef(this._worldToDevice);
  105209. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  105210. this.controllers.forEach(function (controller) {
  105211. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  105212. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  105213. controller.update();
  105214. });
  105215. }
  105216. if (!ignoreParentClass) {
  105217. _super.prototype._updateCache.call(this);
  105218. }
  105219. this.updateCacheCalled = false;
  105220. };
  105221. /**
  105222. * @hidden
  105223. * Get current device position in babylon world
  105224. */
  105225. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  105226. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  105227. };
  105228. /**
  105229. * Updates the current device position and rotation in the babylon world
  105230. */
  105231. WebVRFreeCamera.prototype.update = function () {
  105232. this._computeDevicePosition();
  105233. // Get current device rotation in babylon world
  105234. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  105235. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  105236. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  105237. if (this._poseSet) {
  105238. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  105239. }
  105240. _super.prototype.update.call(this);
  105241. };
  105242. /**
  105243. * @hidden
  105244. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  105245. * @returns an identity matrix
  105246. */
  105247. WebVRFreeCamera.prototype._getViewMatrix = function () {
  105248. return BABYLON.Matrix.Identity();
  105249. };
  105250. /**
  105251. * This function is called by the two RIG cameras.
  105252. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  105253. */
  105254. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  105255. var _this = this;
  105256. // Update the parent camera prior to using a child camera to avoid desynchronization
  105257. var parentCamera = this._cameraRigParams["parentCamera"];
  105258. parentCamera._updateCache();
  105259. //WebVR 1.1
  105260. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  105261. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  105262. if (!this.getScene().useRightHandedSystem) {
  105263. [2, 6, 8, 9, 14].forEach(function (num) {
  105264. _this._webvrViewMatrix.m[num] *= -1;
  105265. });
  105266. }
  105267. // update the camera rotation matrix
  105268. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  105269. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  105270. // Computing target and final matrix
  105271. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  105272. // should the view matrix be updated with scale and position offset?
  105273. if (parentCamera.deviceScaleFactor !== 1) {
  105274. this._webvrViewMatrix.invert();
  105275. // scale the position, if set
  105276. if (parentCamera.deviceScaleFactor) {
  105277. this._webvrViewMatrix.m[12] *= parentCamera.deviceScaleFactor;
  105278. this._webvrViewMatrix.m[13] *= parentCamera.deviceScaleFactor;
  105279. this._webvrViewMatrix.m[14] *= parentCamera.deviceScaleFactor;
  105280. }
  105281. this._webvrViewMatrix.invert();
  105282. }
  105283. // Remove translation from 6dof headset if trackposition is set to false
  105284. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  105285. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  105286. // Compute global position
  105287. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  105288. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  105289. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  105290. this._workingMatrix.getTranslationToRef(this._globalPosition);
  105291. this._markSyncedWithParent();
  105292. return this._webvrViewMatrix;
  105293. };
  105294. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  105295. var _this = this;
  105296. var parentCamera = this.parent;
  105297. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  105298. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  105299. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  105300. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  105301. //babylon compatible matrix
  105302. if (!this.getScene().useRightHandedSystem) {
  105303. [8, 9, 10, 11].forEach(function (num) {
  105304. _this._projectionMatrix.m[num] *= -1;
  105305. });
  105306. }
  105307. return this._projectionMatrix;
  105308. };
  105309. /**
  105310. * Initializes the controllers and their meshes
  105311. */
  105312. WebVRFreeCamera.prototype.initControllers = function () {
  105313. var _this = this;
  105314. this.controllers = [];
  105315. var manager = this.getScene().gamepadManager;
  105316. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  105317. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105318. var webVrController = gamepad;
  105319. if (webVrController.defaultModel) {
  105320. webVrController.defaultModel.setEnabled(false);
  105321. }
  105322. if (webVrController.hand === "right") {
  105323. _this._rightController = null;
  105324. }
  105325. if (webVrController.hand === "left") {
  105326. _this._leftController = null;
  105327. }
  105328. var controllerIndex = _this.controllers.indexOf(webVrController);
  105329. if (controllerIndex !== -1) {
  105330. _this.controllers.splice(controllerIndex, 1);
  105331. }
  105332. }
  105333. });
  105334. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  105335. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105336. var webVrController_1 = gamepad;
  105337. if (!_this.webVROptions.trackPosition) {
  105338. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  105339. // Cache must be updated before rendering controllers to avoid them being one frame behind
  105340. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  105341. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  105342. _this._updateCache();
  105343. });
  105344. }
  105345. }
  105346. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  105347. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  105348. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  105349. if (_this.webVROptions.controllerMeshes) {
  105350. if (webVrController_1.defaultModel) {
  105351. webVrController_1.defaultModel.setEnabled(true);
  105352. }
  105353. else {
  105354. // Load the meshes
  105355. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  105356. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  105357. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  105358. if (_this.webVROptions.defaultLightingOnControllers) {
  105359. if (!_this._lightOnControllers) {
  105360. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  105361. }
  105362. var activateLightOnSubMeshes_1 = function (mesh, light) {
  105363. var children = mesh.getChildren();
  105364. if (children && children.length !== 0) {
  105365. children.forEach(function (mesh) {
  105366. light.includedOnlyMeshes.push(mesh);
  105367. activateLightOnSubMeshes_1(mesh, light);
  105368. });
  105369. }
  105370. };
  105371. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  105372. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  105373. }
  105374. });
  105375. }
  105376. }
  105377. webVrController_1.attachToPoseControlledCamera(_this);
  105378. // since this is async - sanity check. Is the controller already stored?
  105379. if (_this.controllers.indexOf(webVrController_1) === -1) {
  105380. //add to the controllers array
  105381. _this.controllers.push(webVrController_1);
  105382. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  105383. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  105384. // So we're overriding setting left & right manually to be sure
  105385. var firstViveWandDetected = false;
  105386. for (var i = 0; i < _this.controllers.length; i++) {
  105387. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  105388. if (!firstViveWandDetected) {
  105389. firstViveWandDetected = true;
  105390. _this.controllers[i].hand = "left";
  105391. }
  105392. else {
  105393. _this.controllers[i].hand = "right";
  105394. }
  105395. }
  105396. }
  105397. //did we find enough controllers? Great! let the developer know.
  105398. if (_this.controllers.length >= 2) {
  105399. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  105400. }
  105401. }
  105402. }
  105403. });
  105404. };
  105405. return WebVRFreeCamera;
  105406. }(BABYLON.FreeCamera));
  105407. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  105408. })(BABYLON || (BABYLON = {}));
  105409. //# sourceMappingURL=babylon.webVRCamera.js.map
  105410. var BABYLON;
  105411. (function (BABYLON) {
  105412. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  105413. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  105414. });
  105415. // We're mainly based on the logic defined into the FreeCamera code
  105416. /**
  105417. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  105418. * being tilted forward or back and left or right.
  105419. */
  105420. var DeviceOrientationCamera = /** @class */ (function (_super) {
  105421. __extends(DeviceOrientationCamera, _super);
  105422. /**
  105423. * Creates a new device orientation camera
  105424. * @param name The name of the camera
  105425. * @param position The start position camera
  105426. * @param scene The scene the camera belongs to
  105427. */
  105428. function DeviceOrientationCamera(name, position, scene) {
  105429. var _this = _super.call(this, name, position, scene) || this;
  105430. _this._quaternionCache = new BABYLON.Quaternion();
  105431. _this.inputs.addDeviceOrientation();
  105432. return _this;
  105433. }
  105434. /**
  105435. * Gets the current instance class name ("DeviceOrientationCamera").
  105436. * This helps avoiding instanceof at run time.
  105437. * @returns the class name
  105438. */
  105439. DeviceOrientationCamera.prototype.getClassName = function () {
  105440. return "DeviceOrientationCamera";
  105441. };
  105442. /**
  105443. * @hidden
  105444. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  105445. */
  105446. DeviceOrientationCamera.prototype._checkInputs = function () {
  105447. _super.prototype._checkInputs.call(this);
  105448. this._quaternionCache.copyFrom(this.rotationQuaternion);
  105449. if (this._initialQuaternion) {
  105450. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105451. }
  105452. };
  105453. /**
  105454. * Reset the camera to its default orientation on the specified axis only.
  105455. * @param axis The axis to reset
  105456. */
  105457. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  105458. var _this = this;
  105459. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  105460. //can only work if this camera has a rotation quaternion already.
  105461. if (!this.rotationQuaternion) {
  105462. return;
  105463. }
  105464. if (!this._initialQuaternion) {
  105465. this._initialQuaternion = new BABYLON.Quaternion();
  105466. }
  105467. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  105468. ['x', 'y', 'z'].forEach(function (axisName) {
  105469. if (!axis[axisName]) {
  105470. _this._initialQuaternion[axisName] = 0;
  105471. }
  105472. else {
  105473. _this._initialQuaternion[axisName] *= -1;
  105474. }
  105475. });
  105476. this._initialQuaternion.normalize();
  105477. //force rotation update
  105478. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105479. };
  105480. return DeviceOrientationCamera;
  105481. }(BABYLON.FreeCamera));
  105482. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  105483. })(BABYLON || (BABYLON = {}));
  105484. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  105485. var BABYLON;
  105486. (function (BABYLON) {
  105487. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105488. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105489. });
  105490. /**
  105491. * Camera used to simulate VR rendering (based on FreeCamera)
  105492. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105493. */
  105494. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  105495. __extends(VRDeviceOrientationFreeCamera, _super);
  105496. /**
  105497. * Creates a new VRDeviceOrientationFreeCamera
  105498. * @param name defines camera name
  105499. * @param position defines the start position of the camera
  105500. * @param scene defines the scene the camera belongs to
  105501. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105502. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105503. */
  105504. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105505. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105506. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105507. var _this = _super.call(this, name, position, scene) || this;
  105508. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105509. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105510. return _this;
  105511. }
  105512. /**
  105513. * Gets camera class name
  105514. * @returns VRDeviceOrientationFreeCamera
  105515. */
  105516. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  105517. return "VRDeviceOrientationFreeCamera";
  105518. };
  105519. return VRDeviceOrientationFreeCamera;
  105520. }(BABYLON.DeviceOrientationCamera));
  105521. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  105522. })(BABYLON || (BABYLON = {}));
  105523. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  105524. var BABYLON;
  105525. (function (BABYLON) {
  105526. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105527. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  105528. });
  105529. /**
  105530. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  105531. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105532. */
  105533. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  105534. __extends(VRDeviceOrientationArcRotateCamera, _super);
  105535. /**
  105536. * Creates a new VRDeviceOrientationArcRotateCamera
  105537. * @param name defines camera name
  105538. * @param alpha defines the camera rotation along the logitudinal axis
  105539. * @param beta defines the camera rotation along the latitudinal axis
  105540. * @param radius defines the camera distance from its target
  105541. * @param target defines the camera target
  105542. * @param scene defines the scene the camera belongs to
  105543. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105544. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105545. */
  105546. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  105547. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105548. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105549. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105550. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105551. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105552. _this.inputs.addVRDeviceOrientation();
  105553. return _this;
  105554. }
  105555. /**
  105556. * Gets camera class name
  105557. * @returns VRDeviceOrientationArcRotateCamera
  105558. */
  105559. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  105560. return "VRDeviceOrientationArcRotateCamera";
  105561. };
  105562. return VRDeviceOrientationArcRotateCamera;
  105563. }(BABYLON.ArcRotateCamera));
  105564. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  105565. })(BABYLON || (BABYLON = {}));
  105566. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  105567. var BABYLON;
  105568. (function (BABYLON) {
  105569. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  105570. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  105571. });
  105572. /**
  105573. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105574. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105575. */
  105576. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  105577. __extends(VRDeviceOrientationGamepadCamera, _super);
  105578. /**
  105579. * Creates a new VRDeviceOrientationGamepadCamera
  105580. * @param name defines camera name
  105581. * @param position defines the start position of the camera
  105582. * @param scene defines the scene the camera belongs to
  105583. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105584. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105585. */
  105586. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105587. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105588. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105589. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  105590. _this.inputs.addGamepad();
  105591. return _this;
  105592. }
  105593. /**
  105594. * Gets camera class name
  105595. * @returns VRDeviceOrientationGamepadCamera
  105596. */
  105597. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  105598. return "VRDeviceOrientationGamepadCamera";
  105599. };
  105600. return VRDeviceOrientationGamepadCamera;
  105601. }(BABYLON.VRDeviceOrientationFreeCamera));
  105602. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  105603. })(BABYLON || (BABYLON = {}));
  105604. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  105605. var BABYLON;
  105606. (function (BABYLON) {
  105607. var VRExperienceHelperGazer = /** @class */ (function () {
  105608. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  105609. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  105610. this.scene = scene;
  105611. /** @hidden */
  105612. this._pointerDownOnMeshAsked = false;
  105613. /** @hidden */
  105614. this._isActionableMesh = false;
  105615. /** @hidden */
  105616. this._teleportationRequestInitiated = false;
  105617. /** @hidden */
  105618. this._teleportationBackRequestInitiated = false;
  105619. /** @hidden */
  105620. this._rotationRightAsked = false;
  105621. /** @hidden */
  105622. this._rotationLeftAsked = false;
  105623. /** @hidden */
  105624. this._dpadPressed = true;
  105625. /** @hidden */
  105626. this._activePointer = false;
  105627. this._id = VRExperienceHelperGazer._idCounter++;
  105628. // Gaze tracker
  105629. if (!gazeTrackerToClone) {
  105630. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  105631. this._gazeTracker.bakeCurrentTransformIntoVertices();
  105632. this._gazeTracker.isPickable = false;
  105633. this._gazeTracker.isVisible = false;
  105634. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  105635. targetMat.specularColor = BABYLON.Color3.Black();
  105636. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  105637. targetMat.backFaceCulling = false;
  105638. this._gazeTracker.material = targetMat;
  105639. }
  105640. else {
  105641. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  105642. }
  105643. }
  105644. /** @hidden */
  105645. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  105646. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  105647. };
  105648. /** @hidden */
  105649. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  105650. this._pointerDownOnMeshAsked = true;
  105651. if (this._currentHit) {
  105652. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  105653. }
  105654. };
  105655. /** @hidden */
  105656. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  105657. if (this._currentHit) {
  105658. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  105659. }
  105660. this._pointerDownOnMeshAsked = false;
  105661. };
  105662. /** @hidden */
  105663. VRExperienceHelperGazer.prototype._activatePointer = function () {
  105664. this._activePointer = true;
  105665. };
  105666. /** @hidden */
  105667. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  105668. this._activePointer = false;
  105669. };
  105670. /** @hidden */
  105671. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  105672. if (distance === void 0) { distance = 100; }
  105673. };
  105674. VRExperienceHelperGazer.prototype.dispose = function () {
  105675. this._interactionsEnabled = false;
  105676. this._teleportationEnabled = false;
  105677. if (this._gazeTracker) {
  105678. this._gazeTracker.dispose();
  105679. }
  105680. };
  105681. VRExperienceHelperGazer._idCounter = 0;
  105682. return VRExperienceHelperGazer;
  105683. }());
  105684. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  105685. __extends(VRExperienceHelperControllerGazer, _super);
  105686. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  105687. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  105688. _this.webVRController = webVRController;
  105689. // Laser pointer
  105690. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  105691. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  105692. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  105693. laserPointerMaterial.alpha = 0.6;
  105694. _this._laserPointer.material = laserPointerMaterial;
  105695. _this._laserPointer.rotation.x = Math.PI / 2;
  105696. _this._laserPointer.position.z = -0.5;
  105697. _this._laserPointer.isVisible = false;
  105698. _this._laserPointer.isPickable = false;
  105699. if (!webVRController.mesh) {
  105700. // Create an empty mesh that is used prior to loading the high quality model
  105701. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  105702. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  105703. preloadPointerPose.rotation.x = -0.7;
  105704. preloadMesh.addChild(preloadPointerPose);
  105705. webVRController.attachToMesh(preloadMesh);
  105706. }
  105707. _this._setLaserPointerParent(webVRController.mesh);
  105708. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  105709. _this._setLaserPointerParent(mesh);
  105710. });
  105711. return _this;
  105712. }
  105713. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  105714. return this.webVRController.getForwardRay(length);
  105715. };
  105716. /** @hidden */
  105717. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  105718. _super.prototype._activatePointer.call(this);
  105719. this._laserPointer.isVisible = true;
  105720. };
  105721. /** @hidden */
  105722. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  105723. _super.prototype._deactivatePointer.call(this);
  105724. this._laserPointer.isVisible = false;
  105725. };
  105726. /** @hidden */
  105727. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  105728. this._laserPointer.material.emissiveColor = color;
  105729. };
  105730. /** @hidden */
  105731. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  105732. var makeNotPick = function (root) {
  105733. root.isPickable = false;
  105734. root.getChildMeshes().forEach(function (c) {
  105735. makeNotPick(c);
  105736. });
  105737. };
  105738. makeNotPick(mesh);
  105739. var childMeshes = mesh.getChildMeshes();
  105740. this.webVRController._pointingPoseNode = null;
  105741. for (var i = 0; i < childMeshes.length; i++) {
  105742. if (childMeshes[i].name && childMeshes[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  105743. mesh = childMeshes[i];
  105744. this.webVRController._pointingPoseNode = mesh;
  105745. break;
  105746. }
  105747. }
  105748. this._laserPointer.parent = mesh;
  105749. };
  105750. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  105751. if (distance === void 0) { distance = 100; }
  105752. this._laserPointer.scaling.y = distance;
  105753. this._laserPointer.position.z = -distance / 2;
  105754. };
  105755. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  105756. _super.prototype.dispose.call(this);
  105757. this._laserPointer.dispose();
  105758. if (this._meshAttachedObserver) {
  105759. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  105760. }
  105761. };
  105762. return VRExperienceHelperControllerGazer;
  105763. }(VRExperienceHelperGazer));
  105764. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  105765. __extends(VRExperienceHelperCameraGazer, _super);
  105766. function VRExperienceHelperCameraGazer(getCamera, scene) {
  105767. var _this = _super.call(this, scene) || this;
  105768. _this.getCamera = getCamera;
  105769. return _this;
  105770. }
  105771. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  105772. var camera = this.getCamera();
  105773. if (camera) {
  105774. return camera.getForwardRay(length);
  105775. }
  105776. else {
  105777. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  105778. }
  105779. };
  105780. return VRExperienceHelperCameraGazer;
  105781. }(VRExperienceHelperGazer));
  105782. /**
  105783. * Helps to quickly add VR support to an existing scene.
  105784. * See http://doc.babylonjs.com/how_to/webvr_helper
  105785. */
  105786. var VRExperienceHelper = /** @class */ (function () {
  105787. /**
  105788. * Instantiates a VRExperienceHelper.
  105789. * Helps to quickly add VR support to an existing scene.
  105790. * @param scene The scene the VRExperienceHelper belongs to.
  105791. * @param webVROptions Options to modify the vr experience helper's behavior.
  105792. */
  105793. function VRExperienceHelper(scene,
  105794. /** Options to modify the vr experience helper's behavior. */
  105795. webVROptions) {
  105796. if (webVROptions === void 0) { webVROptions = {}; }
  105797. var _this = this;
  105798. this.webVROptions = webVROptions;
  105799. // Can the system support WebVR, even if a headset isn't plugged in?
  105800. this._webVRsupported = false;
  105801. // If WebVR is supported, is a headset plugged in and are we ready to present?
  105802. this._webVRready = false;
  105803. // Are we waiting for the requestPresent callback to complete?
  105804. this._webVRrequesting = false;
  105805. // Are we presenting to the headset right now? (this is the vrDevice state)
  105806. this._webVRpresenting = false;
  105807. // Are we presenting in the fullscreen fallback?
  105808. this._fullscreenVRpresenting = false;
  105809. /**
  105810. * Observable raised when entering VR.
  105811. */
  105812. this.onEnteringVRObservable = new BABYLON.Observable();
  105813. /**
  105814. * Observable raised when exiting VR.
  105815. */
  105816. this.onExitingVRObservable = new BABYLON.Observable();
  105817. /**
  105818. * Observable raised when controller mesh is loaded.
  105819. */
  105820. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105821. this._useCustomVRButton = false;
  105822. this._teleportationRequested = false;
  105823. this._teleportActive = false;
  105824. this._floorMeshesCollection = [];
  105825. this._rotationAllowed = true;
  105826. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  105827. this._isDefaultTeleportationTarget = true;
  105828. this._teleportationFillColor = "#444444";
  105829. this._teleportationBorderColor = "#FFFFFF";
  105830. this._rotationAngle = 0;
  105831. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  105832. this._padSensibilityUp = 0.65;
  105833. this._padSensibilityDown = 0.35;
  105834. this._leftController = null;
  105835. this._rightController = null;
  105836. /**
  105837. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  105838. */
  105839. this.onNewMeshSelected = new BABYLON.Observable();
  105840. /**
  105841. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  105842. */
  105843. this.onNewMeshPicked = new BABYLON.Observable();
  105844. /**
  105845. * Observable raised before camera teleportation
  105846. */
  105847. this.onBeforeCameraTeleport = new BABYLON.Observable();
  105848. /**
  105849. * Observable raised after camera teleportation
  105850. */
  105851. this.onAfterCameraTeleport = new BABYLON.Observable();
  105852. /**
  105853. * Observable raised when current selected mesh gets unselected
  105854. */
  105855. this.onSelectedMeshUnselected = new BABYLON.Observable();
  105856. /**
  105857. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  105858. */
  105859. this.teleportationEnabled = true;
  105860. this._teleportationInitialized = false;
  105861. this._interactionsEnabled = false;
  105862. this._interactionsRequested = false;
  105863. this._displayGaze = true;
  105864. this._displayLaserPointer = true;
  105865. /**
  105866. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  105867. */
  105868. this.updateGazeTrackerScale = true;
  105869. this._onResize = function () {
  105870. _this.moveButtonToBottomRight();
  105871. if (_this._fullscreenVRpresenting && _this._webVRready) {
  105872. _this.exitVR();
  105873. }
  105874. };
  105875. this._onFullscreenChange = function () {
  105876. if (document.fullscreen !== undefined) {
  105877. _this._fullscreenVRpresenting = document.fullscreen;
  105878. }
  105879. else if (document.mozFullScreen !== undefined) {
  105880. _this._fullscreenVRpresenting = document.mozFullScreen;
  105881. }
  105882. else if (document.webkitIsFullScreen !== undefined) {
  105883. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  105884. }
  105885. else if (document.msIsFullScreen !== undefined) {
  105886. _this._fullscreenVRpresenting = document.msIsFullScreen;
  105887. }
  105888. else if (document.msFullscreenElement !== undefined) {
  105889. _this._fullscreenVRpresenting = document.msFullscreenElement;
  105890. }
  105891. if (!_this._fullscreenVRpresenting && _this._canvas) {
  105892. _this.exitVR();
  105893. if (!_this._useCustomVRButton) {
  105894. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  105895. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  105896. }
  105897. }
  105898. };
  105899. this.beforeRender = function () {
  105900. if (_this._leftController && _this._leftController._activePointer) {
  105901. _this._castRayAndSelectObject(_this._leftController);
  105902. }
  105903. if (_this._rightController && _this._rightController._activePointer) {
  105904. _this._castRayAndSelectObject(_this._rightController);
  105905. }
  105906. if (_this._noControllerIsActive) {
  105907. _this._castRayAndSelectObject(_this._cameraGazer);
  105908. }
  105909. else {
  105910. _this._cameraGazer._gazeTracker.isVisible = false;
  105911. }
  105912. };
  105913. this._onNewGamepadConnected = function (gamepad) {
  105914. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  105915. if (gamepad.leftStick) {
  105916. gamepad.onleftstickchanged(function (stickValues) {
  105917. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  105918. // Listening to classic/xbox gamepad only if no VR controller is active
  105919. if ((!_this._leftController && !_this._rightController) ||
  105920. ((_this._leftController && !_this._leftController._activePointer) &&
  105921. (_this._rightController && !_this._rightController._activePointer))) {
  105922. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  105923. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  105924. }
  105925. }
  105926. });
  105927. }
  105928. if (gamepad.rightStick) {
  105929. gamepad.onrightstickchanged(function (stickValues) {
  105930. if (_this._teleportationInitialized) {
  105931. _this._checkRotate(stickValues, _this._cameraGazer);
  105932. }
  105933. });
  105934. }
  105935. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  105936. gamepad.onbuttondown(function (buttonPressed) {
  105937. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  105938. _this._cameraGazer._selectionPointerDown();
  105939. }
  105940. });
  105941. gamepad.onbuttonup(function (buttonPressed) {
  105942. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  105943. _this._cameraGazer._selectionPointerUp();
  105944. }
  105945. });
  105946. }
  105947. }
  105948. else {
  105949. var webVRController = gamepad;
  105950. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  105951. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  105952. _this._rightController = controller;
  105953. }
  105954. else {
  105955. _this._leftController = controller;
  105956. }
  105957. _this._tryEnableInteractionOnController(controller);
  105958. }
  105959. };
  105960. // 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
  105961. this._tryEnableInteractionOnController = function (controller) {
  105962. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  105963. _this._enableInteractionOnController(controller);
  105964. }
  105965. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  105966. _this._enableTeleportationOnController(controller);
  105967. }
  105968. };
  105969. this._onNewGamepadDisconnected = function (gamepad) {
  105970. if (gamepad instanceof BABYLON.WebVRController) {
  105971. if (gamepad.hand === "left" && _this._leftController != null) {
  105972. _this._leftController.dispose();
  105973. _this._leftController = null;
  105974. }
  105975. if (gamepad.hand === "right" && _this._rightController != null) {
  105976. _this._rightController.dispose();
  105977. _this._rightController = null;
  105978. }
  105979. }
  105980. };
  105981. this._workingVector = BABYLON.Vector3.Zero();
  105982. this._workingQuaternion = BABYLON.Quaternion.Identity();
  105983. this._workingMatrix = BABYLON.Matrix.Identity();
  105984. this._scene = scene;
  105985. this._canvas = scene.getEngine().getRenderingCanvas();
  105986. // Parse options
  105987. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  105988. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  105989. }
  105990. if (webVROptions.createDeviceOrientationCamera === undefined) {
  105991. webVROptions.createDeviceOrientationCamera = true;
  105992. }
  105993. if (webVROptions.laserToggle === undefined) {
  105994. webVROptions.laserToggle = true;
  105995. }
  105996. if (webVROptions.defaultHeight === undefined) {
  105997. webVROptions.defaultHeight = 1.7;
  105998. }
  105999. if (webVROptions.useCustomVRButton) {
  106000. this._useCustomVRButton = true;
  106001. if (webVROptions.customVRButton) {
  106002. this._btnVR = webVROptions.customVRButton;
  106003. }
  106004. }
  106005. if (webVROptions.rayLength) {
  106006. this._rayLength = webVROptions.rayLength;
  106007. }
  106008. this._defaultHeight = webVROptions.defaultHeight;
  106009. if (webVROptions.positionScale) {
  106010. this._rayLength *= webVROptions.positionScale;
  106011. this._defaultHeight *= webVROptions.positionScale;
  106012. }
  106013. this._hasEnteredVR = false;
  106014. // Set position
  106015. if (this._scene.activeCamera) {
  106016. this._position = this._scene.activeCamera.position.clone();
  106017. }
  106018. else {
  106019. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106020. }
  106021. // Set non-vr camera
  106022. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106023. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106024. // Copy data from existing camera
  106025. if (this._scene.activeCamera) {
  106026. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106027. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106028. // Set rotation from previous camera
  106029. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106030. var targetCamera = this._scene.activeCamera;
  106031. if (targetCamera.rotationQuaternion) {
  106032. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106033. }
  106034. else {
  106035. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106036. }
  106037. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106038. }
  106039. }
  106040. this._scene.activeCamera = this._deviceOrientationCamera;
  106041. if (this._canvas) {
  106042. this._scene.activeCamera.attachControl(this._canvas);
  106043. }
  106044. }
  106045. else {
  106046. this._existingCamera = this._scene.activeCamera;
  106047. }
  106048. // Create VR cameras
  106049. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106050. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106051. }
  106052. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106053. this._webVRCamera.useStandingMatrix();
  106054. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106055. // Create default button
  106056. if (!this._useCustomVRButton) {
  106057. this._btnVR = document.createElement("BUTTON");
  106058. this._btnVR.className = "babylonVRicon";
  106059. this._btnVR.id = "babylonVRiconbtn";
  106060. this._btnVR.title = "Click to switch to VR";
  106061. 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) }";
  106062. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  106063. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  106064. // css += ".babylonVRicon.vrdisplaysupported { }";
  106065. // css += ".babylonVRicon.vrdisplayready { }";
  106066. // css += ".babylonVRicon.vrdisplayrequesting { }";
  106067. var style = document.createElement('style');
  106068. style.appendChild(document.createTextNode(css));
  106069. document.getElementsByTagName('head')[0].appendChild(style);
  106070. this.moveButtonToBottomRight();
  106071. }
  106072. // VR button click event
  106073. if (this._btnVR) {
  106074. this._btnVR.addEventListener("click", function () {
  106075. if (!_this.isInVRMode) {
  106076. _this.enterVR();
  106077. }
  106078. else {
  106079. _this.exitVR();
  106080. }
  106081. });
  106082. }
  106083. // Window events
  106084. window.addEventListener("resize", this._onResize);
  106085. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  106086. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  106087. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  106088. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  106089. document.onmsfullscreenchange = this._onFullscreenChange;
  106090. // Display vr button when headset is connected
  106091. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106092. this.displayVRButton();
  106093. }
  106094. else {
  106095. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  106096. if (e.vrDisplay) {
  106097. _this.displayVRButton();
  106098. }
  106099. });
  106100. }
  106101. // Exiting VR mode using 'ESC' key on desktop
  106102. this._onKeyDown = function (event) {
  106103. if (event.keyCode === 27 && _this.isInVRMode) {
  106104. _this.exitVR();
  106105. }
  106106. };
  106107. document.addEventListener("keydown", this._onKeyDown);
  106108. // Exiting VR mode double tapping the touch screen
  106109. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  106110. if (_this.isInVRMode) {
  106111. _this.exitVR();
  106112. if (_this._fullscreenVRpresenting) {
  106113. _this._scene.getEngine().switchFullscreen(true);
  106114. }
  106115. }
  106116. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  106117. // Listen for WebVR display changes
  106118. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  106119. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  106120. this._onVRRequestPresentStart = function () {
  106121. _this._webVRrequesting = true;
  106122. _this.updateButtonVisibility();
  106123. };
  106124. this._onVRRequestPresentComplete = function (success) {
  106125. _this._webVRrequesting = false;
  106126. _this.updateButtonVisibility();
  106127. };
  106128. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  106129. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  106130. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  106131. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  106132. scene.onDisposeObservable.add(function () {
  106133. _this.dispose();
  106134. });
  106135. // Gamepad connection events
  106136. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  106137. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  106138. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  106139. this.updateButtonVisibility();
  106140. //create easing functions
  106141. this._circleEase = new BABYLON.CircleEase();
  106142. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106143. if (this.webVROptions.floorMeshes) {
  106144. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  106145. }
  106146. }
  106147. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  106148. /** Return this.onEnteringVRObservable
  106149. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106150. */
  106151. get: function () {
  106152. return this.onEnteringVRObservable;
  106153. },
  106154. enumerable: true,
  106155. configurable: true
  106156. });
  106157. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  106158. /** Return this.onExitingVRObservable
  106159. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106160. */
  106161. get: function () {
  106162. return this.onExitingVRObservable;
  106163. },
  106164. enumerable: true,
  106165. configurable: true
  106166. });
  106167. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  106168. /** Return this.onControllerMeshLoadedObservable
  106169. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106170. */
  106171. get: function () {
  106172. return this.onControllerMeshLoadedObservable;
  106173. },
  106174. enumerable: true,
  106175. configurable: true
  106176. });
  106177. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  106178. /**
  106179. * The mesh used to display where the user is going to teleport.
  106180. */
  106181. get: function () {
  106182. return this._teleportationTarget;
  106183. },
  106184. /**
  106185. * Sets the mesh to be used to display where the user is going to teleport.
  106186. */
  106187. set: function (value) {
  106188. if (value) {
  106189. value.name = "teleportationTarget";
  106190. this._isDefaultTeleportationTarget = false;
  106191. this._teleportationTarget = value;
  106192. }
  106193. },
  106194. enumerable: true,
  106195. configurable: true
  106196. });
  106197. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  106198. /**
  106199. * 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
  106200. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106201. * See http://doc.babylonjs.com/resources/baking_transformations
  106202. */
  106203. get: function () {
  106204. return this._cameraGazer._gazeTracker;
  106205. },
  106206. set: function (value) {
  106207. if (value) {
  106208. // Dispose of existing meshes
  106209. if (this._cameraGazer._gazeTracker) {
  106210. this._cameraGazer._gazeTracker.dispose();
  106211. }
  106212. if (this._leftController && this._leftController._gazeTracker) {
  106213. this._leftController._gazeTracker.dispose();
  106214. }
  106215. if (this._rightController && this._rightController._gazeTracker) {
  106216. this._rightController._gazeTracker.dispose();
  106217. }
  106218. // Set and create gaze trackers on head and controllers
  106219. this._cameraGazer._gazeTracker = value;
  106220. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  106221. this._cameraGazer._gazeTracker.isPickable = false;
  106222. this._cameraGazer._gazeTracker.isVisible = false;
  106223. this._cameraGazer._gazeTracker.name = "gazeTracker";
  106224. if (this._leftController) {
  106225. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106226. }
  106227. if (this._rightController) {
  106228. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106229. }
  106230. }
  106231. },
  106232. enumerable: true,
  106233. configurable: true
  106234. });
  106235. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  106236. /**
  106237. * The gaze tracking mesh corresponding to the left controller
  106238. */
  106239. get: function () {
  106240. if (this._leftController) {
  106241. return this._leftController._gazeTracker;
  106242. }
  106243. return null;
  106244. },
  106245. enumerable: true,
  106246. configurable: true
  106247. });
  106248. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  106249. /**
  106250. * The gaze tracking mesh corresponding to the right controller
  106251. */
  106252. get: function () {
  106253. if (this._rightController) {
  106254. return this._rightController._gazeTracker;
  106255. }
  106256. return null;
  106257. },
  106258. enumerable: true,
  106259. configurable: true
  106260. });
  106261. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  106262. /**
  106263. * If the ray of the gaze should be displayed.
  106264. */
  106265. get: function () {
  106266. return this._displayGaze;
  106267. },
  106268. /**
  106269. * Sets if the ray of the gaze should be displayed.
  106270. */
  106271. set: function (value) {
  106272. this._displayGaze = value;
  106273. if (!value) {
  106274. this._cameraGazer._gazeTracker.isVisible = false;
  106275. if (this._leftController) {
  106276. this._leftController._gazeTracker.isVisible = false;
  106277. }
  106278. if (this._rightController) {
  106279. this._rightController._gazeTracker.isVisible = false;
  106280. }
  106281. }
  106282. },
  106283. enumerable: true,
  106284. configurable: true
  106285. });
  106286. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  106287. /**
  106288. * If the ray of the LaserPointer should be displayed.
  106289. */
  106290. get: function () {
  106291. return this._displayLaserPointer;
  106292. },
  106293. /**
  106294. * Sets if the ray of the LaserPointer should be displayed.
  106295. */
  106296. set: function (value) {
  106297. this._displayLaserPointer = value;
  106298. if (!value) {
  106299. if (this._rightController) {
  106300. this._rightController._deactivatePointer();
  106301. this._rightController._gazeTracker.isVisible = false;
  106302. }
  106303. if (this._leftController) {
  106304. this._leftController._deactivatePointer();
  106305. this._leftController._gazeTracker.isVisible = false;
  106306. }
  106307. }
  106308. else {
  106309. if (this._rightController) {
  106310. this._rightController._activatePointer();
  106311. }
  106312. if (this._leftController) {
  106313. this._leftController._activatePointer();
  106314. }
  106315. }
  106316. },
  106317. enumerable: true,
  106318. configurable: true
  106319. });
  106320. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  106321. /**
  106322. * The deviceOrientationCamera used as the camera when not in VR.
  106323. */
  106324. get: function () {
  106325. return this._deviceOrientationCamera;
  106326. },
  106327. enumerable: true,
  106328. configurable: true
  106329. });
  106330. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  106331. /**
  106332. * Based on the current WebVR support, returns the current VR camera used.
  106333. */
  106334. get: function () {
  106335. if (this._webVRready) {
  106336. return this._webVRCamera;
  106337. }
  106338. else {
  106339. return this._scene.activeCamera;
  106340. }
  106341. },
  106342. enumerable: true,
  106343. configurable: true
  106344. });
  106345. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  106346. /**
  106347. * The webVRCamera which is used when in VR.
  106348. */
  106349. get: function () {
  106350. return this._webVRCamera;
  106351. },
  106352. enumerable: true,
  106353. configurable: true
  106354. });
  106355. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  106356. /**
  106357. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106358. */
  106359. get: function () {
  106360. return this._vrDeviceOrientationCamera;
  106361. },
  106362. enumerable: true,
  106363. configurable: true
  106364. });
  106365. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  106366. get: function () {
  106367. var result = this._cameraGazer._teleportationRequestInitiated
  106368. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  106369. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  106370. return result;
  106371. },
  106372. enumerable: true,
  106373. configurable: true
  106374. });
  106375. // Raised when one of the controller has loaded successfully its associated default mesh
  106376. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  106377. if (this._leftController && this._leftController.webVRController == webVRController) {
  106378. if (webVRController.mesh) {
  106379. this._leftController._setLaserPointerParent(webVRController.mesh);
  106380. }
  106381. }
  106382. if (this._rightController && this._rightController.webVRController == webVRController) {
  106383. if (webVRController.mesh) {
  106384. this._rightController._setLaserPointerParent(webVRController.mesh);
  106385. }
  106386. }
  106387. try {
  106388. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  106389. }
  106390. catch (err) {
  106391. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  106392. }
  106393. };
  106394. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  106395. /**
  106396. * Gets a value indicating if we are currently in VR mode.
  106397. */
  106398. get: function () {
  106399. return this._webVRpresenting || this._fullscreenVRpresenting;
  106400. },
  106401. enumerable: true,
  106402. configurable: true
  106403. });
  106404. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  106405. var vrDisplay = this._scene.getEngine().getVRDevice();
  106406. if (vrDisplay) {
  106407. var wasPresenting = this._webVRpresenting;
  106408. this._webVRpresenting = vrDisplay.isPresenting;
  106409. if (wasPresenting && !this._webVRpresenting) {
  106410. this.exitVR();
  106411. }
  106412. }
  106413. else {
  106414. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  106415. }
  106416. this.updateButtonVisibility();
  106417. };
  106418. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  106419. this._webVRsupported = eventArgs.vrSupported;
  106420. this._webVRready = !!eventArgs.vrDisplay;
  106421. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  106422. this.updateButtonVisibility();
  106423. };
  106424. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  106425. if (this._canvas && !this._useCustomVRButton) {
  106426. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  106427. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  106428. }
  106429. };
  106430. VRExperienceHelper.prototype.displayVRButton = function () {
  106431. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  106432. document.body.appendChild(this._btnVR);
  106433. this._btnVRDisplayed = true;
  106434. }
  106435. };
  106436. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  106437. if (!this._btnVR || this._useCustomVRButton) {
  106438. return;
  106439. }
  106440. this._btnVR.className = "babylonVRicon";
  106441. if (this.isInVRMode) {
  106442. this._btnVR.className += " vrdisplaypresenting";
  106443. }
  106444. else {
  106445. if (this._webVRready) {
  106446. this._btnVR.className += " vrdisplayready";
  106447. }
  106448. if (this._webVRsupported) {
  106449. this._btnVR.className += " vrdisplaysupported";
  106450. }
  106451. if (this._webVRrequesting) {
  106452. this._btnVR.className += " vrdisplayrequesting";
  106453. }
  106454. }
  106455. };
  106456. /**
  106457. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106458. * Otherwise, will use the fullscreen API.
  106459. */
  106460. VRExperienceHelper.prototype.enterVR = function () {
  106461. if (this.onEnteringVRObservable) {
  106462. try {
  106463. this.onEnteringVRObservable.notifyObservers(this);
  106464. }
  106465. catch (err) {
  106466. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  106467. }
  106468. }
  106469. if (this._scene.activeCamera) {
  106470. this._position = this._scene.activeCamera.position.clone();
  106471. // make sure that we return to the last active camera
  106472. this._existingCamera = this._scene.activeCamera;
  106473. }
  106474. if (this._webVRrequesting) {
  106475. return;
  106476. }
  106477. // If WebVR is supported and a headset is connected
  106478. if (this._webVRready) {
  106479. if (!this._webVRpresenting) {
  106480. this._webVRCamera.position = this._position;
  106481. this._scene.activeCamera = this._webVRCamera;
  106482. }
  106483. }
  106484. else if (this._vrDeviceOrientationCamera) {
  106485. this._vrDeviceOrientationCamera.position = this._position;
  106486. if (this._scene.activeCamera) {
  106487. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106488. }
  106489. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  106490. this._scene.getEngine().switchFullscreen(true);
  106491. this.updateButtonVisibility();
  106492. }
  106493. if (this._scene.activeCamera && this._canvas) {
  106494. this._scene.activeCamera.attachControl(this._canvas);
  106495. }
  106496. if (this._interactionsEnabled) {
  106497. this._scene.registerBeforeRender(this.beforeRender);
  106498. }
  106499. this._hasEnteredVR = true;
  106500. };
  106501. /**
  106502. * Attempt to exit VR, or fullscreen.
  106503. */
  106504. VRExperienceHelper.prototype.exitVR = function () {
  106505. if (this._hasEnteredVR) {
  106506. if (this.onExitingVRObservable) {
  106507. try {
  106508. this.onExitingVRObservable.notifyObservers(this);
  106509. }
  106510. catch (err) {
  106511. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  106512. }
  106513. }
  106514. if (this._webVRpresenting) {
  106515. this._scene.getEngine().disableVR();
  106516. }
  106517. if (this._scene.activeCamera) {
  106518. this._position = this._scene.activeCamera.position.clone();
  106519. }
  106520. if (this._deviceOrientationCamera) {
  106521. this._deviceOrientationCamera.position = this._position;
  106522. this._scene.activeCamera = this._deviceOrientationCamera;
  106523. if (this._canvas) {
  106524. this._scene.activeCamera.attachControl(this._canvas);
  106525. }
  106526. }
  106527. else if (this._existingCamera) {
  106528. this._existingCamera.position = this._position;
  106529. this._scene.activeCamera = this._existingCamera;
  106530. }
  106531. this.updateButtonVisibility();
  106532. if (this._interactionsEnabled) {
  106533. this._scene.unregisterBeforeRender(this.beforeRender);
  106534. this._cameraGazer._gazeTracker.isVisible = false;
  106535. if (this._leftController) {
  106536. this._leftController._gazeTracker.isVisible = false;
  106537. }
  106538. if (this._rightController) {
  106539. this._rightController._gazeTracker.isVisible = false;
  106540. }
  106541. }
  106542. // resize to update width and height when exiting vr exits fullscreen
  106543. this._scene.getEngine().resize();
  106544. this._hasEnteredVR = false;
  106545. }
  106546. };
  106547. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  106548. /**
  106549. * The position of the vr experience helper.
  106550. */
  106551. get: function () {
  106552. return this._position;
  106553. },
  106554. /**
  106555. * Sets the position of the vr experience helper.
  106556. */
  106557. set: function (value) {
  106558. this._position = value;
  106559. if (this._scene.activeCamera) {
  106560. this._scene.activeCamera.position = value;
  106561. }
  106562. },
  106563. enumerable: true,
  106564. configurable: true
  106565. });
  106566. /**
  106567. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106568. */
  106569. VRExperienceHelper.prototype.enableInteractions = function () {
  106570. var _this = this;
  106571. if (!this._interactionsEnabled) {
  106572. this._interactionsRequested = true;
  106573. if (this._leftController) {
  106574. this._enableInteractionOnController(this._leftController);
  106575. }
  106576. if (this._rightController) {
  106577. this._enableInteractionOnController(this._rightController);
  106578. }
  106579. this.raySelectionPredicate = function (mesh) {
  106580. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  106581. };
  106582. this.meshSelectionPredicate = function (mesh) {
  106583. return true;
  106584. };
  106585. this._raySelectionPredicate = function (mesh) {
  106586. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  106587. && mesh.name.indexOf("teleportationTarget") === -1
  106588. && mesh.name.indexOf("torusTeleportation") === -1)) {
  106589. return _this.raySelectionPredicate(mesh);
  106590. }
  106591. return false;
  106592. };
  106593. this._interactionsEnabled = true;
  106594. }
  106595. };
  106596. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  106597. get: function () {
  106598. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  106599. },
  106600. enumerable: true,
  106601. configurable: true
  106602. });
  106603. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  106604. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  106605. if (this._floorMeshesCollection[i].id === mesh.id) {
  106606. return true;
  106607. }
  106608. }
  106609. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  106610. return true;
  106611. }
  106612. return false;
  106613. };
  106614. /**
  106615. * Adds a floor mesh to be used for teleportation.
  106616. * @param floorMesh the mesh to be used for teleportation.
  106617. */
  106618. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  106619. if (!this._floorMeshesCollection) {
  106620. return;
  106621. }
  106622. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  106623. return;
  106624. }
  106625. this._floorMeshesCollection.push(floorMesh);
  106626. };
  106627. /**
  106628. * Removes a floor mesh from being used for teleportation.
  106629. * @param floorMesh the mesh to be removed.
  106630. */
  106631. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  106632. if (!this._floorMeshesCollection) {
  106633. return;
  106634. }
  106635. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  106636. if (meshIndex !== -1) {
  106637. this._floorMeshesCollection.splice(meshIndex, 1);
  106638. }
  106639. };
  106640. /**
  106641. * Enables interactions and teleportation using the VR controllers and gaze.
  106642. * @param vrTeleportationOptions options to modify teleportation behavior.
  106643. */
  106644. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  106645. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  106646. if (!this._teleportationInitialized) {
  106647. this._teleportationRequested = true;
  106648. this.enableInteractions();
  106649. if (vrTeleportationOptions.floorMeshName) {
  106650. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  106651. }
  106652. if (vrTeleportationOptions.floorMeshes) {
  106653. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  106654. }
  106655. if (this._leftController != null) {
  106656. this._enableTeleportationOnController(this._leftController);
  106657. }
  106658. if (this._rightController != null) {
  106659. this._enableTeleportationOnController(this._rightController);
  106660. }
  106661. // Creates an image processing post process for the vignette not relying
  106662. // on the main scene configuration for image processing to reduce setup and spaces
  106663. // (gamma/linear) conflicts.
  106664. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  106665. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  106666. imageProcessingConfiguration.vignetteEnabled = true;
  106667. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  106668. this._webVRCamera.detachPostProcess(this._postProcessMove);
  106669. this._teleportationInitialized = true;
  106670. if (this._isDefaultTeleportationTarget) {
  106671. this._createTeleportationCircles();
  106672. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  106673. }
  106674. }
  106675. };
  106676. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  106677. var _this = this;
  106678. var controllerMesh = controller.webVRController.mesh;
  106679. if (controllerMesh) {
  106680. controller._interactionsEnabled = true;
  106681. controller._activatePointer();
  106682. if (this.webVROptions.laserToggle) {
  106683. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  106684. // Enabling / disabling laserPointer
  106685. if (_this._displayLaserPointer && stateObject.value === 1) {
  106686. if (controller._activePointer) {
  106687. controller._deactivatePointer();
  106688. }
  106689. else {
  106690. controller._activatePointer();
  106691. }
  106692. if (_this.displayGaze) {
  106693. controller._gazeTracker.isVisible = controller._activePointer;
  106694. }
  106695. }
  106696. });
  106697. }
  106698. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  106699. var gazer = controller;
  106700. if (_this._noControllerIsActive) {
  106701. gazer = _this._cameraGazer;
  106702. }
  106703. if (!gazer._pointerDownOnMeshAsked) {
  106704. if (stateObject.value > _this._padSensibilityUp) {
  106705. gazer._selectionPointerDown();
  106706. }
  106707. }
  106708. else if (stateObject.value < _this._padSensibilityDown) {
  106709. gazer._selectionPointerUp();
  106710. }
  106711. });
  106712. }
  106713. };
  106714. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  106715. // Dont teleport if another gaze already requested teleportation
  106716. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  106717. return;
  106718. }
  106719. if (!gazer._teleportationRequestInitiated) {
  106720. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  106721. gazer._activatePointer();
  106722. gazer._teleportationRequestInitiated = true;
  106723. }
  106724. }
  106725. else {
  106726. // Listening to the proper controller values changes to confirm teleportation
  106727. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  106728. if (this._teleportActive) {
  106729. this.teleportCamera(this._haloCenter);
  106730. }
  106731. gazer._teleportationRequestInitiated = false;
  106732. }
  106733. }
  106734. };
  106735. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  106736. // Only rotate when user is not currently selecting a teleportation location
  106737. if (gazer._teleportationRequestInitiated) {
  106738. return;
  106739. }
  106740. if (!gazer._rotationLeftAsked) {
  106741. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  106742. gazer._rotationLeftAsked = true;
  106743. if (this._rotationAllowed) {
  106744. this._rotateCamera(false);
  106745. }
  106746. }
  106747. }
  106748. else {
  106749. if (stateObject.x > -this._padSensibilityDown) {
  106750. gazer._rotationLeftAsked = false;
  106751. }
  106752. }
  106753. if (!gazer._rotationRightAsked) {
  106754. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  106755. gazer._rotationRightAsked = true;
  106756. if (this._rotationAllowed) {
  106757. this._rotateCamera(true);
  106758. }
  106759. }
  106760. }
  106761. else {
  106762. if (stateObject.x < this._padSensibilityDown) {
  106763. gazer._rotationRightAsked = false;
  106764. }
  106765. }
  106766. };
  106767. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  106768. // Only teleport backwards when user is not currently selecting a teleportation location
  106769. if (gazer._teleportationRequestInitiated) {
  106770. return;
  106771. }
  106772. // Teleport backwards
  106773. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  106774. if (!gazer._teleportationBackRequestInitiated) {
  106775. if (!this.currentVRCamera) {
  106776. return;
  106777. }
  106778. // Get rotation and position of the current camera
  106779. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  106780. var position = this.currentVRCamera.position;
  106781. // If the camera has device position, use that instead
  106782. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  106783. rotation = this.currentVRCamera.deviceRotationQuaternion;
  106784. position = this.currentVRCamera.devicePosition;
  106785. }
  106786. // Get matrix with only the y rotation of the device rotation
  106787. rotation.toEulerAnglesToRef(this._workingVector);
  106788. this._workingVector.z = 0;
  106789. this._workingVector.x = 0;
  106790. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  106791. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  106792. // Rotate backwards ray by device rotation to cast at the ground behind the user
  106793. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  106794. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  106795. var ray = new BABYLON.Ray(position, this._workingVector);
  106796. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  106797. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  106798. this.teleportCamera(hit.pickedPoint);
  106799. }
  106800. gazer._teleportationBackRequestInitiated = true;
  106801. }
  106802. }
  106803. else {
  106804. gazer._teleportationBackRequestInitiated = false;
  106805. }
  106806. };
  106807. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  106808. var _this = this;
  106809. var controllerMesh = controller.webVRController.mesh;
  106810. if (controllerMesh) {
  106811. if (!controller._interactionsEnabled) {
  106812. this._enableInteractionOnController(controller);
  106813. }
  106814. controller._interactionsEnabled = true;
  106815. controller._teleportationEnabled = true;
  106816. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  106817. controller._dpadPressed = false;
  106818. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  106819. controller._dpadPressed = stateObject.pressed;
  106820. if (!controller._dpadPressed) {
  106821. controller._rotationLeftAsked = false;
  106822. controller._rotationRightAsked = false;
  106823. controller._teleportationBackRequestInitiated = false;
  106824. }
  106825. });
  106826. }
  106827. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  106828. if (_this.teleportationEnabled) {
  106829. _this._checkTeleportBackwards(stateObject, controller);
  106830. _this._checkTeleportWithRay(stateObject, controller);
  106831. }
  106832. _this._checkRotate(stateObject, controller);
  106833. });
  106834. }
  106835. };
  106836. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  106837. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  106838. this._teleportationTarget.isPickable = false;
  106839. var length = 512;
  106840. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  106841. dynamicTexture.hasAlpha = true;
  106842. var context = dynamicTexture.getContext();
  106843. var centerX = length / 2;
  106844. var centerY = length / 2;
  106845. var radius = 200;
  106846. context.beginPath();
  106847. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  106848. context.fillStyle = this._teleportationFillColor;
  106849. context.fill();
  106850. context.lineWidth = 10;
  106851. context.strokeStyle = this._teleportationBorderColor;
  106852. context.stroke();
  106853. context.closePath();
  106854. dynamicTexture.update();
  106855. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  106856. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  106857. this._teleportationTarget.material = teleportationCircleMaterial;
  106858. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  106859. torus.isPickable = false;
  106860. torus.parent = this._teleportationTarget;
  106861. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  106862. var keys = [];
  106863. keys.push({
  106864. frame: 0,
  106865. value: 0
  106866. });
  106867. keys.push({
  106868. frame: 30,
  106869. value: 0.4
  106870. });
  106871. keys.push({
  106872. frame: 60,
  106873. value: 0
  106874. });
  106875. animationInnerCircle.setKeys(keys);
  106876. var easingFunction = new BABYLON.SineEase();
  106877. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106878. animationInnerCircle.setEasingFunction(easingFunction);
  106879. torus.animations = [];
  106880. torus.animations.push(animationInnerCircle);
  106881. this._scene.beginAnimation(torus, 0, 60, true);
  106882. this._hideTeleportationTarget();
  106883. };
  106884. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  106885. this._teleportActive = true;
  106886. if (this._teleportationInitialized) {
  106887. this._teleportationTarget.isVisible = true;
  106888. if (this._isDefaultTeleportationTarget) {
  106889. this._teleportationTarget.getChildren()[0].isVisible = true;
  106890. }
  106891. }
  106892. };
  106893. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  106894. this._teleportActive = false;
  106895. if (this._teleportationInitialized) {
  106896. this._teleportationTarget.isVisible = false;
  106897. if (this._isDefaultTeleportationTarget) {
  106898. this._teleportationTarget.getChildren()[0].isVisible = false;
  106899. }
  106900. }
  106901. };
  106902. VRExperienceHelper.prototype._rotateCamera = function (right) {
  106903. var _this = this;
  106904. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  106905. return;
  106906. }
  106907. if (right) {
  106908. this._rotationAngle++;
  106909. }
  106910. else {
  106911. this._rotationAngle--;
  106912. }
  106913. this.currentVRCamera.animations = [];
  106914. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  106915. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106916. var animationRotationKeys = [];
  106917. animationRotationKeys.push({
  106918. frame: 0,
  106919. value: this.currentVRCamera.rotationQuaternion
  106920. });
  106921. animationRotationKeys.push({
  106922. frame: 6,
  106923. value: target
  106924. });
  106925. animationRotation.setKeys(animationRotationKeys);
  106926. animationRotation.setEasingFunction(this._circleEase);
  106927. this.currentVRCamera.animations.push(animationRotation);
  106928. this._postProcessMove.animations = [];
  106929. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106930. var vignetteWeightKeys = [];
  106931. vignetteWeightKeys.push({
  106932. frame: 0,
  106933. value: 0
  106934. });
  106935. vignetteWeightKeys.push({
  106936. frame: 3,
  106937. value: 4
  106938. });
  106939. vignetteWeightKeys.push({
  106940. frame: 6,
  106941. value: 0
  106942. });
  106943. animationPP.setKeys(vignetteWeightKeys);
  106944. animationPP.setEasingFunction(this._circleEase);
  106945. this._postProcessMove.animations.push(animationPP);
  106946. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106947. var vignetteStretchKeys = [];
  106948. vignetteStretchKeys.push({
  106949. frame: 0,
  106950. value: 0
  106951. });
  106952. vignetteStretchKeys.push({
  106953. frame: 3,
  106954. value: 10
  106955. });
  106956. vignetteStretchKeys.push({
  106957. frame: 6,
  106958. value: 0
  106959. });
  106960. animationPP2.setKeys(vignetteStretchKeys);
  106961. animationPP2.setEasingFunction(this._circleEase);
  106962. this._postProcessMove.animations.push(animationPP2);
  106963. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  106964. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  106965. this._postProcessMove.samples = 4;
  106966. this._webVRCamera.attachPostProcess(this._postProcessMove);
  106967. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  106968. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  106969. });
  106970. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  106971. };
  106972. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  106973. if (hit.pickedPoint) {
  106974. if (gazer._teleportationRequestInitiated) {
  106975. this._displayTeleportationTarget();
  106976. this._haloCenter.copyFrom(hit.pickedPoint);
  106977. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  106978. }
  106979. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  106980. if (pickNormal) {
  106981. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  106982. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  106983. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  106984. }
  106985. this._teleportationTarget.position.y += 0.1;
  106986. }
  106987. };
  106988. /**
  106989. * Teleports the users feet to the desired location
  106990. * @param location The location where the user's feet should be placed
  106991. */
  106992. VRExperienceHelper.prototype.teleportCamera = function (location) {
  106993. var _this = this;
  106994. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  106995. return;
  106996. }
  106997. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  106998. // offset of the headset from the anchor.
  106999. if (this.webVRCamera.leftCamera) {
  107000. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107001. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107002. location.subtractToRef(this._workingVector, this._workingVector);
  107003. }
  107004. else {
  107005. this._workingVector.copyFrom(location);
  107006. }
  107007. // Add height to account for user's height offset
  107008. if (this.isInVRMode) {
  107009. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  107010. }
  107011. else {
  107012. this._workingVector.y += this._defaultHeight;
  107013. }
  107014. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  107015. // Create animation from the camera's position to the new location
  107016. this.currentVRCamera.animations = [];
  107017. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107018. var animationCameraTeleportationKeys = [{
  107019. frame: 0,
  107020. value: this.currentVRCamera.position
  107021. },
  107022. {
  107023. frame: 11,
  107024. value: this._workingVector
  107025. }
  107026. ];
  107027. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  107028. animationCameraTeleportation.setEasingFunction(this._circleEase);
  107029. this.currentVRCamera.animations.push(animationCameraTeleportation);
  107030. this._postProcessMove.animations = [];
  107031. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107032. var vignetteWeightKeys = [];
  107033. vignetteWeightKeys.push({
  107034. frame: 0,
  107035. value: 0
  107036. });
  107037. vignetteWeightKeys.push({
  107038. frame: 5,
  107039. value: 8
  107040. });
  107041. vignetteWeightKeys.push({
  107042. frame: 11,
  107043. value: 0
  107044. });
  107045. animationPP.setKeys(vignetteWeightKeys);
  107046. this._postProcessMove.animations.push(animationPP);
  107047. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107048. var vignetteStretchKeys = [];
  107049. vignetteStretchKeys.push({
  107050. frame: 0,
  107051. value: 0
  107052. });
  107053. vignetteStretchKeys.push({
  107054. frame: 5,
  107055. value: 10
  107056. });
  107057. vignetteStretchKeys.push({
  107058. frame: 11,
  107059. value: 0
  107060. });
  107061. animationPP2.setKeys(vignetteStretchKeys);
  107062. this._postProcessMove.animations.push(animationPP2);
  107063. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107064. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107065. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107066. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  107067. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107068. });
  107069. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  107070. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  107071. });
  107072. this._hideTeleportationTarget();
  107073. };
  107074. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  107075. if (normal) {
  107076. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  107077. if (angle < Math.PI / 2) {
  107078. normal.scaleInPlace(-1);
  107079. }
  107080. }
  107081. return normal;
  107082. };
  107083. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  107084. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107085. return;
  107086. }
  107087. var ray = gazer._getForwardRay(this._rayLength);
  107088. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107089. if (hit) {
  107090. // Populate the contrllers mesh that can be used for drag/drop
  107091. if (gazer._laserPointer) {
  107092. hit.originMesh = gazer._laserPointer.parent;
  107093. }
  107094. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  107095. }
  107096. gazer._currentHit = hit;
  107097. // Moving the gazeTracker on the mesh face targetted
  107098. if (hit && hit.pickedPoint) {
  107099. if (this._displayGaze) {
  107100. var multiplier = 1;
  107101. gazer._gazeTracker.isVisible = true;
  107102. if (gazer._isActionableMesh) {
  107103. multiplier = 3;
  107104. }
  107105. if (this.updateGazeTrackerScale) {
  107106. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  107107. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  107108. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  107109. }
  107110. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  107111. // To avoid z-fighting
  107112. var deltaFighting = 0.002;
  107113. if (pickNormal) {
  107114. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107115. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107116. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  107117. }
  107118. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  107119. if (gazer._gazeTracker.position.x < 0) {
  107120. gazer._gazeTracker.position.x += deltaFighting;
  107121. }
  107122. else {
  107123. gazer._gazeTracker.position.x -= deltaFighting;
  107124. }
  107125. if (gazer._gazeTracker.position.y < 0) {
  107126. gazer._gazeTracker.position.y += deltaFighting;
  107127. }
  107128. else {
  107129. gazer._gazeTracker.position.y -= deltaFighting;
  107130. }
  107131. if (gazer._gazeTracker.position.z < 0) {
  107132. gazer._gazeTracker.position.z += deltaFighting;
  107133. }
  107134. else {
  107135. gazer._gazeTracker.position.z -= deltaFighting;
  107136. }
  107137. }
  107138. // Changing the size of the laser pointer based on the distance from the targetted point
  107139. gazer._updatePointerDistance(hit.distance);
  107140. }
  107141. else {
  107142. gazer._updatePointerDistance();
  107143. gazer._gazeTracker.isVisible = false;
  107144. }
  107145. if (hit && hit.pickedMesh) {
  107146. // The object selected is the floor, we're in a teleportation scenario
  107147. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  107148. // Moving the teleportation area to this targetted point
  107149. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  107150. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  107151. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107152. }
  107153. gazer._currentMeshSelected = null;
  107154. if (gazer._teleportationRequestInitiated) {
  107155. this._moveTeleportationSelectorTo(hit, gazer, ray);
  107156. }
  107157. return;
  107158. }
  107159. // If not, we're in a selection scenario
  107160. //this._teleportationAllowed = false;
  107161. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  107162. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  107163. this.onNewMeshPicked.notifyObservers(hit);
  107164. gazer._currentMeshSelected = hit.pickedMesh;
  107165. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  107166. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  107167. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  107168. gazer._isActionableMesh = true;
  107169. }
  107170. else {
  107171. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107172. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107173. gazer._isActionableMesh = false;
  107174. }
  107175. try {
  107176. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  107177. }
  107178. catch (err) {
  107179. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  107180. }
  107181. }
  107182. else {
  107183. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107184. gazer._currentMeshSelected = null;
  107185. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107186. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107187. }
  107188. }
  107189. }
  107190. else {
  107191. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107192. gazer._currentMeshSelected = null;
  107193. //this._teleportationAllowed = false;
  107194. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107195. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107196. }
  107197. };
  107198. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  107199. if (mesh) {
  107200. this.onSelectedMeshUnselected.notifyObservers(mesh);
  107201. }
  107202. };
  107203. /**
  107204. * Sets the color of the laser ray from the vr controllers.
  107205. * @param color new color for the ray.
  107206. */
  107207. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  107208. if (this._leftController) {
  107209. this._leftController._setLaserPointerColor(color);
  107210. }
  107211. if (this._rightController) {
  107212. this._rightController._setLaserPointerColor(color);
  107213. }
  107214. };
  107215. /**
  107216. * Sets the color of the ray from the vr headsets gaze.
  107217. * @param color new color for the ray.
  107218. */
  107219. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  107220. if (!this._cameraGazer._gazeTracker.material) {
  107221. return;
  107222. }
  107223. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  107224. if (this._leftController) {
  107225. this._leftController._gazeTracker.material.emissiveColor = color;
  107226. }
  107227. if (this._rightController) {
  107228. this._rightController._gazeTracker.material.emissiveColor = color;
  107229. }
  107230. };
  107231. /**
  107232. * Exits VR and disposes of the vr experience helper
  107233. */
  107234. VRExperienceHelper.prototype.dispose = function () {
  107235. if (this.isInVRMode) {
  107236. this.exitVR();
  107237. }
  107238. if (this._postProcessMove) {
  107239. this._postProcessMove.dispose();
  107240. }
  107241. if (this._webVRCamera) {
  107242. this._webVRCamera.dispose();
  107243. }
  107244. if (this._vrDeviceOrientationCamera) {
  107245. this._vrDeviceOrientationCamera.dispose();
  107246. }
  107247. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  107248. document.body.removeChild(this._btnVR);
  107249. }
  107250. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  107251. this._deviceOrientationCamera.dispose();
  107252. }
  107253. if (this._cameraGazer) {
  107254. this._cameraGazer.dispose();
  107255. }
  107256. if (this._leftController) {
  107257. this._leftController.dispose();
  107258. }
  107259. if (this._rightController) {
  107260. this._rightController.dispose();
  107261. }
  107262. if (this._teleportationTarget) {
  107263. this._teleportationTarget.dispose();
  107264. }
  107265. this._floorMeshesCollection = [];
  107266. document.removeEventListener("keydown", this._onKeyDown);
  107267. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107268. window.removeEventListener("resize", this._onResize);
  107269. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  107270. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  107271. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  107272. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  107273. document.onmsfullscreenchange = null;
  107274. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  107275. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  107276. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  107277. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107278. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  107279. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  107280. this._scene.unregisterBeforeRender(this.beforeRender);
  107281. };
  107282. /**
  107283. * Gets the name of the VRExperienceHelper class
  107284. * @returns "VRExperienceHelper"
  107285. */
  107286. VRExperienceHelper.prototype.getClassName = function () {
  107287. return "VRExperienceHelper";
  107288. };
  107289. return VRExperienceHelper;
  107290. }());
  107291. BABYLON.VRExperienceHelper = VRExperienceHelper;
  107292. })(BABYLON || (BABYLON = {}));
  107293. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  107294. // Mainly based on these 2 articles :
  107295. // 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
  107296. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  107297. var BABYLON;
  107298. (function (BABYLON) {
  107299. /**
  107300. * Defines the potential axis of a Joystick
  107301. */
  107302. var JoystickAxis;
  107303. (function (JoystickAxis) {
  107304. /** X axis */
  107305. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  107306. /** Y axis */
  107307. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  107308. /** Z axis */
  107309. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  107310. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  107311. /**
  107312. * Class used to define virtual joystick (used in touch mode)
  107313. */
  107314. var VirtualJoystick = /** @class */ (function () {
  107315. /**
  107316. * Creates a new virtual joystick
  107317. * @param leftJoystick defines that the joystick is for left hand (false by default)
  107318. */
  107319. function VirtualJoystick(leftJoystick) {
  107320. var _this = this;
  107321. if (leftJoystick) {
  107322. this._leftJoystick = true;
  107323. }
  107324. else {
  107325. this._leftJoystick = false;
  107326. }
  107327. VirtualJoystick._globalJoystickIndex++;
  107328. // By default left & right arrow keys are moving the X
  107329. // and up & down keys are moving the Y
  107330. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  107331. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  107332. this.reverseLeftRight = false;
  107333. this.reverseUpDown = false;
  107334. // collections of pointers
  107335. this._touches = new BABYLON.StringDictionary();
  107336. this.deltaPosition = BABYLON.Vector3.Zero();
  107337. this._joystickSensibility = 25;
  107338. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  107339. this._onResize = function (evt) {
  107340. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  107341. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  107342. if (VirtualJoystick.vjCanvas) {
  107343. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  107344. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  107345. }
  107346. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  107347. };
  107348. // injecting a canvas element on top of the canvas 3D game
  107349. if (!VirtualJoystick.vjCanvas) {
  107350. window.addEventListener("resize", this._onResize, false);
  107351. VirtualJoystick.vjCanvas = document.createElement("canvas");
  107352. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  107353. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  107354. VirtualJoystick.vjCanvas.width = window.innerWidth;
  107355. VirtualJoystick.vjCanvas.height = window.innerHeight;
  107356. VirtualJoystick.vjCanvas.style.width = "100%";
  107357. VirtualJoystick.vjCanvas.style.height = "100%";
  107358. VirtualJoystick.vjCanvas.style.position = "absolute";
  107359. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  107360. VirtualJoystick.vjCanvas.style.top = "0px";
  107361. VirtualJoystick.vjCanvas.style.left = "0px";
  107362. VirtualJoystick.vjCanvas.style.zIndex = "5";
  107363. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  107364. // Support for jQuery PEP polyfill
  107365. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  107366. var context = VirtualJoystick.vjCanvas.getContext('2d');
  107367. if (!context) {
  107368. throw new Error("Unable to create canvas for virtual joystick");
  107369. }
  107370. VirtualJoystick.vjCanvasContext = context;
  107371. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  107372. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  107373. document.body.appendChild(VirtualJoystick.vjCanvas);
  107374. }
  107375. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  107376. this.pressed = false;
  107377. // default joystick color
  107378. this._joystickColor = "cyan";
  107379. this._joystickPointerID = -1;
  107380. // current joystick position
  107381. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  107382. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  107383. // origin joystick position
  107384. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  107385. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  107386. this._onPointerDownHandlerRef = function (evt) {
  107387. _this._onPointerDown(evt);
  107388. };
  107389. this._onPointerMoveHandlerRef = function (evt) {
  107390. _this._onPointerMove(evt);
  107391. };
  107392. this._onPointerUpHandlerRef = function (evt) {
  107393. _this._onPointerUp(evt);
  107394. };
  107395. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  107396. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  107397. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  107398. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  107399. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  107400. evt.preventDefault(); // Disables system menu
  107401. }, false);
  107402. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  107403. }
  107404. /**
  107405. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  107406. * @param newJoystickSensibility defines the new sensibility
  107407. */
  107408. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  107409. this._joystickSensibility = newJoystickSensibility;
  107410. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  107411. };
  107412. VirtualJoystick.prototype._onPointerDown = function (e) {
  107413. var positionOnScreenCondition;
  107414. e.preventDefault();
  107415. if (this._leftJoystick === true) {
  107416. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  107417. }
  107418. else {
  107419. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  107420. }
  107421. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  107422. // First contact will be dedicated to the virtual joystick
  107423. this._joystickPointerID = e.pointerId;
  107424. this._joystickPointerStartPos.x = e.clientX;
  107425. this._joystickPointerStartPos.y = e.clientY;
  107426. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  107427. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  107428. this._deltaJoystickVector.x = 0;
  107429. this._deltaJoystickVector.y = 0;
  107430. this.pressed = true;
  107431. this._touches.add(e.pointerId.toString(), e);
  107432. }
  107433. else {
  107434. // You can only trigger the action buttons with a joystick declared
  107435. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  107436. this._action();
  107437. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  107438. }
  107439. }
  107440. };
  107441. VirtualJoystick.prototype._onPointerMove = function (e) {
  107442. // If the current pointer is the one associated to the joystick (first touch contact)
  107443. if (this._joystickPointerID == e.pointerId) {
  107444. this._joystickPointerPos.x = e.clientX;
  107445. this._joystickPointerPos.y = e.clientY;
  107446. this._deltaJoystickVector = this._joystickPointerPos.clone();
  107447. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  107448. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  107449. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  107450. switch (this._axisTargetedByLeftAndRight) {
  107451. case JoystickAxis.X:
  107452. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  107453. break;
  107454. case JoystickAxis.Y:
  107455. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  107456. break;
  107457. case JoystickAxis.Z:
  107458. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  107459. break;
  107460. }
  107461. var directionUpDown = this.reverseUpDown ? 1 : -1;
  107462. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  107463. switch (this._axisTargetedByUpAndDown) {
  107464. case JoystickAxis.X:
  107465. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  107466. break;
  107467. case JoystickAxis.Y:
  107468. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  107469. break;
  107470. case JoystickAxis.Z:
  107471. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  107472. break;
  107473. }
  107474. }
  107475. else {
  107476. var data = this._touches.get(e.pointerId.toString());
  107477. if (data) {
  107478. data.x = e.clientX;
  107479. data.y = e.clientY;
  107480. }
  107481. }
  107482. };
  107483. VirtualJoystick.prototype._onPointerUp = function (e) {
  107484. if (this._joystickPointerID == e.pointerId) {
  107485. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  107486. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  107487. this._joystickPointerID = -1;
  107488. this.pressed = false;
  107489. }
  107490. else {
  107491. var touch = this._touches.get(e.pointerId.toString());
  107492. if (touch) {
  107493. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  107494. }
  107495. }
  107496. this._deltaJoystickVector.x = 0;
  107497. this._deltaJoystickVector.y = 0;
  107498. this._touches.remove(e.pointerId.toString());
  107499. };
  107500. /**
  107501. * Change the color of the virtual joystick
  107502. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  107503. */
  107504. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  107505. this._joystickColor = newColor;
  107506. };
  107507. /**
  107508. * Defines a callback to call when the joystick is touched
  107509. * @param action defines the callback
  107510. */
  107511. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  107512. this._action = action;
  107513. };
  107514. /**
  107515. * Defines which axis you'd like to control for left & right
  107516. * @param axis defines the axis to use
  107517. */
  107518. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  107519. switch (axis) {
  107520. case JoystickAxis.X:
  107521. case JoystickAxis.Y:
  107522. case JoystickAxis.Z:
  107523. this._axisTargetedByLeftAndRight = axis;
  107524. break;
  107525. default:
  107526. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  107527. break;
  107528. }
  107529. };
  107530. /**
  107531. * Defines which axis you'd like to control for up & down
  107532. * @param axis defines the axis to use
  107533. */
  107534. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  107535. switch (axis) {
  107536. case JoystickAxis.X:
  107537. case JoystickAxis.Y:
  107538. case JoystickAxis.Z:
  107539. this._axisTargetedByUpAndDown = axis;
  107540. break;
  107541. default:
  107542. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  107543. break;
  107544. }
  107545. };
  107546. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  107547. var _this = this;
  107548. if (this.pressed) {
  107549. this._touches.forEach(function (key, touch) {
  107550. if (touch.pointerId === _this._joystickPointerID) {
  107551. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  107552. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  107553. VirtualJoystick.vjCanvasContext.beginPath();
  107554. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  107555. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107556. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  107557. VirtualJoystick.vjCanvasContext.stroke();
  107558. VirtualJoystick.vjCanvasContext.closePath();
  107559. VirtualJoystick.vjCanvasContext.beginPath();
  107560. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107561. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  107562. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  107563. VirtualJoystick.vjCanvasContext.stroke();
  107564. VirtualJoystick.vjCanvasContext.closePath();
  107565. VirtualJoystick.vjCanvasContext.beginPath();
  107566. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107567. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  107568. VirtualJoystick.vjCanvasContext.stroke();
  107569. VirtualJoystick.vjCanvasContext.closePath();
  107570. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  107571. }
  107572. else {
  107573. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  107574. VirtualJoystick.vjCanvasContext.beginPath();
  107575. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  107576. VirtualJoystick.vjCanvasContext.beginPath();
  107577. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  107578. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  107579. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  107580. VirtualJoystick.vjCanvasContext.stroke();
  107581. VirtualJoystick.vjCanvasContext.closePath();
  107582. touch.prevX = touch.x;
  107583. touch.prevY = touch.y;
  107584. }
  107585. });
  107586. }
  107587. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  107588. };
  107589. /**
  107590. * Release internal HTML canvas
  107591. */
  107592. VirtualJoystick.prototype.releaseCanvas = function () {
  107593. if (VirtualJoystick.vjCanvas) {
  107594. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  107595. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  107596. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  107597. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  107598. window.removeEventListener("resize", this._onResize);
  107599. document.body.removeChild(VirtualJoystick.vjCanvas);
  107600. VirtualJoystick.vjCanvas = null;
  107601. }
  107602. };
  107603. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  107604. VirtualJoystick._globalJoystickIndex = 0;
  107605. return VirtualJoystick;
  107606. }());
  107607. BABYLON.VirtualJoystick = VirtualJoystick;
  107608. })(BABYLON || (BABYLON = {}));
  107609. //# sourceMappingURL=babylon.virtualJoystick.js.map
  107610. var BABYLON;
  107611. (function (BABYLON) {
  107612. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  107613. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  107614. });
  107615. /**
  107616. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  107617. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107618. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107619. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107620. */
  107621. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  107622. __extends(VirtualJoysticksCamera, _super);
  107623. /**
  107624. * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
  107625. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107626. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107627. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107628. * @param name Define the name of the camera in the scene
  107629. * @param position Define the start position of the camera in the scene
  107630. * @param scene Define the scene the camera belongs to
  107631. */
  107632. function VirtualJoysticksCamera(name, position, scene) {
  107633. var _this = _super.call(this, name, position, scene) || this;
  107634. _this.inputs.addVirtualJoystick();
  107635. return _this;
  107636. }
  107637. /**
  107638. * Gets the current object class name.
  107639. * @return the class name
  107640. */
  107641. VirtualJoysticksCamera.prototype.getClassName = function () {
  107642. return "VirtualJoysticksCamera";
  107643. };
  107644. return VirtualJoysticksCamera;
  107645. }(BABYLON.FreeCamera));
  107646. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  107647. })(BABYLON || (BABYLON = {}));
  107648. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  107649. var BABYLON;
  107650. (function (BABYLON) {
  107651. /**
  107652. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  107653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107654. */
  107655. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  107656. function FreeCameraVirtualJoystickInput() {
  107657. }
  107658. /**
  107659. * Gets the left stick of the virtual joystick.
  107660. * @returns The virtual Joystick
  107661. */
  107662. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  107663. return this._leftjoystick;
  107664. };
  107665. /**
  107666. * Gets the right stick of the virtual joystick.
  107667. * @returns The virtual Joystick
  107668. */
  107669. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  107670. return this._rightjoystick;
  107671. };
  107672. /**
  107673. * Update the current camera state depending on the inputs that have been used this frame.
  107674. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107675. */
  107676. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  107677. if (this._leftjoystick) {
  107678. var camera = this.camera;
  107679. var speed = camera._computeLocalCameraSpeed() * 50;
  107680. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  107681. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  107682. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  107683. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  107684. if (!this._leftjoystick.pressed) {
  107685. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  107686. }
  107687. if (!this._rightjoystick.pressed) {
  107688. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  107689. }
  107690. }
  107691. };
  107692. /**
  107693. * Attach the input controls to a specific dom element to get the input from.
  107694. * @param element Defines the element the controls should be listened from
  107695. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107696. */
  107697. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  107698. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  107699. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  107700. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  107701. this._leftjoystick.setJoystickSensibility(0.15);
  107702. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  107703. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  107704. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  107705. this._rightjoystick.reverseUpDown = true;
  107706. this._rightjoystick.setJoystickSensibility(0.05);
  107707. this._rightjoystick.setJoystickColor("yellow");
  107708. };
  107709. /**
  107710. * Detach the current controls from the specified dom element.
  107711. * @param element Defines the element to stop listening the inputs from
  107712. */
  107713. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  107714. this._leftjoystick.releaseCanvas();
  107715. this._rightjoystick.releaseCanvas();
  107716. };
  107717. /**
  107718. * Gets the class name of the current intput.
  107719. * @returns the class name
  107720. */
  107721. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  107722. return "FreeCameraVirtualJoystickInput";
  107723. };
  107724. /**
  107725. * Get the friendly name associated with the input class.
  107726. * @returns the input friendly name
  107727. */
  107728. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  107729. return "virtualJoystick";
  107730. };
  107731. return FreeCameraVirtualJoystickInput;
  107732. }());
  107733. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  107734. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  107735. })(BABYLON || (BABYLON = {}));
  107736. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  107737. var BABYLON;
  107738. (function (BABYLON) {
  107739. /**
  107740. * Class used to specify simplification options
  107741. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107742. */
  107743. var SimplificationSettings = /** @class */ (function () {
  107744. /**
  107745. * Creates a SimplificationSettings
  107746. * @param quality expected quality
  107747. * @param distance distance when this optimized version should be used
  107748. * @param optimizeMesh already optimized mesh
  107749. */
  107750. function SimplificationSettings(
  107751. /** expected quality */
  107752. quality,
  107753. /** distance when this optimized version should be used */
  107754. distance,
  107755. /** already optimized mesh */
  107756. optimizeMesh) {
  107757. this.quality = quality;
  107758. this.distance = distance;
  107759. this.optimizeMesh = optimizeMesh;
  107760. }
  107761. return SimplificationSettings;
  107762. }());
  107763. BABYLON.SimplificationSettings = SimplificationSettings;
  107764. /**
  107765. * Queue used to order the simplification tasks
  107766. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107767. */
  107768. var SimplificationQueue = /** @class */ (function () {
  107769. /**
  107770. * Creates a new queue
  107771. */
  107772. function SimplificationQueue() {
  107773. this.running = false;
  107774. this._simplificationArray = [];
  107775. }
  107776. /**
  107777. * Adds a new simplification task
  107778. * @param task defines a task to add
  107779. */
  107780. SimplificationQueue.prototype.addTask = function (task) {
  107781. this._simplificationArray.push(task);
  107782. };
  107783. /**
  107784. * Execute next task
  107785. */
  107786. SimplificationQueue.prototype.executeNext = function () {
  107787. var task = this._simplificationArray.pop();
  107788. if (task) {
  107789. this.running = true;
  107790. this.runSimplification(task);
  107791. }
  107792. else {
  107793. this.running = false;
  107794. }
  107795. };
  107796. /**
  107797. * Execute a simplification task
  107798. * @param task defines the task to run
  107799. */
  107800. SimplificationQueue.prototype.runSimplification = function (task) {
  107801. var _this = this;
  107802. if (task.parallelProcessing) {
  107803. //parallel simplifier
  107804. task.settings.forEach(function (setting) {
  107805. var simplifier = _this.getSimplifier(task);
  107806. simplifier.simplify(setting, function (newMesh) {
  107807. task.mesh.addLODLevel(setting.distance, newMesh);
  107808. newMesh.isVisible = true;
  107809. //check if it is the last
  107810. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  107811. //all done, run the success callback.
  107812. task.successCallback();
  107813. }
  107814. _this.executeNext();
  107815. });
  107816. });
  107817. }
  107818. else {
  107819. //single simplifier.
  107820. var simplifier = this.getSimplifier(task);
  107821. var runDecimation = function (setting, callback) {
  107822. simplifier.simplify(setting, function (newMesh) {
  107823. task.mesh.addLODLevel(setting.distance, newMesh);
  107824. newMesh.isVisible = true;
  107825. //run the next quality level
  107826. callback();
  107827. });
  107828. };
  107829. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  107830. runDecimation(task.settings[loop.index], function () {
  107831. loop.executeNext();
  107832. });
  107833. }, function () {
  107834. //execution ended, run the success callback.
  107835. if (task.successCallback) {
  107836. task.successCallback();
  107837. }
  107838. _this.executeNext();
  107839. });
  107840. }
  107841. };
  107842. SimplificationQueue.prototype.getSimplifier = function (task) {
  107843. switch (task.simplificationType) {
  107844. case SimplificationType.QUADRATIC:
  107845. default:
  107846. return new QuadraticErrorSimplification(task.mesh);
  107847. }
  107848. };
  107849. return SimplificationQueue;
  107850. }());
  107851. BABYLON.SimplificationQueue = SimplificationQueue;
  107852. /**
  107853. * The implemented types of simplification
  107854. * At the moment only Quadratic Error Decimation is implemented
  107855. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107856. */
  107857. var SimplificationType;
  107858. (function (SimplificationType) {
  107859. /** Quadratic error decimation */
  107860. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  107861. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  107862. var DecimationTriangle = /** @class */ (function () {
  107863. function DecimationTriangle(vertices) {
  107864. this.vertices = vertices;
  107865. this.error = new Array(4);
  107866. this.deleted = false;
  107867. this.isDirty = false;
  107868. this.deletePending = false;
  107869. this.borderFactor = 0;
  107870. }
  107871. return DecimationTriangle;
  107872. }());
  107873. var DecimationVertex = /** @class */ (function () {
  107874. function DecimationVertex(position, id) {
  107875. this.position = position;
  107876. this.id = id;
  107877. this.isBorder = true;
  107878. this.q = new QuadraticMatrix();
  107879. this.triangleCount = 0;
  107880. this.triangleStart = 0;
  107881. this.originalOffsets = [];
  107882. }
  107883. DecimationVertex.prototype.updatePosition = function (newPosition) {
  107884. this.position.copyFrom(newPosition);
  107885. };
  107886. return DecimationVertex;
  107887. }());
  107888. var QuadraticMatrix = /** @class */ (function () {
  107889. function QuadraticMatrix(data) {
  107890. this.data = new Array(10);
  107891. for (var i = 0; i < 10; ++i) {
  107892. if (data && data[i]) {
  107893. this.data[i] = data[i];
  107894. }
  107895. else {
  107896. this.data[i] = 0;
  107897. }
  107898. }
  107899. }
  107900. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  107901. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  107902. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  107903. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  107904. return det;
  107905. };
  107906. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  107907. for (var i = 0; i < 10; ++i) {
  107908. this.data[i] += matrix.data[i];
  107909. }
  107910. };
  107911. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  107912. for (var i = 0; i < 10; ++i) {
  107913. this.data[i] += data[i];
  107914. }
  107915. };
  107916. QuadraticMatrix.prototype.add = function (matrix) {
  107917. var m = new QuadraticMatrix();
  107918. for (var i = 0; i < 10; ++i) {
  107919. m.data[i] = this.data[i] + matrix.data[i];
  107920. }
  107921. return m;
  107922. };
  107923. QuadraticMatrix.FromData = function (a, b, c, d) {
  107924. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  107925. };
  107926. //returning an array to avoid garbage collection
  107927. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  107928. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  107929. };
  107930. return QuadraticMatrix;
  107931. }());
  107932. var Reference = /** @class */ (function () {
  107933. function Reference(vertexId, triangleId) {
  107934. this.vertexId = vertexId;
  107935. this.triangleId = triangleId;
  107936. }
  107937. return Reference;
  107938. }());
  107939. /**
  107940. * An implementation of the Quadratic Error simplification algorithm.
  107941. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  107942. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  107943. * @author RaananW
  107944. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107945. */
  107946. var QuadraticErrorSimplification = /** @class */ (function () {
  107947. function QuadraticErrorSimplification(_mesh) {
  107948. this._mesh = _mesh;
  107949. this.syncIterations = 5000;
  107950. this.aggressiveness = 7;
  107951. this.decimationIterations = 100;
  107952. this.boundingBoxEpsilon = BABYLON.Epsilon;
  107953. }
  107954. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  107955. var _this = this;
  107956. this.initDecimatedMesh();
  107957. //iterating through the submeshes array, one after the other.
  107958. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  107959. _this.initWithMesh(loop.index, function () {
  107960. _this.runDecimation(settings, loop.index, function () {
  107961. loop.executeNext();
  107962. });
  107963. }, settings.optimizeMesh);
  107964. }, function () {
  107965. setTimeout(function () {
  107966. successCallback(_this._reconstructedMesh);
  107967. }, 0);
  107968. });
  107969. };
  107970. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  107971. var _this = this;
  107972. var targetCount = ~~(this.triangles.length * settings.quality);
  107973. var deletedTriangles = 0;
  107974. var triangleCount = this.triangles.length;
  107975. var iterationFunction = function (iteration, callback) {
  107976. setTimeout(function () {
  107977. if (iteration % 5 === 0) {
  107978. _this.updateMesh(iteration === 0);
  107979. }
  107980. for (var i = 0; i < _this.triangles.length; ++i) {
  107981. _this.triangles[i].isDirty = false;
  107982. }
  107983. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  107984. var trianglesIterator = function (i) {
  107985. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  107986. var t = _this.triangles[tIdx];
  107987. if (!t) {
  107988. return;
  107989. }
  107990. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  107991. return;
  107992. }
  107993. for (var j = 0; j < 3; ++j) {
  107994. if (t.error[j] < threshold) {
  107995. var deleted0 = [];
  107996. var deleted1 = [];
  107997. var v0 = t.vertices[j];
  107998. var v1 = t.vertices[(j + 1) % 3];
  107999. if (v0.isBorder || v1.isBorder) {
  108000. continue;
  108001. }
  108002. var p = BABYLON.Vector3.Zero();
  108003. var n = BABYLON.Vector3.Zero();
  108004. var uv = BABYLON.Vector2.Zero();
  108005. var color = new BABYLON.Color4(0, 0, 0, 1);
  108006. _this.calculateError(v0, v1, p, n, uv, color);
  108007. var delTr = new Array();
  108008. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  108009. continue;
  108010. }
  108011. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  108012. continue;
  108013. }
  108014. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  108015. continue;
  108016. }
  108017. var uniqueArray = new Array();
  108018. delTr.forEach(function (deletedT) {
  108019. if (uniqueArray.indexOf(deletedT) === -1) {
  108020. deletedT.deletePending = true;
  108021. uniqueArray.push(deletedT);
  108022. }
  108023. });
  108024. if (uniqueArray.length % 2 !== 0) {
  108025. continue;
  108026. }
  108027. v0.q = v1.q.add(v0.q);
  108028. v0.updatePosition(p);
  108029. var tStart = _this.references.length;
  108030. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  108031. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  108032. var tCount = _this.references.length - tStart;
  108033. if (tCount <= v0.triangleCount) {
  108034. if (tCount) {
  108035. for (var c = 0; c < tCount; c++) {
  108036. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  108037. }
  108038. }
  108039. }
  108040. else {
  108041. v0.triangleStart = tStart;
  108042. }
  108043. v0.triangleCount = tCount;
  108044. break;
  108045. }
  108046. }
  108047. };
  108048. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  108049. }, 0);
  108050. };
  108051. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  108052. if (triangleCount - deletedTriangles <= targetCount) {
  108053. loop.breakLoop();
  108054. }
  108055. else {
  108056. iterationFunction(loop.index, function () {
  108057. loop.executeNext();
  108058. });
  108059. }
  108060. }, function () {
  108061. setTimeout(function () {
  108062. //reconstruct this part of the mesh
  108063. _this.reconstructMesh(submeshIndex);
  108064. successCallback();
  108065. }, 0);
  108066. });
  108067. };
  108068. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  108069. var _this = this;
  108070. this.vertices = [];
  108071. this.triangles = [];
  108072. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  108073. var indices = this._mesh.getIndices();
  108074. var submesh = this._mesh.subMeshes[submeshIndex];
  108075. var findInVertices = function (positionToSearch) {
  108076. if (optimizeMesh) {
  108077. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  108078. if (_this.vertices[ii].position.equals(positionToSearch)) {
  108079. return _this.vertices[ii];
  108080. }
  108081. }
  108082. }
  108083. return null;
  108084. };
  108085. var vertexReferences = [];
  108086. var vertexInit = function (i) {
  108087. if (!positionData) {
  108088. return;
  108089. }
  108090. var offset = i + submesh.verticesStart;
  108091. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  108092. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  108093. vertex.originalOffsets.push(offset);
  108094. if (vertex.id === _this.vertices.length) {
  108095. _this.vertices.push(vertex);
  108096. }
  108097. vertexReferences.push(vertex.id);
  108098. };
  108099. //var totalVertices = mesh.getTotalVertices();
  108100. var totalVertices = submesh.verticesCount;
  108101. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  108102. var indicesInit = function (i) {
  108103. if (!indices) {
  108104. return;
  108105. }
  108106. var offset = (submesh.indexStart / 3) + i;
  108107. var pos = (offset * 3);
  108108. var i0 = indices[pos + 0];
  108109. var i1 = indices[pos + 1];
  108110. var i2 = indices[pos + 2];
  108111. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  108112. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  108113. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  108114. var triangle = new DecimationTriangle([v0, v1, v2]);
  108115. triangle.originalOffset = pos;
  108116. _this.triangles.push(triangle);
  108117. };
  108118. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  108119. _this.init(callback);
  108120. });
  108121. });
  108122. };
  108123. QuadraticErrorSimplification.prototype.init = function (callback) {
  108124. var _this = this;
  108125. var triangleInit1 = function (i) {
  108126. var t = _this.triangles[i];
  108127. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  108128. for (var j = 0; j < 3; j++) {
  108129. 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))));
  108130. }
  108131. };
  108132. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  108133. var triangleInit2 = function (i) {
  108134. var t = _this.triangles[i];
  108135. for (var j = 0; j < 3; ++j) {
  108136. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  108137. }
  108138. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  108139. };
  108140. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  108141. callback();
  108142. });
  108143. });
  108144. };
  108145. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  108146. var newTriangles = [];
  108147. var i;
  108148. for (i = 0; i < this.vertices.length; ++i) {
  108149. this.vertices[i].triangleCount = 0;
  108150. }
  108151. var t;
  108152. var j;
  108153. for (i = 0; i < this.triangles.length; ++i) {
  108154. if (!this.triangles[i].deleted) {
  108155. t = this.triangles[i];
  108156. for (j = 0; j < 3; ++j) {
  108157. t.vertices[j].triangleCount = 1;
  108158. }
  108159. newTriangles.push(t);
  108160. }
  108161. }
  108162. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  108163. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  108164. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  108165. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  108166. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  108167. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  108168. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  108169. var vertexCount = 0;
  108170. for (i = 0; i < this.vertices.length; ++i) {
  108171. var vertex = this.vertices[i];
  108172. vertex.id = vertexCount;
  108173. if (vertex.triangleCount) {
  108174. vertex.originalOffsets.forEach(function (originalOffset) {
  108175. if (!normalData) {
  108176. return;
  108177. }
  108178. newPositionData.push(vertex.position.x);
  108179. newPositionData.push(vertex.position.y);
  108180. newPositionData.push(vertex.position.z);
  108181. newNormalData.push(normalData[originalOffset * 3]);
  108182. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  108183. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  108184. if (uvs && uvs.length) {
  108185. newUVsData.push(uvs[(originalOffset * 2)]);
  108186. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  108187. }
  108188. else if (colorsData && colorsData.length) {
  108189. newColorsData.push(colorsData[(originalOffset * 4)]);
  108190. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  108191. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  108192. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  108193. }
  108194. ++vertexCount;
  108195. });
  108196. }
  108197. }
  108198. var startingIndex = this._reconstructedMesh.getTotalIndices();
  108199. var startingVertex = this._reconstructedMesh.getTotalVertices();
  108200. var submeshesArray = this._reconstructedMesh.subMeshes;
  108201. this._reconstructedMesh.subMeshes = [];
  108202. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  108203. var originalIndices = this._mesh.getIndices();
  108204. for (i = 0; i < newTriangles.length; ++i) {
  108205. t = newTriangles[i]; //now get the new referencing point for each vertex
  108206. [0, 1, 2].forEach(function (idx) {
  108207. var id = originalIndices[t.originalOffset + idx];
  108208. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  108209. if (offset < 0) {
  108210. offset = 0;
  108211. }
  108212. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  108213. });
  108214. }
  108215. //overwriting the old vertex buffers and indices.
  108216. this._reconstructedMesh.setIndices(newIndicesArray);
  108217. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  108218. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  108219. if (newUVsData.length > 0) {
  108220. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  108221. }
  108222. if (newColorsData.length > 0) {
  108223. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  108224. }
  108225. //create submesh
  108226. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  108227. if (submeshIndex > 0) {
  108228. this._reconstructedMesh.subMeshes = [];
  108229. submeshesArray.forEach(function (submesh) {
  108230. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  108231. });
  108232. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  108233. }
  108234. };
  108235. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  108236. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  108237. this._reconstructedMesh.material = this._mesh.material;
  108238. this._reconstructedMesh.parent = this._mesh.parent;
  108239. this._reconstructedMesh.isVisible = false;
  108240. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  108241. };
  108242. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  108243. for (var i = 0; i < vertex1.triangleCount; ++i) {
  108244. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  108245. if (t.deleted) {
  108246. continue;
  108247. }
  108248. var s = this.references[vertex1.triangleStart + i].vertexId;
  108249. var v1 = t.vertices[(s + 1) % 3];
  108250. var v2 = t.vertices[(s + 2) % 3];
  108251. if ((v1 === vertex2 || v2 === vertex2)) {
  108252. deletedArray[i] = true;
  108253. delTr.push(t);
  108254. continue;
  108255. }
  108256. var d1 = v1.position.subtract(point);
  108257. d1 = d1.normalize();
  108258. var d2 = v2.position.subtract(point);
  108259. d2 = d2.normalize();
  108260. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  108261. return true;
  108262. }
  108263. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  108264. deletedArray[i] = false;
  108265. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  108266. return true;
  108267. }
  108268. }
  108269. return false;
  108270. };
  108271. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  108272. var newDeleted = deletedTriangles;
  108273. for (var i = 0; i < vertex.triangleCount; ++i) {
  108274. var ref = this.references[vertex.triangleStart + i];
  108275. var t = this.triangles[ref.triangleId];
  108276. if (t.deleted) {
  108277. continue;
  108278. }
  108279. if (deletedArray[i] && t.deletePending) {
  108280. t.deleted = true;
  108281. newDeleted++;
  108282. continue;
  108283. }
  108284. t.vertices[ref.vertexId] = origVertex;
  108285. t.isDirty = true;
  108286. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  108287. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  108288. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  108289. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  108290. this.references.push(ref);
  108291. }
  108292. return newDeleted;
  108293. };
  108294. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  108295. for (var i = 0; i < this.vertices.length; ++i) {
  108296. var vCount = [];
  108297. var vId = [];
  108298. var v = this.vertices[i];
  108299. var j;
  108300. for (j = 0; j < v.triangleCount; ++j) {
  108301. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  108302. for (var ii = 0; ii < 3; ii++) {
  108303. var ofs = 0;
  108304. var vv = triangle.vertices[ii];
  108305. while (ofs < vCount.length) {
  108306. if (vId[ofs] === vv.id) {
  108307. break;
  108308. }
  108309. ++ofs;
  108310. }
  108311. if (ofs === vCount.length) {
  108312. vCount.push(1);
  108313. vId.push(vv.id);
  108314. }
  108315. else {
  108316. vCount[ofs]++;
  108317. }
  108318. }
  108319. }
  108320. for (j = 0; j < vCount.length; ++j) {
  108321. if (vCount[j] === 1) {
  108322. this.vertices[vId[j]].isBorder = true;
  108323. }
  108324. else {
  108325. this.vertices[vId[j]].isBorder = false;
  108326. }
  108327. }
  108328. }
  108329. };
  108330. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  108331. if (identifyBorders === void 0) { identifyBorders = false; }
  108332. var i;
  108333. if (!identifyBorders) {
  108334. var newTrianglesVector = [];
  108335. for (i = 0; i < this.triangles.length; ++i) {
  108336. if (!this.triangles[i].deleted) {
  108337. newTrianglesVector.push(this.triangles[i]);
  108338. }
  108339. }
  108340. this.triangles = newTrianglesVector;
  108341. }
  108342. for (i = 0; i < this.vertices.length; ++i) {
  108343. this.vertices[i].triangleCount = 0;
  108344. this.vertices[i].triangleStart = 0;
  108345. }
  108346. var t;
  108347. var j;
  108348. var v;
  108349. for (i = 0; i < this.triangles.length; ++i) {
  108350. t = this.triangles[i];
  108351. for (j = 0; j < 3; ++j) {
  108352. v = t.vertices[j];
  108353. v.triangleCount++;
  108354. }
  108355. }
  108356. var tStart = 0;
  108357. for (i = 0; i < this.vertices.length; ++i) {
  108358. this.vertices[i].triangleStart = tStart;
  108359. tStart += this.vertices[i].triangleCount;
  108360. this.vertices[i].triangleCount = 0;
  108361. }
  108362. var newReferences = new Array(this.triangles.length * 3);
  108363. for (i = 0; i < this.triangles.length; ++i) {
  108364. t = this.triangles[i];
  108365. for (j = 0; j < 3; ++j) {
  108366. v = t.vertices[j];
  108367. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  108368. v.triangleCount++;
  108369. }
  108370. }
  108371. this.references = newReferences;
  108372. if (identifyBorders) {
  108373. this.identifyBorder();
  108374. }
  108375. };
  108376. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  108377. var x = point.x;
  108378. var y = point.y;
  108379. var z = point.z;
  108380. 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
  108381. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  108382. };
  108383. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  108384. var q = vertex1.q.add(vertex2.q);
  108385. var border = vertex1.isBorder && vertex2.isBorder;
  108386. var error = 0;
  108387. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  108388. if (qDet !== 0 && !border) {
  108389. if (!pointResult) {
  108390. pointResult = BABYLON.Vector3.Zero();
  108391. }
  108392. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  108393. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  108394. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  108395. error = this.vertexError(q, pointResult);
  108396. }
  108397. else {
  108398. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  108399. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  108400. var error1 = this.vertexError(q, vertex1.position);
  108401. var error2 = this.vertexError(q, vertex2.position);
  108402. var error3 = this.vertexError(q, p3);
  108403. error = Math.min(error1, error2, error3);
  108404. if (error === error1) {
  108405. if (pointResult) {
  108406. pointResult.copyFrom(vertex1.position);
  108407. }
  108408. }
  108409. else if (error === error2) {
  108410. if (pointResult) {
  108411. pointResult.copyFrom(vertex2.position);
  108412. }
  108413. }
  108414. else {
  108415. if (pointResult) {
  108416. pointResult.copyFrom(p3);
  108417. }
  108418. }
  108419. }
  108420. return error;
  108421. };
  108422. return QuadraticErrorSimplification;
  108423. }());
  108424. })(BABYLON || (BABYLON = {}));
  108425. //# sourceMappingURL=babylon.meshSimplification.js.map
  108426. var BABYLON;
  108427. (function (BABYLON) {
  108428. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  108429. get: function () {
  108430. if (!this._simplificationQueue) {
  108431. this._simplificationQueue = new BABYLON.SimplificationQueue();
  108432. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  108433. if (!component) {
  108434. component = new SimplicationQueueSceneComponent(this);
  108435. this._addComponent(component);
  108436. }
  108437. }
  108438. return this._simplificationQueue;
  108439. },
  108440. set: function (value) {
  108441. this._simplificationQueue = value;
  108442. },
  108443. enumerable: true,
  108444. configurable: true
  108445. });
  108446. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  108447. if (parallelProcessing === void 0) { parallelProcessing = true; }
  108448. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  108449. this.getScene().simplificationQueue.addTask({
  108450. settings: settings,
  108451. parallelProcessing: parallelProcessing,
  108452. mesh: this,
  108453. simplificationType: simplificationType,
  108454. successCallback: successCallback
  108455. });
  108456. return this;
  108457. };
  108458. /**
  108459. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  108460. * created in a scene
  108461. */
  108462. var SimplicationQueueSceneComponent = /** @class */ (function () {
  108463. /**
  108464. * Creates a new instance of the component for the given scene
  108465. * @param scene Defines the scene to register the component in
  108466. */
  108467. function SimplicationQueueSceneComponent(scene) {
  108468. /**
  108469. * The component name helpfull to identify the component in the list of scene components.
  108470. */
  108471. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  108472. this.scene = scene;
  108473. }
  108474. /**
  108475. * Registers the component in a given scene
  108476. */
  108477. SimplicationQueueSceneComponent.prototype.register = function () {
  108478. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  108479. };
  108480. /**
  108481. * Rebuilds the elements related to this component in case of
  108482. * context lost for instance.
  108483. */
  108484. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  108485. // Nothing to do for this component
  108486. };
  108487. /**
  108488. * Disposes the component and the associated ressources
  108489. */
  108490. SimplicationQueueSceneComponent.prototype.dispose = function () {
  108491. // Nothing to do for this component
  108492. };
  108493. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  108494. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  108495. this.scene._simplificationQueue.executeNext();
  108496. }
  108497. };
  108498. return SimplicationQueueSceneComponent;
  108499. }());
  108500. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  108501. })(BABYLON || (BABYLON = {}));
  108502. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  108503. var BABYLON;
  108504. (function (BABYLON) {
  108505. /**
  108506. * Class used to represent a specific level of detail of a mesh
  108507. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  108508. */
  108509. var MeshLODLevel = /** @class */ (function () {
  108510. /**
  108511. * Creates a new LOD level
  108512. * @param distance defines the distance where this level should star being displayed
  108513. * @param mesh defines the mesh to use to render this level
  108514. */
  108515. function MeshLODLevel(
  108516. /** Defines the distance where this level should star being displayed */
  108517. distance,
  108518. /** Defines the mesh to use to render this level */
  108519. mesh) {
  108520. this.distance = distance;
  108521. this.mesh = mesh;
  108522. }
  108523. return MeshLODLevel;
  108524. }());
  108525. BABYLON.MeshLODLevel = MeshLODLevel;
  108526. })(BABYLON || (BABYLON = {}));
  108527. //# sourceMappingURL=babylon.meshLODLevel.js.map
  108528. var BABYLON;
  108529. (function (BABYLON) {
  108530. /**
  108531. * Defines the root class used to create scene optimization to use with SceneOptimizer
  108532. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108533. */
  108534. var SceneOptimization = /** @class */ (function () {
  108535. /**
  108536. * Creates the SceneOptimization object
  108537. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108538. * @param desc defines the description associated with the optimization
  108539. */
  108540. function SceneOptimization(
  108541. /**
  108542. * Defines the priority of this optimization (0 by default which means first in the list)
  108543. */
  108544. priority) {
  108545. if (priority === void 0) { priority = 0; }
  108546. this.priority = priority;
  108547. }
  108548. /**
  108549. * Gets a string describing the action executed by the current optimization
  108550. * @returns description string
  108551. */
  108552. SceneOptimization.prototype.getDescription = function () {
  108553. return "";
  108554. };
  108555. /**
  108556. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108557. * @param scene defines the current scene where to apply this optimization
  108558. * @param optimizer defines the current optimizer
  108559. * @returns true if everything that can be done was applied
  108560. */
  108561. SceneOptimization.prototype.apply = function (scene, optimizer) {
  108562. return true;
  108563. };
  108564. return SceneOptimization;
  108565. }());
  108566. BABYLON.SceneOptimization = SceneOptimization;
  108567. /**
  108568. * Defines an optimization used to reduce the size of render target textures
  108569. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108570. */
  108571. var TextureOptimization = /** @class */ (function (_super) {
  108572. __extends(TextureOptimization, _super);
  108573. /**
  108574. * Creates the TextureOptimization object
  108575. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108576. * @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
  108577. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  108578. */
  108579. function TextureOptimization(
  108580. /**
  108581. * Defines the priority of this optimization (0 by default which means first in the list)
  108582. */
  108583. priority,
  108584. /**
  108585. * 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
  108586. */
  108587. maximumSize,
  108588. /**
  108589. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  108590. */
  108591. step) {
  108592. if (priority === void 0) { priority = 0; }
  108593. if (maximumSize === void 0) { maximumSize = 1024; }
  108594. if (step === void 0) { step = 0.5; }
  108595. var _this = _super.call(this, priority) || this;
  108596. _this.priority = priority;
  108597. _this.maximumSize = maximumSize;
  108598. _this.step = step;
  108599. return _this;
  108600. }
  108601. /**
  108602. * Gets a string describing the action executed by the current optimization
  108603. * @returns description string
  108604. */
  108605. TextureOptimization.prototype.getDescription = function () {
  108606. return "Reducing render target texture size to " + this.maximumSize;
  108607. };
  108608. /**
  108609. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108610. * @param scene defines the current scene where to apply this optimization
  108611. * @param optimizer defines the current optimizer
  108612. * @returns true if everything that can be done was applied
  108613. */
  108614. TextureOptimization.prototype.apply = function (scene, optimizer) {
  108615. var allDone = true;
  108616. for (var index = 0; index < scene.textures.length; index++) {
  108617. var texture = scene.textures[index];
  108618. if (!texture.canRescale || texture.getContext) {
  108619. continue;
  108620. }
  108621. var currentSize = texture.getSize();
  108622. var maxDimension = Math.max(currentSize.width, currentSize.height);
  108623. if (maxDimension > this.maximumSize) {
  108624. texture.scale(this.step);
  108625. allDone = false;
  108626. }
  108627. }
  108628. return allDone;
  108629. };
  108630. return TextureOptimization;
  108631. }(SceneOptimization));
  108632. BABYLON.TextureOptimization = TextureOptimization;
  108633. /**
  108634. * Defines an optimization used to increase or decrease the rendering resolution
  108635. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108636. */
  108637. var HardwareScalingOptimization = /** @class */ (function (_super) {
  108638. __extends(HardwareScalingOptimization, _super);
  108639. /**
  108640. * Creates the HardwareScalingOptimization object
  108641. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108642. * @param maximumScale defines the maximum scale to use (2 by default)
  108643. * @param step defines the step to use between two passes (0.5 by default)
  108644. */
  108645. function HardwareScalingOptimization(
  108646. /**
  108647. * Defines the priority of this optimization (0 by default which means first in the list)
  108648. */
  108649. priority,
  108650. /**
  108651. * Defines the maximum scale to use (2 by default)
  108652. */
  108653. maximumScale,
  108654. /**
  108655. * Defines the step to use between two passes (0.5 by default)
  108656. */
  108657. step) {
  108658. if (priority === void 0) { priority = 0; }
  108659. if (maximumScale === void 0) { maximumScale = 2; }
  108660. if (step === void 0) { step = 0.25; }
  108661. var _this = _super.call(this, priority) || this;
  108662. _this.priority = priority;
  108663. _this.maximumScale = maximumScale;
  108664. _this.step = step;
  108665. _this._currentScale = -1;
  108666. _this._directionOffset = 1;
  108667. return _this;
  108668. }
  108669. /**
  108670. * Gets a string describing the action executed by the current optimization
  108671. * @return description string
  108672. */
  108673. HardwareScalingOptimization.prototype.getDescription = function () {
  108674. return "Setting hardware scaling level to " + this._currentScale;
  108675. };
  108676. /**
  108677. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108678. * @param scene defines the current scene where to apply this optimization
  108679. * @param optimizer defines the current optimizer
  108680. * @returns true if everything that can be done was applied
  108681. */
  108682. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  108683. if (this._currentScale === -1) {
  108684. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  108685. if (this._currentScale > this.maximumScale) {
  108686. this._directionOffset = -1;
  108687. }
  108688. }
  108689. this._currentScale += this._directionOffset * this.step;
  108690. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  108691. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  108692. };
  108693. return HardwareScalingOptimization;
  108694. }(SceneOptimization));
  108695. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  108696. /**
  108697. * Defines an optimization used to remove shadows
  108698. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108699. */
  108700. var ShadowsOptimization = /** @class */ (function (_super) {
  108701. __extends(ShadowsOptimization, _super);
  108702. function ShadowsOptimization() {
  108703. return _super !== null && _super.apply(this, arguments) || this;
  108704. }
  108705. /**
  108706. * Gets a string describing the action executed by the current optimization
  108707. * @return description string
  108708. */
  108709. ShadowsOptimization.prototype.getDescription = function () {
  108710. return "Turning shadows on/off";
  108711. };
  108712. /**
  108713. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108714. * @param scene defines the current scene where to apply this optimization
  108715. * @param optimizer defines the current optimizer
  108716. * @returns true if everything that can be done was applied
  108717. */
  108718. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  108719. scene.shadowsEnabled = optimizer.isInImprovementMode;
  108720. return true;
  108721. };
  108722. return ShadowsOptimization;
  108723. }(SceneOptimization));
  108724. BABYLON.ShadowsOptimization = ShadowsOptimization;
  108725. /**
  108726. * Defines an optimization used to turn post-processes off
  108727. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108728. */
  108729. var PostProcessesOptimization = /** @class */ (function (_super) {
  108730. __extends(PostProcessesOptimization, _super);
  108731. function PostProcessesOptimization() {
  108732. return _super !== null && _super.apply(this, arguments) || this;
  108733. }
  108734. /**
  108735. * Gets a string describing the action executed by the current optimization
  108736. * @return description string
  108737. */
  108738. PostProcessesOptimization.prototype.getDescription = function () {
  108739. return "Turning post-processes on/off";
  108740. };
  108741. /**
  108742. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108743. * @param scene defines the current scene where to apply this optimization
  108744. * @param optimizer defines the current optimizer
  108745. * @returns true if everything that can be done was applied
  108746. */
  108747. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  108748. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  108749. return true;
  108750. };
  108751. return PostProcessesOptimization;
  108752. }(SceneOptimization));
  108753. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  108754. /**
  108755. * Defines an optimization used to turn lens flares off
  108756. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108757. */
  108758. var LensFlaresOptimization = /** @class */ (function (_super) {
  108759. __extends(LensFlaresOptimization, _super);
  108760. function LensFlaresOptimization() {
  108761. return _super !== null && _super.apply(this, arguments) || this;
  108762. }
  108763. /**
  108764. * Gets a string describing the action executed by the current optimization
  108765. * @return description string
  108766. */
  108767. LensFlaresOptimization.prototype.getDescription = function () {
  108768. return "Turning lens flares on/off";
  108769. };
  108770. /**
  108771. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108772. * @param scene defines the current scene where to apply this optimization
  108773. * @param optimizer defines the current optimizer
  108774. * @returns true if everything that can be done was applied
  108775. */
  108776. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  108777. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  108778. return true;
  108779. };
  108780. return LensFlaresOptimization;
  108781. }(SceneOptimization));
  108782. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  108783. /**
  108784. * Defines an optimization based on user defined callback.
  108785. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108786. */
  108787. var CustomOptimization = /** @class */ (function (_super) {
  108788. __extends(CustomOptimization, _super);
  108789. function CustomOptimization() {
  108790. return _super !== null && _super.apply(this, arguments) || this;
  108791. }
  108792. /**
  108793. * Gets a string describing the action executed by the current optimization
  108794. * @returns description string
  108795. */
  108796. CustomOptimization.prototype.getDescription = function () {
  108797. if (this.onGetDescription) {
  108798. return this.onGetDescription();
  108799. }
  108800. return "Running user defined callback";
  108801. };
  108802. /**
  108803. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108804. * @param scene defines the current scene where to apply this optimization
  108805. * @param optimizer defines the current optimizer
  108806. * @returns true if everything that can be done was applied
  108807. */
  108808. CustomOptimization.prototype.apply = function (scene, optimizer) {
  108809. if (this.onApply) {
  108810. return this.onApply(scene, optimizer);
  108811. }
  108812. return true;
  108813. };
  108814. return CustomOptimization;
  108815. }(SceneOptimization));
  108816. BABYLON.CustomOptimization = CustomOptimization;
  108817. /**
  108818. * Defines an optimization used to turn particles off
  108819. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108820. */
  108821. var ParticlesOptimization = /** @class */ (function (_super) {
  108822. __extends(ParticlesOptimization, _super);
  108823. function ParticlesOptimization() {
  108824. return _super !== null && _super.apply(this, arguments) || this;
  108825. }
  108826. /**
  108827. * Gets a string describing the action executed by the current optimization
  108828. * @return description string
  108829. */
  108830. ParticlesOptimization.prototype.getDescription = function () {
  108831. return "Turning particles on/off";
  108832. };
  108833. /**
  108834. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108835. * @param scene defines the current scene where to apply this optimization
  108836. * @param optimizer defines the current optimizer
  108837. * @returns true if everything that can be done was applied
  108838. */
  108839. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  108840. scene.particlesEnabled = optimizer.isInImprovementMode;
  108841. return true;
  108842. };
  108843. return ParticlesOptimization;
  108844. }(SceneOptimization));
  108845. BABYLON.ParticlesOptimization = ParticlesOptimization;
  108846. /**
  108847. * Defines an optimization used to turn render targets off
  108848. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108849. */
  108850. var RenderTargetsOptimization = /** @class */ (function (_super) {
  108851. __extends(RenderTargetsOptimization, _super);
  108852. function RenderTargetsOptimization() {
  108853. return _super !== null && _super.apply(this, arguments) || this;
  108854. }
  108855. /**
  108856. * Gets a string describing the action executed by the current optimization
  108857. * @return description string
  108858. */
  108859. RenderTargetsOptimization.prototype.getDescription = function () {
  108860. return "Turning render targets off";
  108861. };
  108862. /**
  108863. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108864. * @param scene defines the current scene where to apply this optimization
  108865. * @param optimizer defines the current optimizer
  108866. * @returns true if everything that can be done was applied
  108867. */
  108868. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  108869. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  108870. return true;
  108871. };
  108872. return RenderTargetsOptimization;
  108873. }(SceneOptimization));
  108874. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  108875. /**
  108876. * Defines an optimization used to merge meshes with compatible materials
  108877. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108878. */
  108879. var MergeMeshesOptimization = /** @class */ (function (_super) {
  108880. __extends(MergeMeshesOptimization, _super);
  108881. function MergeMeshesOptimization() {
  108882. var _this = _super !== null && _super.apply(this, arguments) || this;
  108883. _this._canBeMerged = function (abstractMesh) {
  108884. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  108885. return false;
  108886. }
  108887. var mesh = abstractMesh;
  108888. if (mesh.isDisposed()) {
  108889. return false;
  108890. }
  108891. if (!mesh.isVisible || !mesh.isEnabled()) {
  108892. return false;
  108893. }
  108894. if (mesh.instances.length > 0) {
  108895. return false;
  108896. }
  108897. if (mesh.skeleton || mesh.hasLODLevels) {
  108898. return false;
  108899. }
  108900. return true;
  108901. };
  108902. return _this;
  108903. }
  108904. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  108905. /**
  108906. * Gets or sets a boolean which defines if optimization octree has to be updated
  108907. */
  108908. get: function () {
  108909. return MergeMeshesOptimization._UpdateSelectionTree;
  108910. },
  108911. /**
  108912. * Gets or sets a boolean which defines if optimization octree has to be updated
  108913. */
  108914. set: function (value) {
  108915. MergeMeshesOptimization._UpdateSelectionTree = value;
  108916. },
  108917. enumerable: true,
  108918. configurable: true
  108919. });
  108920. /**
  108921. * Gets a string describing the action executed by the current optimization
  108922. * @return description string
  108923. */
  108924. MergeMeshesOptimization.prototype.getDescription = function () {
  108925. return "Merging similar meshes together";
  108926. };
  108927. /**
  108928. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108929. * @param scene defines the current scene where to apply this optimization
  108930. * @param optimizer defines the current optimizer
  108931. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  108932. * @returns true if everything that can be done was applied
  108933. */
  108934. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  108935. var globalPool = scene.meshes.slice(0);
  108936. var globalLength = globalPool.length;
  108937. for (var index = 0; index < globalLength; index++) {
  108938. var currentPool = new Array();
  108939. var current = globalPool[index];
  108940. // Checks
  108941. if (!this._canBeMerged(current)) {
  108942. continue;
  108943. }
  108944. currentPool.push(current);
  108945. // Find compatible meshes
  108946. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  108947. var otherMesh = globalPool[subIndex];
  108948. if (!this._canBeMerged(otherMesh)) {
  108949. continue;
  108950. }
  108951. if (otherMesh.material !== current.material) {
  108952. continue;
  108953. }
  108954. if (otherMesh.checkCollisions !== current.checkCollisions) {
  108955. continue;
  108956. }
  108957. currentPool.push(otherMesh);
  108958. globalLength--;
  108959. globalPool.splice(subIndex, 1);
  108960. subIndex--;
  108961. }
  108962. if (currentPool.length < 2) {
  108963. continue;
  108964. }
  108965. // Merge meshes
  108966. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  108967. }
  108968. // Call the octree system optimization if it is defined.
  108969. var sceneAsAny = scene;
  108970. if (sceneAsAny.createOrUpdateSelectionOctree) {
  108971. if (updateSelectionTree != undefined) {
  108972. if (updateSelectionTree) {
  108973. sceneAsAny.createOrUpdateSelectionOctree();
  108974. }
  108975. }
  108976. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  108977. sceneAsAny.createOrUpdateSelectionOctree();
  108978. }
  108979. }
  108980. return true;
  108981. };
  108982. MergeMeshesOptimization._UpdateSelectionTree = false;
  108983. return MergeMeshesOptimization;
  108984. }(SceneOptimization));
  108985. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  108986. /**
  108987. * Defines a list of options used by SceneOptimizer
  108988. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108989. */
  108990. var SceneOptimizerOptions = /** @class */ (function () {
  108991. /**
  108992. * Creates a new list of options used by SceneOptimizer
  108993. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  108994. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  108995. */
  108996. function SceneOptimizerOptions(
  108997. /**
  108998. * Defines the target frame rate to reach (60 by default)
  108999. */
  109000. targetFrameRate,
  109001. /**
  109002. * Defines the interval between two checkes (2000ms by default)
  109003. */
  109004. trackerDuration) {
  109005. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  109006. if (trackerDuration === void 0) { trackerDuration = 2000; }
  109007. this.targetFrameRate = targetFrameRate;
  109008. this.trackerDuration = trackerDuration;
  109009. /**
  109010. * Gets the list of optimizations to apply
  109011. */
  109012. this.optimizations = new Array();
  109013. }
  109014. /**
  109015. * Add a new optimization
  109016. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  109017. * @returns the current SceneOptimizerOptions
  109018. */
  109019. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  109020. this.optimizations.push(optimization);
  109021. return this;
  109022. };
  109023. /**
  109024. * Add a new custom optimization
  109025. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  109026. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  109027. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109028. * @returns the current SceneOptimizerOptions
  109029. */
  109030. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  109031. if (priority === void 0) { priority = 0; }
  109032. var optimization = new CustomOptimization(priority);
  109033. optimization.onApply = onApply;
  109034. optimization.onGetDescription = onGetDescription;
  109035. this.optimizations.push(optimization);
  109036. return this;
  109037. };
  109038. /**
  109039. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  109040. * @param targetFrameRate defines the target frame rate (60 by default)
  109041. * @returns a SceneOptimizerOptions object
  109042. */
  109043. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  109044. var result = new SceneOptimizerOptions(targetFrameRate);
  109045. var priority = 0;
  109046. result.addOptimization(new MergeMeshesOptimization(priority));
  109047. result.addOptimization(new ShadowsOptimization(priority));
  109048. result.addOptimization(new LensFlaresOptimization(priority));
  109049. // Next priority
  109050. priority++;
  109051. result.addOptimization(new PostProcessesOptimization(priority));
  109052. result.addOptimization(new ParticlesOptimization(priority));
  109053. // Next priority
  109054. priority++;
  109055. result.addOptimization(new TextureOptimization(priority, 1024));
  109056. return result;
  109057. };
  109058. /**
  109059. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  109060. * @param targetFrameRate defines the target frame rate (60 by default)
  109061. * @returns a SceneOptimizerOptions object
  109062. */
  109063. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  109064. var result = new SceneOptimizerOptions(targetFrameRate);
  109065. var priority = 0;
  109066. result.addOptimization(new MergeMeshesOptimization(priority));
  109067. result.addOptimization(new ShadowsOptimization(priority));
  109068. result.addOptimization(new LensFlaresOptimization(priority));
  109069. // Next priority
  109070. priority++;
  109071. result.addOptimization(new PostProcessesOptimization(priority));
  109072. result.addOptimization(new ParticlesOptimization(priority));
  109073. // Next priority
  109074. priority++;
  109075. result.addOptimization(new TextureOptimization(priority, 512));
  109076. // Next priority
  109077. priority++;
  109078. result.addOptimization(new RenderTargetsOptimization(priority));
  109079. // Next priority
  109080. priority++;
  109081. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  109082. return result;
  109083. };
  109084. /**
  109085. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  109086. * @param targetFrameRate defines the target frame rate (60 by default)
  109087. * @returns a SceneOptimizerOptions object
  109088. */
  109089. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  109090. var result = new SceneOptimizerOptions(targetFrameRate);
  109091. var priority = 0;
  109092. result.addOptimization(new MergeMeshesOptimization(priority));
  109093. result.addOptimization(new ShadowsOptimization(priority));
  109094. result.addOptimization(new LensFlaresOptimization(priority));
  109095. // Next priority
  109096. priority++;
  109097. result.addOptimization(new PostProcessesOptimization(priority));
  109098. result.addOptimization(new ParticlesOptimization(priority));
  109099. // Next priority
  109100. priority++;
  109101. result.addOptimization(new TextureOptimization(priority, 256));
  109102. // Next priority
  109103. priority++;
  109104. result.addOptimization(new RenderTargetsOptimization(priority));
  109105. // Next priority
  109106. priority++;
  109107. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  109108. return result;
  109109. };
  109110. return SceneOptimizerOptions;
  109111. }());
  109112. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  109113. /**
  109114. * Class used to run optimizations in order to reach a target frame rate
  109115. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109116. */
  109117. var SceneOptimizer = /** @class */ (function () {
  109118. /**
  109119. * Creates a new SceneOptimizer
  109120. * @param scene defines the scene to work on
  109121. * @param options defines the options to use with the SceneOptimizer
  109122. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  109123. * @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)
  109124. */
  109125. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  109126. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  109127. if (improvementMode === void 0) { improvementMode = false; }
  109128. var _this = this;
  109129. this._isRunning = false;
  109130. this._currentPriorityLevel = 0;
  109131. this._targetFrameRate = 60;
  109132. this._trackerDuration = 2000;
  109133. this._currentFrameRate = 0;
  109134. this._improvementMode = false;
  109135. /**
  109136. * Defines an observable called when the optimizer reaches the target frame rate
  109137. */
  109138. this.onSuccessObservable = new BABYLON.Observable();
  109139. /**
  109140. * Defines an observable called when the optimizer enables an optimization
  109141. */
  109142. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  109143. /**
  109144. * Defines an observable called when the optimizer is not able to reach the target frame rate
  109145. */
  109146. this.onFailureObservable = new BABYLON.Observable();
  109147. if (!options) {
  109148. this._options = new SceneOptimizerOptions();
  109149. }
  109150. else {
  109151. this._options = options;
  109152. }
  109153. if (this._options.targetFrameRate) {
  109154. this._targetFrameRate = this._options.targetFrameRate;
  109155. }
  109156. if (this._options.trackerDuration) {
  109157. this._trackerDuration = this._options.trackerDuration;
  109158. }
  109159. if (autoGeneratePriorities) {
  109160. var priority = 0;
  109161. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  109162. var optim = _a[_i];
  109163. optim.priority = priority++;
  109164. }
  109165. }
  109166. this._improvementMode = improvementMode;
  109167. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  109168. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  109169. _this._sceneDisposeObserver = null;
  109170. _this.dispose();
  109171. });
  109172. }
  109173. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  109174. /**
  109175. * Gets a boolean indicating if the optimizer is in improvement mode
  109176. */
  109177. get: function () {
  109178. return this._improvementMode;
  109179. },
  109180. enumerable: true,
  109181. configurable: true
  109182. });
  109183. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  109184. /**
  109185. * Gets the current priority level (0 at start)
  109186. */
  109187. get: function () {
  109188. return this._currentPriorityLevel;
  109189. },
  109190. enumerable: true,
  109191. configurable: true
  109192. });
  109193. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  109194. /**
  109195. * Gets the current frame rate checked by the SceneOptimizer
  109196. */
  109197. get: function () {
  109198. return this._currentFrameRate;
  109199. },
  109200. enumerable: true,
  109201. configurable: true
  109202. });
  109203. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  109204. /**
  109205. * Gets or sets the current target frame rate (60 by default)
  109206. */
  109207. get: function () {
  109208. return this._targetFrameRate;
  109209. },
  109210. /**
  109211. * Gets or sets the current target frame rate (60 by default)
  109212. */
  109213. set: function (value) {
  109214. this._targetFrameRate = value;
  109215. },
  109216. enumerable: true,
  109217. configurable: true
  109218. });
  109219. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  109220. /**
  109221. * Gets or sets the current interval between two checks (every 2000ms by default)
  109222. */
  109223. get: function () {
  109224. return this._trackerDuration;
  109225. },
  109226. /**
  109227. * Gets or sets the current interval between two checks (every 2000ms by default)
  109228. */
  109229. set: function (value) {
  109230. this._trackerDuration = value;
  109231. },
  109232. enumerable: true,
  109233. configurable: true
  109234. });
  109235. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  109236. /**
  109237. * Gets the list of active optimizations
  109238. */
  109239. get: function () {
  109240. return this._options.optimizations;
  109241. },
  109242. enumerable: true,
  109243. configurable: true
  109244. });
  109245. /**
  109246. * Stops the current optimizer
  109247. */
  109248. SceneOptimizer.prototype.stop = function () {
  109249. this._isRunning = false;
  109250. };
  109251. /**
  109252. * Reset the optimizer to initial step (current priority level = 0)
  109253. */
  109254. SceneOptimizer.prototype.reset = function () {
  109255. this._currentPriorityLevel = 0;
  109256. };
  109257. /**
  109258. * Start the optimizer. By default it will try to reach a specific framerate
  109259. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  109260. */
  109261. SceneOptimizer.prototype.start = function () {
  109262. var _this = this;
  109263. if (this._isRunning) {
  109264. return;
  109265. }
  109266. this._isRunning = true;
  109267. // Let's wait for the scene to be ready before running our check
  109268. this._scene.executeWhenReady(function () {
  109269. setTimeout(function () {
  109270. _this._checkCurrentState();
  109271. }, _this._trackerDuration);
  109272. });
  109273. };
  109274. SceneOptimizer.prototype._checkCurrentState = function () {
  109275. var _this = this;
  109276. if (!this._isRunning) {
  109277. return;
  109278. }
  109279. var scene = this._scene;
  109280. var options = this._options;
  109281. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  109282. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  109283. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  109284. this._isRunning = false;
  109285. this.onSuccessObservable.notifyObservers(this);
  109286. return;
  109287. }
  109288. // Apply current level of optimizations
  109289. var allDone = true;
  109290. var noOptimizationApplied = true;
  109291. for (var index = 0; index < options.optimizations.length; index++) {
  109292. var optimization = options.optimizations[index];
  109293. if (optimization.priority === this._currentPriorityLevel) {
  109294. noOptimizationApplied = false;
  109295. allDone = allDone && optimization.apply(scene, this);
  109296. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  109297. }
  109298. }
  109299. // If no optimization was applied, this is a failure :(
  109300. if (noOptimizationApplied) {
  109301. this._isRunning = false;
  109302. this.onFailureObservable.notifyObservers(this);
  109303. return;
  109304. }
  109305. // If all optimizations were done, move to next level
  109306. if (allDone) {
  109307. this._currentPriorityLevel++;
  109308. }
  109309. // Let's the system running for a specific amount of time before checking FPS
  109310. scene.executeWhenReady(function () {
  109311. setTimeout(function () {
  109312. _this._checkCurrentState();
  109313. }, _this._trackerDuration);
  109314. });
  109315. };
  109316. /**
  109317. * Release all resources
  109318. */
  109319. SceneOptimizer.prototype.dispose = function () {
  109320. this.stop();
  109321. this.onSuccessObservable.clear();
  109322. this.onFailureObservable.clear();
  109323. this.onNewOptimizationAppliedObservable.clear();
  109324. if (this._sceneDisposeObserver) {
  109325. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  109326. }
  109327. };
  109328. /**
  109329. * Helper function to create a SceneOptimizer with one single line of code
  109330. * @param scene defines the scene to work on
  109331. * @param options defines the options to use with the SceneOptimizer
  109332. * @param onSuccess defines a callback to call on success
  109333. * @param onFailure defines a callback to call on failure
  109334. * @returns the new SceneOptimizer object
  109335. */
  109336. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  109337. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  109338. if (onSuccess) {
  109339. optimizer.onSuccessObservable.add(function () {
  109340. onSuccess();
  109341. });
  109342. }
  109343. if (onFailure) {
  109344. optimizer.onFailureObservable.add(function () {
  109345. onFailure();
  109346. });
  109347. }
  109348. optimizer.start();
  109349. return optimizer;
  109350. };
  109351. return SceneOptimizer;
  109352. }());
  109353. BABYLON.SceneOptimizer = SceneOptimizer;
  109354. })(BABYLON || (BABYLON = {}));
  109355. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  109356. var BABYLON;
  109357. (function (BABYLON) {
  109358. /**
  109359. * Gets the outline renderer associated with the scene
  109360. * @returns a OutlineRenderer
  109361. */
  109362. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  109363. if (!this._outlineRenderer) {
  109364. this._outlineRenderer = new OutlineRenderer(this);
  109365. }
  109366. return this._outlineRenderer;
  109367. };
  109368. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  109369. get: function () {
  109370. return this._renderOutline;
  109371. },
  109372. set: function (value) {
  109373. if (value) {
  109374. // Lazy Load the component.
  109375. this.getScene().getOutlineRenderer();
  109376. }
  109377. this._renderOutline = value;
  109378. },
  109379. enumerable: true,
  109380. configurable: true
  109381. });
  109382. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  109383. get: function () {
  109384. return this._renderOverlay;
  109385. },
  109386. set: function (value) {
  109387. if (value) {
  109388. // Lazy Load the component.
  109389. this.getScene().getOutlineRenderer();
  109390. }
  109391. this._renderOverlay = value;
  109392. },
  109393. enumerable: true,
  109394. configurable: true
  109395. });
  109396. /**
  109397. * This class is responsible to draw bothe outline/overlay of meshes.
  109398. * It should not be used directly but through the available method on mesh.
  109399. */
  109400. var OutlineRenderer = /** @class */ (function () {
  109401. /**
  109402. * Instantiates a new outline renderer. (There could be only one per scene).
  109403. * @param scene Defines the scene it belongs to
  109404. */
  109405. function OutlineRenderer(scene) {
  109406. /**
  109407. * The name of the component. Each component must have a unique name.
  109408. */
  109409. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  109410. /**
  109411. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  109412. */
  109413. this.zOffset = 1;
  109414. this.scene = scene;
  109415. this._engine = scene.getEngine();
  109416. this.scene._addComponent(this);
  109417. }
  109418. /**
  109419. * Register the component to one instance of a scene.
  109420. */
  109421. OutlineRenderer.prototype.register = function () {
  109422. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  109423. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  109424. };
  109425. /**
  109426. * Rebuilds the elements related to this component in case of
  109427. * context lost for instance.
  109428. */
  109429. OutlineRenderer.prototype.rebuild = function () {
  109430. // Nothing to do here.
  109431. };
  109432. /**
  109433. * Disposes the component and the associated ressources.
  109434. */
  109435. OutlineRenderer.prototype.dispose = function () {
  109436. // Nothing to do here.
  109437. };
  109438. /**
  109439. * Renders the outline in the canvas.
  109440. * @param subMesh Defines the sumesh to render
  109441. * @param batch Defines the batch of meshes in case of instances
  109442. * @param useOverlay Defines if the rendering is for the overlay or the outline
  109443. */
  109444. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  109445. var _this = this;
  109446. if (useOverlay === void 0) { useOverlay = false; }
  109447. var scene = this.scene;
  109448. var engine = scene.getEngine();
  109449. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  109450. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  109451. return;
  109452. }
  109453. var mesh = subMesh.getRenderingMesh();
  109454. var material = subMesh.getMaterial();
  109455. if (!material || !scene.activeCamera) {
  109456. return;
  109457. }
  109458. engine.enableEffect(this._effect);
  109459. // Logarithmic depth
  109460. if (material.useLogarithmicDepth) {
  109461. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  109462. }
  109463. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  109464. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  109465. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  109466. // Bones
  109467. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  109468. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  109469. }
  109470. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  109471. // Alpha test
  109472. if (material && material.needAlphaTesting()) {
  109473. var alphaTexture = material.getAlphaTestTexture();
  109474. if (alphaTexture) {
  109475. this._effect.setTexture("diffuseSampler", alphaTexture);
  109476. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  109477. }
  109478. }
  109479. engine.setZOffset(-this.zOffset);
  109480. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  109481. engine.setZOffset(0);
  109482. };
  109483. /**
  109484. * Returns whether or not the outline renderer is ready for a given submesh.
  109485. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  109486. * @param subMesh Defines the submesh to check readyness for
  109487. * @param useInstances Defines wheter wee are trying to render instances or not
  109488. * @returns true if ready otherwise false
  109489. */
  109490. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  109491. var defines = [];
  109492. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  109493. var mesh = subMesh.getMesh();
  109494. var material = subMesh.getMaterial();
  109495. if (material) {
  109496. // Alpha test
  109497. if (material.needAlphaTesting()) {
  109498. defines.push("#define ALPHATEST");
  109499. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  109500. attribs.push(BABYLON.VertexBuffer.UVKind);
  109501. defines.push("#define UV1");
  109502. }
  109503. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  109504. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  109505. defines.push("#define UV2");
  109506. }
  109507. }
  109508. //Logarithmic depth
  109509. if (material.useLogarithmicDepth) {
  109510. defines.push("#define LOGARITHMICDEPTH");
  109511. }
  109512. }
  109513. // Bones
  109514. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  109515. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  109516. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  109517. if (mesh.numBoneInfluencers > 4) {
  109518. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  109519. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  109520. }
  109521. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  109522. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  109523. }
  109524. else {
  109525. defines.push("#define NUM_BONE_INFLUENCERS 0");
  109526. }
  109527. // Instances
  109528. if (useInstances) {
  109529. defines.push("#define INSTANCES");
  109530. attribs.push("world0");
  109531. attribs.push("world1");
  109532. attribs.push("world2");
  109533. attribs.push("world3");
  109534. }
  109535. // Get correct effect
  109536. var join = defines.join("\n");
  109537. if (this._cachedDefines !== join) {
  109538. this._cachedDefines = join;
  109539. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  109540. }
  109541. return this._effect.isReady();
  109542. };
  109543. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  109544. // Outline - step 1
  109545. this._savedDepthWrite = this._engine.getDepthWrite();
  109546. if (mesh.renderOutline) {
  109547. this._engine.setDepthWrite(false);
  109548. this.render(subMesh, batch);
  109549. this._engine.setDepthWrite(this._savedDepthWrite);
  109550. }
  109551. };
  109552. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  109553. // Outline - step 2
  109554. if (mesh.renderOutline && this._savedDepthWrite) {
  109555. this._engine.setDepthWrite(true);
  109556. this._engine.setColorWrite(false);
  109557. this.render(subMesh, batch);
  109558. this._engine.setColorWrite(true);
  109559. }
  109560. // Overlay
  109561. if (mesh.renderOverlay) {
  109562. var currentMode = this._engine.getAlphaMode();
  109563. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  109564. this.render(subMesh, batch, true);
  109565. this._engine.setAlphaMode(currentMode);
  109566. }
  109567. };
  109568. return OutlineRenderer;
  109569. }());
  109570. BABYLON.OutlineRenderer = OutlineRenderer;
  109571. })(BABYLON || (BABYLON = {}));
  109572. //# sourceMappingURL=babylon.outlineRenderer.js.map
  109573. var BABYLON;
  109574. (function (BABYLON) {
  109575. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  109576. if (this._edgesRenderer) {
  109577. this._edgesRenderer.dispose();
  109578. this._edgesRenderer = null;
  109579. }
  109580. return this;
  109581. };
  109582. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  109583. if (epsilon === void 0) { epsilon = 0.95; }
  109584. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109585. this.disableEdgesRendering();
  109586. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  109587. return this;
  109588. };
  109589. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  109590. get: function () {
  109591. return this._edgesRenderer;
  109592. },
  109593. enumerable: true,
  109594. configurable: true
  109595. });
  109596. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  109597. if (epsilon === void 0) { epsilon = 0.95; }
  109598. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109599. this.disableEdgesRendering();
  109600. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  109601. return this;
  109602. };
  109603. /**
  109604. * FaceAdjacencies Helper class to generate edges
  109605. */
  109606. var FaceAdjacencies = /** @class */ (function () {
  109607. function FaceAdjacencies() {
  109608. this.edges = new Array();
  109609. this.edgesConnectedCount = 0;
  109610. }
  109611. return FaceAdjacencies;
  109612. }());
  109613. /**
  109614. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  109615. */
  109616. var EdgesRenderer = /** @class */ (function () {
  109617. /**
  109618. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  109619. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  109620. * @param source Mesh used to create edges
  109621. * @param epsilon sum of angles in adjacency to check for edge
  109622. * @param checkVerticesInsteadOfIndices
  109623. * @param generateEdgesLines - should generate Lines or only prepare resources.
  109624. */
  109625. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  109626. if (epsilon === void 0) { epsilon = 0.95; }
  109627. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109628. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  109629. var _this = this;
  109630. /**
  109631. * Define the size of the edges with an orthographic camera
  109632. */
  109633. this.edgesWidthScalerForOrthographic = 1000.0;
  109634. /**
  109635. * Define the size of the edges with a perspective camera
  109636. */
  109637. this.edgesWidthScalerForPerspective = 50.0;
  109638. this._linesPositions = new Array();
  109639. this._linesNormals = new Array();
  109640. this._linesIndices = new Array();
  109641. this._buffers = {};
  109642. this._checkVerticesInsteadOfIndices = false;
  109643. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  109644. this.isEnabled = true;
  109645. this._source = source;
  109646. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  109647. this._epsilon = epsilon;
  109648. this._prepareRessources();
  109649. if (generateEdgesLines) {
  109650. this._generateEdgesLines();
  109651. }
  109652. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  109653. _this._rebuild();
  109654. });
  109655. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  109656. _this.dispose();
  109657. });
  109658. }
  109659. EdgesRenderer.prototype._prepareRessources = function () {
  109660. if (this._lineShader) {
  109661. return;
  109662. }
  109663. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  109664. attributes: ["position", "normal"],
  109665. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  109666. });
  109667. this._lineShader.disableDepthWrite = true;
  109668. this._lineShader.backFaceCulling = false;
  109669. };
  109670. /** @hidden */
  109671. EdgesRenderer.prototype._rebuild = function () {
  109672. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  109673. if (buffer) {
  109674. buffer._rebuild();
  109675. }
  109676. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  109677. if (buffer) {
  109678. buffer._rebuild();
  109679. }
  109680. var scene = this._source.getScene();
  109681. var engine = scene.getEngine();
  109682. this._ib = engine.createIndexBuffer(this._linesIndices);
  109683. };
  109684. /**
  109685. * Releases the required resources for the edges renderer
  109686. */
  109687. EdgesRenderer.prototype.dispose = function () {
  109688. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  109689. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  109690. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  109691. if (buffer) {
  109692. buffer.dispose();
  109693. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  109694. }
  109695. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  109696. if (buffer) {
  109697. buffer.dispose();
  109698. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  109699. }
  109700. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  109701. this._lineShader.dispose();
  109702. };
  109703. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  109704. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  109705. return 0;
  109706. }
  109707. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  109708. return 1;
  109709. }
  109710. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  109711. return 2;
  109712. }
  109713. return -1;
  109714. };
  109715. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  109716. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  109717. return 0;
  109718. }
  109719. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  109720. return 1;
  109721. }
  109722. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  109723. return 2;
  109724. }
  109725. return -1;
  109726. };
  109727. /**
  109728. * Checks if the pair of p0 and p1 is en edge
  109729. * @param faceIndex
  109730. * @param edge
  109731. * @param faceNormals
  109732. * @param p0
  109733. * @param p1
  109734. * @private
  109735. */
  109736. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  109737. var needToCreateLine;
  109738. if (edge === undefined) {
  109739. needToCreateLine = true;
  109740. }
  109741. else {
  109742. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  109743. needToCreateLine = dotProduct < this._epsilon;
  109744. }
  109745. if (needToCreateLine) {
  109746. var offset = this._linesPositions.length / 3;
  109747. var normal = p0.subtract(p1);
  109748. normal.normalize();
  109749. // Positions
  109750. this._linesPositions.push(p0.x);
  109751. this._linesPositions.push(p0.y);
  109752. this._linesPositions.push(p0.z);
  109753. this._linesPositions.push(p0.x);
  109754. this._linesPositions.push(p0.y);
  109755. this._linesPositions.push(p0.z);
  109756. this._linesPositions.push(p1.x);
  109757. this._linesPositions.push(p1.y);
  109758. this._linesPositions.push(p1.z);
  109759. this._linesPositions.push(p1.x);
  109760. this._linesPositions.push(p1.y);
  109761. this._linesPositions.push(p1.z);
  109762. // Normals
  109763. this._linesNormals.push(p1.x);
  109764. this._linesNormals.push(p1.y);
  109765. this._linesNormals.push(p1.z);
  109766. this._linesNormals.push(-1);
  109767. this._linesNormals.push(p1.x);
  109768. this._linesNormals.push(p1.y);
  109769. this._linesNormals.push(p1.z);
  109770. this._linesNormals.push(1);
  109771. this._linesNormals.push(p0.x);
  109772. this._linesNormals.push(p0.y);
  109773. this._linesNormals.push(p0.z);
  109774. this._linesNormals.push(-1);
  109775. this._linesNormals.push(p0.x);
  109776. this._linesNormals.push(p0.y);
  109777. this._linesNormals.push(p0.z);
  109778. this._linesNormals.push(1);
  109779. // Indices
  109780. this._linesIndices.push(offset);
  109781. this._linesIndices.push(offset + 1);
  109782. this._linesIndices.push(offset + 2);
  109783. this._linesIndices.push(offset);
  109784. this._linesIndices.push(offset + 2);
  109785. this._linesIndices.push(offset + 3);
  109786. }
  109787. };
  109788. /**
  109789. * Generates lines edges from adjacencjes
  109790. * @private
  109791. */
  109792. EdgesRenderer.prototype._generateEdgesLines = function () {
  109793. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109794. var indices = this._source.getIndices();
  109795. if (!indices || !positions) {
  109796. return;
  109797. }
  109798. // First let's find adjacencies
  109799. var adjacencies = new Array();
  109800. var faceNormals = new Array();
  109801. var index;
  109802. var faceAdjacencies;
  109803. // Prepare faces
  109804. for (index = 0; index < indices.length; index += 3) {
  109805. faceAdjacencies = new FaceAdjacencies();
  109806. var p0Index = indices[index];
  109807. var p1Index = indices[index + 1];
  109808. var p2Index = indices[index + 2];
  109809. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  109810. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  109811. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  109812. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  109813. faceNormal.normalize();
  109814. faceNormals.push(faceNormal);
  109815. adjacencies.push(faceAdjacencies);
  109816. }
  109817. // Scan
  109818. for (index = 0; index < adjacencies.length; index++) {
  109819. faceAdjacencies = adjacencies[index];
  109820. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  109821. var otherFaceAdjacencies = adjacencies[otherIndex];
  109822. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  109823. break;
  109824. }
  109825. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  109826. continue;
  109827. }
  109828. var otherP0 = indices[otherIndex * 3];
  109829. var otherP1 = indices[otherIndex * 3 + 1];
  109830. var otherP2 = indices[otherIndex * 3 + 2];
  109831. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  109832. var otherEdgeIndex = 0;
  109833. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  109834. continue;
  109835. }
  109836. switch (edgeIndex) {
  109837. case 0:
  109838. if (this._checkVerticesInsteadOfIndices) {
  109839. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  109840. }
  109841. else {
  109842. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  109843. }
  109844. break;
  109845. case 1:
  109846. if (this._checkVerticesInsteadOfIndices) {
  109847. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  109848. }
  109849. else {
  109850. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  109851. }
  109852. break;
  109853. case 2:
  109854. if (this._checkVerticesInsteadOfIndices) {
  109855. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  109856. }
  109857. else {
  109858. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  109859. }
  109860. break;
  109861. }
  109862. if (otherEdgeIndex === -1) {
  109863. continue;
  109864. }
  109865. faceAdjacencies.edges[edgeIndex] = otherIndex;
  109866. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  109867. faceAdjacencies.edgesConnectedCount++;
  109868. otherFaceAdjacencies.edgesConnectedCount++;
  109869. if (faceAdjacencies.edgesConnectedCount === 3) {
  109870. break;
  109871. }
  109872. }
  109873. }
  109874. }
  109875. // Create lines
  109876. for (index = 0; index < adjacencies.length; index++) {
  109877. // 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
  109878. var current = adjacencies[index];
  109879. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  109880. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  109881. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  109882. }
  109883. // Merge into a single mesh
  109884. var engine = this._source.getScene().getEngine();
  109885. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  109886. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  109887. this._ib = engine.createIndexBuffer(this._linesIndices);
  109888. this._indicesCount = this._linesIndices.length;
  109889. };
  109890. /**
  109891. * Checks wether or not the edges renderer is ready to render.
  109892. * @return true if ready, otherwise false.
  109893. */
  109894. EdgesRenderer.prototype.isReady = function () {
  109895. return this._lineShader.isReady();
  109896. };
  109897. /**
  109898. * Renders the edges of the attached mesh,
  109899. */
  109900. EdgesRenderer.prototype.render = function () {
  109901. var scene = this._source.getScene();
  109902. if (!this.isReady() || !scene.activeCamera) {
  109903. return;
  109904. }
  109905. var engine = scene.getEngine();
  109906. this._lineShader._preBind();
  109907. if (this._source.edgesColor.a !== 1) {
  109908. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  109909. }
  109910. else {
  109911. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  109912. }
  109913. // VBOs
  109914. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  109915. scene.resetCachedMaterial();
  109916. this._lineShader.setColor4("color", this._source.edgesColor);
  109917. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  109918. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  109919. }
  109920. else {
  109921. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  109922. }
  109923. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  109924. this._lineShader.bind(this._source.getWorldMatrix());
  109925. // Draw order
  109926. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  109927. this._lineShader.unbind();
  109928. };
  109929. return EdgesRenderer;
  109930. }());
  109931. BABYLON.EdgesRenderer = EdgesRenderer;
  109932. })(BABYLON || (BABYLON = {}));
  109933. //# sourceMappingURL=babylon.edgesRenderer.js.map
  109934. var BABYLON;
  109935. (function (BABYLON) {
  109936. /**
  109937. * FaceAdjacencies Helper class to generate edges
  109938. */
  109939. var FaceAdjacencies = /** @class */ (function () {
  109940. function FaceAdjacencies() {
  109941. this.edges = new Array();
  109942. this.edgesConnectedCount = 0;
  109943. }
  109944. return FaceAdjacencies;
  109945. }());
  109946. /**
  109947. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  109948. */
  109949. var LineEdgesRenderer = /** @class */ (function (_super) {
  109950. __extends(LineEdgesRenderer, _super);
  109951. /**
  109952. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  109953. * @param source LineMesh used to generate edges
  109954. * @param epsilon not important (specified angle for edge detection)
  109955. * @param checkVerticesInsteadOfIndices not important for LineMesh
  109956. */
  109957. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  109958. if (epsilon === void 0) { epsilon = 0.95; }
  109959. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109960. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  109961. _this._generateEdgesLines();
  109962. return _this;
  109963. }
  109964. /**
  109965. * Always create the edge since its a line so only important things are p0 and p1
  109966. * @param faceIndex not important for LineMesh
  109967. * @param edge not important for LineMesh
  109968. * @param faceNormals not important for LineMesh
  109969. * @param p0 beginnig of line
  109970. * @param p1 end of line
  109971. */
  109972. LineEdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  109973. var offset = this._linesPositions.length / 3;
  109974. var normal = p0.subtract(p1);
  109975. normal.normalize();
  109976. // Positions
  109977. this._linesPositions.push(p0.x);
  109978. this._linesPositions.push(p0.y);
  109979. this._linesPositions.push(p0.z);
  109980. this._linesPositions.push(p0.x);
  109981. this._linesPositions.push(p0.y);
  109982. this._linesPositions.push(p0.z);
  109983. this._linesPositions.push(p1.x);
  109984. this._linesPositions.push(p1.y);
  109985. this._linesPositions.push(p1.z);
  109986. this._linesPositions.push(p1.x);
  109987. this._linesPositions.push(p1.y);
  109988. this._linesPositions.push(p1.z);
  109989. // Normals
  109990. this._linesNormals.push(p1.x);
  109991. this._linesNormals.push(p1.y);
  109992. this._linesNormals.push(p1.z);
  109993. this._linesNormals.push(-1);
  109994. this._linesNormals.push(p1.x);
  109995. this._linesNormals.push(p1.y);
  109996. this._linesNormals.push(p1.z);
  109997. this._linesNormals.push(1);
  109998. this._linesNormals.push(p0.x);
  109999. this._linesNormals.push(p0.y);
  110000. this._linesNormals.push(p0.z);
  110001. this._linesNormals.push(-1);
  110002. this._linesNormals.push(p0.x);
  110003. this._linesNormals.push(p0.y);
  110004. this._linesNormals.push(p0.z);
  110005. this._linesNormals.push(1);
  110006. // Indices
  110007. this._linesIndices.push(offset);
  110008. this._linesIndices.push(offset + 1);
  110009. this._linesIndices.push(offset + 2);
  110010. this._linesIndices.push(offset);
  110011. this._linesIndices.push(offset + 2);
  110012. this._linesIndices.push(offset + 3);
  110013. };
  110014. /**
  110015. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  110016. */
  110017. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  110018. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110019. var indices = this._source.getIndices();
  110020. if (!indices || !positions) {
  110021. return;
  110022. }
  110023. // First let's find adjacencies
  110024. var adjacencies = new Array();
  110025. var faceNormals = new Array();
  110026. var index;
  110027. for (var i = 0; i < (positions.length / 3) - 1; i++) {
  110028. var currentAdjecancy = new FaceAdjacencies();
  110029. currentAdjecancy.p0 = new BABYLON.Vector3(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]);
  110030. currentAdjecancy.p1 = new BABYLON.Vector3(positions[(i + 1) * 3], positions[(i + 1) * 3 + 1], positions[(i + 1) * 3 + 2]);
  110031. adjacencies.push(currentAdjecancy);
  110032. }
  110033. // Create lines
  110034. for (index = 0; index < adjacencies.length; index++) {
  110035. // 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
  110036. var current = adjacencies[index];
  110037. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  110038. }
  110039. // Merge into a single mesh
  110040. var engine = this._source.getScene().getEngine();
  110041. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  110042. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  110043. this._ib = engine.createIndexBuffer(this._linesIndices);
  110044. this._indicesCount = this._linesIndices.length;
  110045. };
  110046. return LineEdgesRenderer;
  110047. }(BABYLON.EdgesRenderer));
  110048. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  110049. })(BABYLON || (BABYLON = {}));
  110050. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  110051. var BABYLON;
  110052. (function (BABYLON) {
  110053. // Adds the parser to the scene parsers.
  110054. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  110055. if (parsedData.effectLayers) {
  110056. if (!container.effectLayers) {
  110057. container.effectLayers = new Array();
  110058. }
  110059. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  110060. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  110061. container.effectLayers.push(effectLayer);
  110062. }
  110063. }
  110064. });
  110065. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  110066. var index = this.effectLayers.indexOf(toRemove);
  110067. if (index !== -1) {
  110068. this.effectLayers.splice(index, 1);
  110069. }
  110070. return index;
  110071. };
  110072. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  110073. this.effectLayers.push(newEffectLayer);
  110074. };
  110075. /**
  110076. * Defines the layer scene component responsible to manage any effect layers
  110077. * in a given scene.
  110078. */
  110079. var EffectLayerSceneComponent = /** @class */ (function () {
  110080. /**
  110081. * Creates a new instance of the component for the given scene
  110082. * @param scene Defines the scene to register the component in
  110083. */
  110084. function EffectLayerSceneComponent(scene) {
  110085. /**
  110086. * The component name helpfull to identify the component in the list of scene components.
  110087. */
  110088. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  110089. this._renderEffects = false;
  110090. this._needStencil = false;
  110091. this._previousStencilState = false;
  110092. this.scene = scene;
  110093. this._engine = scene.getEngine();
  110094. scene.effectLayers = new Array();
  110095. }
  110096. /**
  110097. * Registers the component in a given scene
  110098. */
  110099. EffectLayerSceneComponent.prototype.register = function () {
  110100. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  110101. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  110102. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  110103. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  110104. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  110105. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  110106. };
  110107. /**
  110108. * Rebuilds the elements related to this component in case of
  110109. * context lost for instance.
  110110. */
  110111. EffectLayerSceneComponent.prototype.rebuild = function () {
  110112. var layers = this.scene.effectLayers;
  110113. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  110114. var effectLayer = layers_1[_i];
  110115. effectLayer._rebuild();
  110116. }
  110117. };
  110118. /**
  110119. * Serializes the component data to the specified json object
  110120. * @param serializationObject The object to serialize to
  110121. */
  110122. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  110123. // Effect layers
  110124. serializationObject.effectLayers = [];
  110125. var layers = this.scene.effectLayers;
  110126. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  110127. var effectLayer = layers_2[_i];
  110128. if (effectLayer.serialize) {
  110129. serializationObject.effectLayers.push(effectLayer.serialize());
  110130. }
  110131. }
  110132. };
  110133. /**
  110134. * Adds all the element from the container to the scene
  110135. * @param container the container holding the elements
  110136. */
  110137. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  110138. var _this = this;
  110139. if (!container.effectLayers) {
  110140. return;
  110141. }
  110142. container.effectLayers.forEach(function (o) {
  110143. _this.scene.addEffectLayer(o);
  110144. });
  110145. };
  110146. /**
  110147. * Removes all the elements in the container from the scene
  110148. * @param container contains the elements to remove
  110149. */
  110150. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  110151. var _this = this;
  110152. if (!container.effectLayers) {
  110153. return;
  110154. }
  110155. container.effectLayers.forEach(function (o) {
  110156. _this.scene.removeEffectLayer(o);
  110157. });
  110158. };
  110159. /**
  110160. * Disposes the component and the associated ressources.
  110161. */
  110162. EffectLayerSceneComponent.prototype.dispose = function () {
  110163. var layers = this.scene.effectLayers;
  110164. while (layers.length) {
  110165. layers[0].dispose();
  110166. }
  110167. };
  110168. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  110169. var layers = this.scene.effectLayers;
  110170. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  110171. var layer = layers_3[_i];
  110172. if (!layer.hasMesh(mesh)) {
  110173. continue;
  110174. }
  110175. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  110176. var subMesh = _b[_a];
  110177. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  110178. return false;
  110179. }
  110180. }
  110181. }
  110182. return true;
  110183. };
  110184. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  110185. this._renderEffects = false;
  110186. this._needStencil = false;
  110187. var layers = this.scene.effectLayers;
  110188. if (layers && layers.length > 0) {
  110189. this._previousStencilState = this._engine.getStencilBuffer();
  110190. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  110191. var effectLayer = layers_4[_i];
  110192. if (effectLayer.shouldRender() &&
  110193. (!effectLayer.camera ||
  110194. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  110195. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  110196. this._renderEffects = true;
  110197. this._needStencil = this._needStencil || effectLayer.needStencil();
  110198. var renderTarget = effectLayer._mainTexture;
  110199. if (renderTarget._shouldRender()) {
  110200. this.scene.incrementRenderId();
  110201. renderTarget.render(false, false);
  110202. }
  110203. }
  110204. }
  110205. this.scene.incrementRenderId();
  110206. }
  110207. };
  110208. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  110209. // Activate effect Layer stencil
  110210. if (this._needStencil) {
  110211. this._engine.setStencilBuffer(true);
  110212. }
  110213. };
  110214. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  110215. // Restore effect Layer stencil
  110216. if (this._needStencil) {
  110217. this._engine.setStencilBuffer(this._previousStencilState);
  110218. }
  110219. };
  110220. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  110221. if (this._renderEffects) {
  110222. this._engine.setDepthBuffer(false);
  110223. var layers = this.scene.effectLayers;
  110224. for (var i = 0; i < layers.length; i++) {
  110225. var effectLayer = layers[i];
  110226. if (effectLayer.renderingGroupId === renderingGroupId) {
  110227. if (effectLayer.shouldRender()) {
  110228. effectLayer.render();
  110229. }
  110230. }
  110231. }
  110232. this._engine.setDepthBuffer(true);
  110233. }
  110234. };
  110235. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  110236. if (this._renderEffects) {
  110237. this._draw(-1);
  110238. }
  110239. };
  110240. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  110241. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  110242. this._draw(index);
  110243. }
  110244. };
  110245. return EffectLayerSceneComponent;
  110246. }());
  110247. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  110248. })(BABYLON || (BABYLON = {}));
  110249. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  110250. var __assign = (this && this.__assign) || function () {
  110251. __assign = Object.assign || function(t) {
  110252. for (var s, i = 1, n = arguments.length; i < n; i++) {
  110253. s = arguments[i];
  110254. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  110255. t[p] = s[p];
  110256. }
  110257. return t;
  110258. };
  110259. return __assign.apply(this, arguments);
  110260. };
  110261. var BABYLON;
  110262. (function (BABYLON) {
  110263. /**
  110264. * The effect layer Helps adding post process effect blended with the main pass.
  110265. *
  110266. * This can be for instance use to generate glow or higlight effects on the scene.
  110267. *
  110268. * The effect layer class can not be used directly and is intented to inherited from to be
  110269. * customized per effects.
  110270. */
  110271. var EffectLayer = /** @class */ (function () {
  110272. /**
  110273. * Instantiates a new effect Layer and references it in the scene.
  110274. * @param name The name of the layer
  110275. * @param scene The scene to use the layer in
  110276. */
  110277. function EffectLayer(
  110278. /** The Friendly of the effect in the scene */
  110279. name, scene) {
  110280. this._vertexBuffers = {};
  110281. this._maxSize = 0;
  110282. this._mainTextureDesiredSize = { width: 0, height: 0 };
  110283. this._shouldRender = true;
  110284. this._postProcesses = [];
  110285. this._textures = [];
  110286. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  110287. /**
  110288. * The clear color of the texture used to generate the glow map.
  110289. */
  110290. this.neutralColor = new BABYLON.Color4();
  110291. /**
  110292. * Specifies wether the highlight layer is enabled or not.
  110293. */
  110294. this.isEnabled = true;
  110295. /**
  110296. * An event triggered when the effect layer has been disposed.
  110297. */
  110298. this.onDisposeObservable = new BABYLON.Observable();
  110299. /**
  110300. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  110301. */
  110302. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  110303. /**
  110304. * An event triggered when the generated texture is being merged in the scene.
  110305. */
  110306. this.onBeforeComposeObservable = new BABYLON.Observable();
  110307. /**
  110308. * An event triggered when the generated texture has been merged in the scene.
  110309. */
  110310. this.onAfterComposeObservable = new BABYLON.Observable();
  110311. /**
  110312. * An event triggered when the efffect layer changes its size.
  110313. */
  110314. this.onSizeChangedObservable = new BABYLON.Observable();
  110315. this.name = name;
  110316. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110317. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  110318. if (!component) {
  110319. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  110320. this._scene._addComponent(component);
  110321. }
  110322. this._engine = this._scene.getEngine();
  110323. this._maxSize = this._engine.getCaps().maxTextureSize;
  110324. this._scene.effectLayers.push(this);
  110325. // Generate Buffers
  110326. this._generateIndexBuffer();
  110327. this._genrateVertexBuffer();
  110328. }
  110329. Object.defineProperty(EffectLayer.prototype, "camera", {
  110330. /**
  110331. * Gets the camera attached to the layer.
  110332. */
  110333. get: function () {
  110334. return this._effectLayerOptions.camera;
  110335. },
  110336. enumerable: true,
  110337. configurable: true
  110338. });
  110339. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  110340. /**
  110341. * Gets the rendering group id the layer should render in.
  110342. */
  110343. get: function () {
  110344. return this._effectLayerOptions.renderingGroupId;
  110345. },
  110346. enumerable: true,
  110347. configurable: true
  110348. });
  110349. /**
  110350. * Initializes the effect layer with the required options.
  110351. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  110352. */
  110353. EffectLayer.prototype._init = function (options) {
  110354. // Adapt options
  110355. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  110356. this._setMainTextureSize();
  110357. this._createMainTexture();
  110358. this._createTextureAndPostProcesses();
  110359. this._mergeEffect = this._createMergeEffect();
  110360. };
  110361. /**
  110362. * Generates the index buffer of the full screen quad blending to the main canvas.
  110363. */
  110364. EffectLayer.prototype._generateIndexBuffer = function () {
  110365. // Indices
  110366. var indices = [];
  110367. indices.push(0);
  110368. indices.push(1);
  110369. indices.push(2);
  110370. indices.push(0);
  110371. indices.push(2);
  110372. indices.push(3);
  110373. this._indexBuffer = this._engine.createIndexBuffer(indices);
  110374. };
  110375. /**
  110376. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  110377. */
  110378. EffectLayer.prototype._genrateVertexBuffer = function () {
  110379. // VBO
  110380. var vertices = [];
  110381. vertices.push(1, 1);
  110382. vertices.push(-1, 1);
  110383. vertices.push(-1, -1);
  110384. vertices.push(1, -1);
  110385. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  110386. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  110387. };
  110388. /**
  110389. * Sets the main texture desired size which is the closest power of two
  110390. * of the engine canvas size.
  110391. */
  110392. EffectLayer.prototype._setMainTextureSize = function () {
  110393. if (this._effectLayerOptions.mainTextureFixedSize) {
  110394. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  110395. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  110396. }
  110397. else {
  110398. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  110399. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  110400. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  110401. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  110402. }
  110403. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  110404. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  110405. };
  110406. /**
  110407. * Creates the main texture for the effect layer.
  110408. */
  110409. EffectLayer.prototype._createMainTexture = function () {
  110410. var _this = this;
  110411. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  110412. width: this._mainTextureDesiredSize.width,
  110413. height: this._mainTextureDesiredSize.height
  110414. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  110415. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  110416. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110417. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110418. this._mainTexture.anisotropicFilteringLevel = 1;
  110419. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  110420. this._mainTexture.renderParticles = false;
  110421. this._mainTexture.renderList = null;
  110422. this._mainTexture.ignoreCameraViewport = true;
  110423. // Custom render function
  110424. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  110425. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  110426. var index;
  110427. var engine = _this._scene.getEngine();
  110428. if (depthOnlySubMeshes.length) {
  110429. engine.setColorWrite(false);
  110430. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  110431. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  110432. }
  110433. engine.setColorWrite(true);
  110434. }
  110435. for (index = 0; index < opaqueSubMeshes.length; index++) {
  110436. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  110437. }
  110438. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  110439. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  110440. }
  110441. for (index = 0; index < transparentSubMeshes.length; index++) {
  110442. _this._renderSubMesh(transparentSubMeshes.data[index]);
  110443. }
  110444. };
  110445. this._mainTexture.onClearObservable.add(function (engine) {
  110446. engine.clear(_this.neutralColor, true, true, true);
  110447. });
  110448. };
  110449. /**
  110450. * Checks for the readiness of the element composing the layer.
  110451. * @param subMesh the mesh to check for
  110452. * @param useInstances specify wether or not to use instances to render the mesh
  110453. * @param emissiveTexture the associated emissive texture used to generate the glow
  110454. * @return true if ready otherwise, false
  110455. */
  110456. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  110457. var material = subMesh.getMaterial();
  110458. if (!material) {
  110459. return false;
  110460. }
  110461. if (!material.isReady(subMesh.getMesh(), useInstances)) {
  110462. return false;
  110463. }
  110464. var defines = [];
  110465. var attribs = [BABYLON.VertexBuffer.PositionKind];
  110466. var mesh = subMesh.getMesh();
  110467. var uv1 = false;
  110468. var uv2 = false;
  110469. // Alpha test
  110470. if (material && material.needAlphaTesting()) {
  110471. var alphaTexture = material.getAlphaTestTexture();
  110472. if (alphaTexture) {
  110473. defines.push("#define ALPHATEST");
  110474. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  110475. alphaTexture.coordinatesIndex === 1) {
  110476. defines.push("#define DIFFUSEUV2");
  110477. uv2 = true;
  110478. }
  110479. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110480. defines.push("#define DIFFUSEUV1");
  110481. uv1 = true;
  110482. }
  110483. }
  110484. }
  110485. // Emissive
  110486. if (emissiveTexture) {
  110487. defines.push("#define EMISSIVE");
  110488. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  110489. emissiveTexture.coordinatesIndex === 1) {
  110490. defines.push("#define EMISSIVEUV2");
  110491. uv2 = true;
  110492. }
  110493. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110494. defines.push("#define EMISSIVEUV1");
  110495. uv1 = true;
  110496. }
  110497. }
  110498. if (uv1) {
  110499. attribs.push(BABYLON.VertexBuffer.UVKind);
  110500. defines.push("#define UV1");
  110501. }
  110502. if (uv2) {
  110503. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  110504. defines.push("#define UV2");
  110505. }
  110506. // Bones
  110507. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  110508. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  110509. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  110510. if (mesh.numBoneInfluencers > 4) {
  110511. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  110512. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  110513. }
  110514. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  110515. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  110516. }
  110517. else {
  110518. defines.push("#define NUM_BONE_INFLUENCERS 0");
  110519. }
  110520. // Morph targets
  110521. var manager = mesh.morphTargetManager;
  110522. var morphInfluencers = 0;
  110523. if (manager) {
  110524. if (manager.numInfluencers > 0) {
  110525. defines.push("#define MORPHTARGETS");
  110526. morphInfluencers = manager.numInfluencers;
  110527. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  110528. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  110529. }
  110530. }
  110531. // Instances
  110532. if (useInstances) {
  110533. defines.push("#define INSTANCES");
  110534. attribs.push("world0");
  110535. attribs.push("world1");
  110536. attribs.push("world2");
  110537. attribs.push("world3");
  110538. }
  110539. // Get correct effect
  110540. var join = defines.join("\n");
  110541. if (this._cachedDefines !== join) {
  110542. this._cachedDefines = join;
  110543. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  110544. }
  110545. return this._effectLayerMapGenerationEffect.isReady();
  110546. };
  110547. /**
  110548. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  110549. */
  110550. EffectLayer.prototype.render = function () {
  110551. var currentEffect = this._mergeEffect;
  110552. // Check
  110553. if (!currentEffect.isReady()) {
  110554. return;
  110555. }
  110556. for (var i = 0; i < this._postProcesses.length; i++) {
  110557. if (!this._postProcesses[i].isReady()) {
  110558. return;
  110559. }
  110560. }
  110561. var engine = this._scene.getEngine();
  110562. this.onBeforeComposeObservable.notifyObservers(this);
  110563. // Render
  110564. engine.enableEffect(currentEffect);
  110565. engine.setState(false);
  110566. // VBOs
  110567. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  110568. // Cache
  110569. var previousAlphaMode = engine.getAlphaMode();
  110570. // Go Blend.
  110571. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  110572. // Blends the map on the main canvas.
  110573. this._internalRender(currentEffect);
  110574. // Restore Alpha
  110575. engine.setAlphaMode(previousAlphaMode);
  110576. this.onAfterComposeObservable.notifyObservers(this);
  110577. // Handle size changes.
  110578. var size = this._mainTexture.getSize();
  110579. this._setMainTextureSize();
  110580. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  110581. // Recreate RTT and post processes on size change.
  110582. this.onSizeChangedObservable.notifyObservers(this);
  110583. this._disposeTextureAndPostProcesses();
  110584. this._createMainTexture();
  110585. this._createTextureAndPostProcesses();
  110586. }
  110587. };
  110588. /**
  110589. * Determine if a given mesh will be used in the current effect.
  110590. * @param mesh mesh to test
  110591. * @returns true if the mesh will be used
  110592. */
  110593. EffectLayer.prototype.hasMesh = function (mesh) {
  110594. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  110595. return true;
  110596. }
  110597. return false;
  110598. };
  110599. /**
  110600. * Returns true if the layer contains information to display, otherwise false.
  110601. * @returns true if the glow layer should be rendered
  110602. */
  110603. EffectLayer.prototype.shouldRender = function () {
  110604. return this.isEnabled && this._shouldRender;
  110605. };
  110606. /**
  110607. * Returns true if the mesh should render, otherwise false.
  110608. * @param mesh The mesh to render
  110609. * @returns true if it should render otherwise false
  110610. */
  110611. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  110612. return true;
  110613. };
  110614. /**
  110615. * Returns true if the mesh should render, otherwise false.
  110616. * @param mesh The mesh to render
  110617. * @returns true if it should render otherwise false
  110618. */
  110619. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  110620. return true;
  110621. };
  110622. /**
  110623. * Renders the submesh passed in parameter to the generation map.
  110624. */
  110625. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  110626. var _this = this;
  110627. if (!this.shouldRender()) {
  110628. return;
  110629. }
  110630. var material = subMesh.getMaterial();
  110631. var mesh = subMesh.getRenderingMesh();
  110632. var scene = this._scene;
  110633. var engine = scene.getEngine();
  110634. if (!material) {
  110635. return;
  110636. }
  110637. // Do not block in blend mode.
  110638. if (material.needAlphaBlendingForMesh(mesh)) {
  110639. return;
  110640. }
  110641. // Culling
  110642. engine.setState(material.backFaceCulling);
  110643. // Managing instances
  110644. var batch = mesh._getInstancesRenderList(subMesh._id);
  110645. if (batch.mustReturn) {
  110646. return;
  110647. }
  110648. // Early Exit per mesh
  110649. if (!this._shouldRenderMesh(mesh)) {
  110650. return;
  110651. }
  110652. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  110653. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  110654. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  110655. engine.enableEffect(this._effectLayerMapGenerationEffect);
  110656. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  110657. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  110658. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  110659. // Alpha test
  110660. if (material && material.needAlphaTesting()) {
  110661. var alphaTexture = material.getAlphaTestTexture();
  110662. if (alphaTexture) {
  110663. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  110664. var textureMatrix = alphaTexture.getTextureMatrix();
  110665. if (textureMatrix) {
  110666. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  110667. }
  110668. }
  110669. }
  110670. // Glow emissive only
  110671. if (this._emissiveTextureAndColor.texture) {
  110672. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  110673. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  110674. }
  110675. // Bones
  110676. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  110677. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  110678. }
  110679. // Morph targets
  110680. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  110681. // Draw
  110682. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  110683. }
  110684. else {
  110685. // Need to reset refresh rate of the main map
  110686. this._mainTexture.resetRefreshCounter();
  110687. }
  110688. };
  110689. /**
  110690. * Rebuild the required buffers.
  110691. * @hidden Internal use only.
  110692. */
  110693. EffectLayer.prototype._rebuild = function () {
  110694. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  110695. if (vb) {
  110696. vb._rebuild();
  110697. }
  110698. this._generateIndexBuffer();
  110699. };
  110700. /**
  110701. * Dispose only the render target textures and post process.
  110702. */
  110703. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  110704. this._mainTexture.dispose();
  110705. for (var i = 0; i < this._postProcesses.length; i++) {
  110706. if (this._postProcesses[i]) {
  110707. this._postProcesses[i].dispose();
  110708. }
  110709. }
  110710. this._postProcesses = [];
  110711. for (var i = 0; i < this._textures.length; i++) {
  110712. if (this._textures[i]) {
  110713. this._textures[i].dispose();
  110714. }
  110715. }
  110716. this._textures = [];
  110717. };
  110718. /**
  110719. * Dispose the highlight layer and free resources.
  110720. */
  110721. EffectLayer.prototype.dispose = function () {
  110722. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  110723. if (vertexBuffer) {
  110724. vertexBuffer.dispose();
  110725. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  110726. }
  110727. if (this._indexBuffer) {
  110728. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  110729. this._indexBuffer = null;
  110730. }
  110731. // Clean textures and post processes
  110732. this._disposeTextureAndPostProcesses();
  110733. // Remove from scene
  110734. var index = this._scene.effectLayers.indexOf(this, 0);
  110735. if (index > -1) {
  110736. this._scene.effectLayers.splice(index, 1);
  110737. }
  110738. // Callback
  110739. this.onDisposeObservable.notifyObservers(this);
  110740. this.onDisposeObservable.clear();
  110741. this.onBeforeRenderMainTextureObservable.clear();
  110742. this.onBeforeComposeObservable.clear();
  110743. this.onAfterComposeObservable.clear();
  110744. this.onSizeChangedObservable.clear();
  110745. };
  110746. /**
  110747. * Gets the class name of the effect layer
  110748. * @returns the string with the class name of the effect layer
  110749. */
  110750. EffectLayer.prototype.getClassName = function () {
  110751. return "EffectLayer";
  110752. };
  110753. /**
  110754. * Creates an effect layer from parsed effect layer data
  110755. * @param parsedEffectLayer defines effect layer data
  110756. * @param scene defines the current scene
  110757. * @param rootUrl defines the root URL containing the effect layer information
  110758. * @returns a parsed effect Layer
  110759. */
  110760. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  110761. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  110762. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  110763. };
  110764. __decorate([
  110765. BABYLON.serialize()
  110766. ], EffectLayer.prototype, "name", void 0);
  110767. __decorate([
  110768. BABYLON.serializeAsColor4()
  110769. ], EffectLayer.prototype, "neutralColor", void 0);
  110770. __decorate([
  110771. BABYLON.serialize()
  110772. ], EffectLayer.prototype, "isEnabled", void 0);
  110773. __decorate([
  110774. BABYLON.serializeAsCameraReference()
  110775. ], EffectLayer.prototype, "camera", null);
  110776. __decorate([
  110777. BABYLON.serialize()
  110778. ], EffectLayer.prototype, "renderingGroupId", null);
  110779. return EffectLayer;
  110780. }());
  110781. BABYLON.EffectLayer = EffectLayer;
  110782. })(BABYLON || (BABYLON = {}));
  110783. //# sourceMappingURL=babylon.effectLayer.js.map
  110784. var BABYLON;
  110785. (function (BABYLON) {
  110786. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  110787. for (var index = 0; index < this.effectLayers.length; index++) {
  110788. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  110789. return this.effectLayers[index];
  110790. }
  110791. }
  110792. return null;
  110793. };
  110794. /**
  110795. * Special Glow Blur post process only blurring the alpha channel
  110796. * It enforces keeping the most luminous color in the color channel.
  110797. */
  110798. var GlowBlurPostProcess = /** @class */ (function (_super) {
  110799. __extends(GlowBlurPostProcess, _super);
  110800. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  110801. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  110802. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  110803. _this.direction = direction;
  110804. _this.kernel = kernel;
  110805. _this.onApplyObservable.add(function (effect) {
  110806. effect.setFloat2("screenSize", _this.width, _this.height);
  110807. effect.setVector2("direction", _this.direction);
  110808. effect.setFloat("blurWidth", _this.kernel);
  110809. });
  110810. return _this;
  110811. }
  110812. return GlowBlurPostProcess;
  110813. }(BABYLON.PostProcess));
  110814. /**
  110815. * The highlight layer Helps adding a glow effect around a mesh.
  110816. *
  110817. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  110818. * glowy meshes to your scene.
  110819. *
  110820. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  110821. */
  110822. var HighlightLayer = /** @class */ (function (_super) {
  110823. __extends(HighlightLayer, _super);
  110824. /**
  110825. * Instantiates a new highlight Layer and references it to the scene..
  110826. * @param name The name of the layer
  110827. * @param scene The scene to use the layer in
  110828. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  110829. */
  110830. function HighlightLayer(name, scene, options) {
  110831. var _this = _super.call(this, name, scene) || this;
  110832. _this.name = name;
  110833. /**
  110834. * Specifies whether or not the inner glow is ACTIVE in the layer.
  110835. */
  110836. _this.innerGlow = true;
  110837. /**
  110838. * Specifies whether or not the outer glow is ACTIVE in the layer.
  110839. */
  110840. _this.outerGlow = true;
  110841. /**
  110842. * An event triggered when the highlight layer is being blurred.
  110843. */
  110844. _this.onBeforeBlurObservable = new BABYLON.Observable();
  110845. /**
  110846. * An event triggered when the highlight layer has been blurred.
  110847. */
  110848. _this.onAfterBlurObservable = new BABYLON.Observable();
  110849. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  110850. _this._meshes = {};
  110851. _this._excludedMeshes = {};
  110852. _this.neutralColor = HighlightLayer.NeutralColor;
  110853. // Warn on stencil
  110854. if (!_this._engine.isStencilEnable) {
  110855. 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 }");
  110856. }
  110857. // Adapt options
  110858. _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);
  110859. // Initialize the layer
  110860. _this._init({
  110861. alphaBlendingMode: _this._options.alphaBlendingMode,
  110862. camera: _this._options.camera,
  110863. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  110864. mainTextureRatio: _this._options.mainTextureRatio,
  110865. renderingGroupId: _this._options.renderingGroupId
  110866. });
  110867. // Do not render as long as no meshes have been added
  110868. _this._shouldRender = false;
  110869. return _this;
  110870. }
  110871. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  110872. /**
  110873. * Gets the horizontal size of the blur.
  110874. */
  110875. get: function () {
  110876. return this._horizontalBlurPostprocess.kernel;
  110877. },
  110878. /**
  110879. * Specifies the horizontal size of the blur.
  110880. */
  110881. set: function (value) {
  110882. this._horizontalBlurPostprocess.kernel = value;
  110883. },
  110884. enumerable: true,
  110885. configurable: true
  110886. });
  110887. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  110888. /**
  110889. * Gets the vertical size of the blur.
  110890. */
  110891. get: function () {
  110892. return this._verticalBlurPostprocess.kernel;
  110893. },
  110894. /**
  110895. * Specifies the vertical size of the blur.
  110896. */
  110897. set: function (value) {
  110898. this._verticalBlurPostprocess.kernel = value;
  110899. },
  110900. enumerable: true,
  110901. configurable: true
  110902. });
  110903. /**
  110904. * Get the effect name of the layer.
  110905. * @return The effect name
  110906. */
  110907. HighlightLayer.prototype.getEffectName = function () {
  110908. return HighlightLayer.EffectName;
  110909. };
  110910. /**
  110911. * Create the merge effect. This is the shader use to blit the information back
  110912. * to the main canvas at the end of the scene rendering.
  110913. */
  110914. HighlightLayer.prototype._createMergeEffect = function () {
  110915. // Effect
  110916. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  110917. };
  110918. /**
  110919. * Creates the render target textures and post processes used in the highlight layer.
  110920. */
  110921. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  110922. var _this = this;
  110923. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  110924. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  110925. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  110926. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  110927. var textureType = 0;
  110928. if (this._engine.getCaps().textureHalfFloatRender) {
  110929. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  110930. }
  110931. else {
  110932. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  110933. }
  110934. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  110935. width: blurTextureWidth,
  110936. height: blurTextureHeight
  110937. }, this._scene, false, true, textureType);
  110938. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110939. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110940. this._blurTexture.anisotropicFilteringLevel = 16;
  110941. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  110942. this._blurTexture.renderParticles = false;
  110943. this._blurTexture.ignoreCameraViewport = true;
  110944. this._textures = [this._blurTexture];
  110945. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  110946. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  110947. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  110948. effect.setTexture("textureSampler", _this._mainTexture);
  110949. });
  110950. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  110951. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  110952. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  110953. });
  110954. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  110955. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  110956. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  110957. });
  110958. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  110959. }
  110960. else {
  110961. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  110962. width: blurTextureWidth,
  110963. height: blurTextureHeight
  110964. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  110965. this._horizontalBlurPostprocess.width = blurTextureWidth;
  110966. this._horizontalBlurPostprocess.height = blurTextureHeight;
  110967. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  110968. effect.setTexture("textureSampler", _this._mainTexture);
  110969. });
  110970. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  110971. width: blurTextureWidth,
  110972. height: blurTextureHeight
  110973. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  110974. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  110975. }
  110976. this._mainTexture.onAfterUnbindObservable.add(function () {
  110977. _this.onBeforeBlurObservable.notifyObservers(_this);
  110978. var internalTexture = _this._blurTexture.getInternalTexture();
  110979. if (internalTexture) {
  110980. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  110981. }
  110982. _this.onAfterBlurObservable.notifyObservers(_this);
  110983. });
  110984. // Prevent autoClear.
  110985. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  110986. };
  110987. /**
  110988. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  110989. */
  110990. HighlightLayer.prototype.needStencil = function () {
  110991. return true;
  110992. };
  110993. /**
  110994. * Checks for the readiness of the element composing the layer.
  110995. * @param subMesh the mesh to check for
  110996. * @param useInstances specify wether or not to use instances to render the mesh
  110997. * @param emissiveTexture the associated emissive texture used to generate the glow
  110998. * @return true if ready otherwise, false
  110999. */
  111000. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  111001. var material = subMesh.getMaterial();
  111002. var mesh = subMesh.getRenderingMesh();
  111003. if (!material || !mesh || !this._meshes) {
  111004. return false;
  111005. }
  111006. var emissiveTexture = null;
  111007. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  111008. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  111009. emissiveTexture = material.emissiveTexture;
  111010. }
  111011. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  111012. };
  111013. /**
  111014. * Implementation specific of rendering the generating effect on the main canvas.
  111015. * @param effect The effect used to render through
  111016. */
  111017. HighlightLayer.prototype._internalRender = function (effect) {
  111018. // Texture
  111019. effect.setTexture("textureSampler", this._blurTexture);
  111020. // Cache
  111021. var engine = this._engine;
  111022. var previousStencilBuffer = engine.getStencilBuffer();
  111023. var previousStencilFunction = engine.getStencilFunction();
  111024. var previousStencilMask = engine.getStencilMask();
  111025. var previousStencilOperationPass = engine.getStencilOperationPass();
  111026. var previousStencilOperationFail = engine.getStencilOperationFail();
  111027. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  111028. var previousStencilReference = engine.getStencilFunctionReference();
  111029. // Stencil operations
  111030. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  111031. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  111032. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  111033. // Draw order
  111034. engine.setStencilMask(0x00);
  111035. engine.setStencilBuffer(true);
  111036. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  111037. // 2 passes inner outer
  111038. if (this.outerGlow) {
  111039. effect.setFloat("offset", 0);
  111040. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  111041. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111042. }
  111043. if (this.innerGlow) {
  111044. effect.setFloat("offset", 1);
  111045. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  111046. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111047. }
  111048. // Restore Cache
  111049. engine.setStencilFunction(previousStencilFunction);
  111050. engine.setStencilMask(previousStencilMask);
  111051. engine.setStencilBuffer(previousStencilBuffer);
  111052. engine.setStencilOperationPass(previousStencilOperationPass);
  111053. engine.setStencilOperationFail(previousStencilOperationFail);
  111054. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  111055. engine.setStencilFunctionReference(previousStencilReference);
  111056. };
  111057. /**
  111058. * Returns true if the layer contains information to display, otherwise false.
  111059. */
  111060. HighlightLayer.prototype.shouldRender = function () {
  111061. if (_super.prototype.shouldRender.call(this)) {
  111062. return this._meshes ? true : false;
  111063. }
  111064. return false;
  111065. };
  111066. /**
  111067. * Returns true if the mesh should render, otherwise false.
  111068. * @param mesh The mesh to render
  111069. * @returns true if it should render otherwise false
  111070. */
  111071. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  111072. // Excluded Mesh
  111073. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  111074. return false;
  111075. }
  111076. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111077. return false;
  111078. }
  111079. return true;
  111080. };
  111081. /**
  111082. * Sets the required values for both the emissive texture and and the main color.
  111083. */
  111084. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  111085. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  111086. if (highlightLayerMesh) {
  111087. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  111088. }
  111089. else {
  111090. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  111091. }
  111092. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  111093. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  111094. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  111095. }
  111096. else {
  111097. this._emissiveTextureAndColor.texture = null;
  111098. }
  111099. };
  111100. /**
  111101. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  111102. * @param mesh The mesh to exclude from the highlight layer
  111103. */
  111104. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  111105. if (!this._excludedMeshes) {
  111106. return;
  111107. }
  111108. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  111109. if (!meshExcluded) {
  111110. this._excludedMeshes[mesh.uniqueId] = {
  111111. mesh: mesh,
  111112. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  111113. mesh.getEngine().setStencilBuffer(false);
  111114. }),
  111115. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  111116. mesh.getEngine().setStencilBuffer(true);
  111117. }),
  111118. };
  111119. }
  111120. };
  111121. /**
  111122. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  111123. * @param mesh The mesh to highlight
  111124. */
  111125. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  111126. if (!this._excludedMeshes) {
  111127. return;
  111128. }
  111129. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  111130. if (meshExcluded) {
  111131. if (meshExcluded.beforeRender) {
  111132. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  111133. }
  111134. if (meshExcluded.afterRender) {
  111135. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  111136. }
  111137. }
  111138. this._excludedMeshes[mesh.uniqueId] = null;
  111139. };
  111140. /**
  111141. * Determine if a given mesh will be highlighted by the current HighlightLayer
  111142. * @param mesh mesh to test
  111143. * @returns true if the mesh will be highlighted by the current HighlightLayer
  111144. */
  111145. HighlightLayer.prototype.hasMesh = function (mesh) {
  111146. if (!this._meshes) {
  111147. return false;
  111148. }
  111149. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111150. return false;
  111151. }
  111152. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  111153. };
  111154. /**
  111155. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  111156. * @param mesh The mesh to highlight
  111157. * @param color The color of the highlight
  111158. * @param glowEmissiveOnly Extract the glow from the emissive texture
  111159. */
  111160. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  111161. var _this = this;
  111162. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  111163. if (!this._meshes) {
  111164. return;
  111165. }
  111166. var meshHighlight = this._meshes[mesh.uniqueId];
  111167. if (meshHighlight) {
  111168. meshHighlight.color = color;
  111169. }
  111170. else {
  111171. this._meshes[mesh.uniqueId] = {
  111172. mesh: mesh,
  111173. color: color,
  111174. // Lambda required for capture due to Observable this context
  111175. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  111176. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  111177. _this._defaultStencilReference(mesh);
  111178. }
  111179. else {
  111180. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  111181. }
  111182. }),
  111183. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  111184. glowEmissiveOnly: glowEmissiveOnly
  111185. };
  111186. mesh.onDisposeObservable.add(function () {
  111187. _this._disposeMesh(mesh);
  111188. });
  111189. }
  111190. this._shouldRender = true;
  111191. };
  111192. /**
  111193. * Remove a mesh from the highlight layer in order to make it stop glowing.
  111194. * @param mesh The mesh to highlight
  111195. */
  111196. HighlightLayer.prototype.removeMesh = function (mesh) {
  111197. if (!this._meshes) {
  111198. return;
  111199. }
  111200. var meshHighlight = this._meshes[mesh.uniqueId];
  111201. if (meshHighlight) {
  111202. if (meshHighlight.observerHighlight) {
  111203. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  111204. }
  111205. if (meshHighlight.observerDefault) {
  111206. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  111207. }
  111208. delete this._meshes[mesh.uniqueId];
  111209. }
  111210. this._shouldRender = false;
  111211. for (var meshHighlightToCheck in this._meshes) {
  111212. if (this._meshes[meshHighlightToCheck]) {
  111213. this._shouldRender = true;
  111214. break;
  111215. }
  111216. }
  111217. };
  111218. /**
  111219. * Force the stencil to the normal expected value for none glowing parts
  111220. */
  111221. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  111222. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  111223. };
  111224. /**
  111225. * Free any resources and references associated to a mesh.
  111226. * Internal use
  111227. * @param mesh The mesh to free.
  111228. * @hidden
  111229. */
  111230. HighlightLayer.prototype._disposeMesh = function (mesh) {
  111231. this.removeMesh(mesh);
  111232. this.removeExcludedMesh(mesh);
  111233. };
  111234. /**
  111235. * Dispose the highlight layer and free resources.
  111236. */
  111237. HighlightLayer.prototype.dispose = function () {
  111238. if (this._meshes) {
  111239. // Clean mesh references
  111240. for (var id in this._meshes) {
  111241. var meshHighlight = this._meshes[id];
  111242. if (meshHighlight && meshHighlight.mesh) {
  111243. if (meshHighlight.observerHighlight) {
  111244. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  111245. }
  111246. if (meshHighlight.observerDefault) {
  111247. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  111248. }
  111249. }
  111250. }
  111251. this._meshes = null;
  111252. }
  111253. if (this._excludedMeshes) {
  111254. for (var id in this._excludedMeshes) {
  111255. var meshHighlight = this._excludedMeshes[id];
  111256. if (meshHighlight) {
  111257. if (meshHighlight.beforeRender) {
  111258. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  111259. }
  111260. if (meshHighlight.afterRender) {
  111261. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  111262. }
  111263. }
  111264. }
  111265. this._excludedMeshes = null;
  111266. }
  111267. _super.prototype.dispose.call(this);
  111268. };
  111269. /**
  111270. * Gets the class name of the effect layer
  111271. * @returns the string with the class name of the effect layer
  111272. */
  111273. HighlightLayer.prototype.getClassName = function () {
  111274. return "HighlightLayer";
  111275. };
  111276. /**
  111277. * Serializes this Highlight layer
  111278. * @returns a serialized Highlight layer object
  111279. */
  111280. HighlightLayer.prototype.serialize = function () {
  111281. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  111282. serializationObject.customType = "BABYLON.HighlightLayer";
  111283. // Highlighted meshes
  111284. serializationObject.meshes = [];
  111285. if (this._meshes) {
  111286. for (var m in this._meshes) {
  111287. var mesh = this._meshes[m];
  111288. if (mesh) {
  111289. serializationObject.meshes.push({
  111290. glowEmissiveOnly: mesh.glowEmissiveOnly,
  111291. color: mesh.color.asArray(),
  111292. meshId: mesh.mesh.id
  111293. });
  111294. }
  111295. }
  111296. }
  111297. // Excluded meshes
  111298. serializationObject.excludedMeshes = [];
  111299. if (this._excludedMeshes) {
  111300. for (var e in this._excludedMeshes) {
  111301. var excludedMesh = this._excludedMeshes[e];
  111302. if (excludedMesh) {
  111303. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  111304. }
  111305. }
  111306. }
  111307. return serializationObject;
  111308. };
  111309. /**
  111310. * Creates a Highlight layer from parsed Highlight layer data
  111311. * @param parsedHightlightLayer defines the Highlight layer data
  111312. * @param scene defines the current scene
  111313. * @param rootUrl defines the root URL containing the Highlight layer information
  111314. * @returns a parsed Highlight layer
  111315. */
  111316. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  111317. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  111318. var index;
  111319. // Excluded meshes
  111320. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  111321. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  111322. if (mesh) {
  111323. hl.addExcludedMesh(mesh);
  111324. }
  111325. }
  111326. // Included meshes
  111327. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  111328. var highlightedMesh = parsedHightlightLayer.meshes[index];
  111329. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  111330. if (mesh) {
  111331. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  111332. }
  111333. }
  111334. return hl;
  111335. };
  111336. /**
  111337. * Effect Name of the highlight layer.
  111338. */
  111339. HighlightLayer.EffectName = "HighlightLayer";
  111340. /**
  111341. * The neutral color used during the preparation of the glow effect.
  111342. * This is black by default as the blend operation is a blend operation.
  111343. */
  111344. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  111345. /**
  111346. * Stencil value used for glowing meshes.
  111347. */
  111348. HighlightLayer.GlowingMeshStencilReference = 0x02;
  111349. /**
  111350. * Stencil value used for the other meshes in the scene.
  111351. */
  111352. HighlightLayer.NormalMeshStencilReference = 0x01;
  111353. __decorate([
  111354. BABYLON.serialize()
  111355. ], HighlightLayer.prototype, "innerGlow", void 0);
  111356. __decorate([
  111357. BABYLON.serialize()
  111358. ], HighlightLayer.prototype, "outerGlow", void 0);
  111359. __decorate([
  111360. BABYLON.serialize()
  111361. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  111362. __decorate([
  111363. BABYLON.serialize()
  111364. ], HighlightLayer.prototype, "blurVerticalSize", null);
  111365. __decorate([
  111366. BABYLON.serialize("options")
  111367. ], HighlightLayer.prototype, "_options", void 0);
  111368. return HighlightLayer;
  111369. }(BABYLON.EffectLayer));
  111370. BABYLON.HighlightLayer = HighlightLayer;
  111371. })(BABYLON || (BABYLON = {}));
  111372. //# sourceMappingURL=babylon.highlightLayer.js.map
  111373. var BABYLON;
  111374. (function (BABYLON) {
  111375. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  111376. for (var index = 0; index < this.effectLayers.length; index++) {
  111377. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  111378. return this.effectLayers[index];
  111379. }
  111380. }
  111381. return null;
  111382. };
  111383. /**
  111384. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  111385. *
  111386. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111387. * glowy meshes to your scene.
  111388. *
  111389. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  111390. */
  111391. var GlowLayer = /** @class */ (function (_super) {
  111392. __extends(GlowLayer, _super);
  111393. /**
  111394. * Instantiates a new glow Layer and references it to the scene.
  111395. * @param name The name of the layer
  111396. * @param scene The scene to use the layer in
  111397. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  111398. */
  111399. function GlowLayer(name, scene, options) {
  111400. var _this = _super.call(this, name, scene) || this;
  111401. _this._intensity = 1.0;
  111402. _this._includedOnlyMeshes = [];
  111403. _this._excludedMeshes = [];
  111404. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  111405. // Adapt options
  111406. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  111407. // Initialize the layer
  111408. _this._init({
  111409. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  111410. camera: _this._options.camera,
  111411. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  111412. mainTextureRatio: _this._options.mainTextureRatio,
  111413. renderingGroupId: _this._options.renderingGroupId
  111414. });
  111415. return _this;
  111416. }
  111417. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  111418. /**
  111419. * Gets the kernel size of the blur.
  111420. */
  111421. get: function () {
  111422. return this._horizontalBlurPostprocess1.kernel;
  111423. },
  111424. /**
  111425. * Sets the kernel size of the blur.
  111426. */
  111427. set: function (value) {
  111428. this._horizontalBlurPostprocess1.kernel = value;
  111429. this._verticalBlurPostprocess1.kernel = value;
  111430. this._horizontalBlurPostprocess2.kernel = value;
  111431. this._verticalBlurPostprocess2.kernel = value;
  111432. },
  111433. enumerable: true,
  111434. configurable: true
  111435. });
  111436. Object.defineProperty(GlowLayer.prototype, "intensity", {
  111437. /**
  111438. * Gets the glow intensity.
  111439. */
  111440. get: function () {
  111441. return this._intensity;
  111442. },
  111443. /**
  111444. * Sets the glow intensity.
  111445. */
  111446. set: function (value) {
  111447. this._intensity = value;
  111448. },
  111449. enumerable: true,
  111450. configurable: true
  111451. });
  111452. /**
  111453. * Get the effect name of the layer.
  111454. * @return The effect name
  111455. */
  111456. GlowLayer.prototype.getEffectName = function () {
  111457. return GlowLayer.EffectName;
  111458. };
  111459. /**
  111460. * Create the merge effect. This is the shader use to blit the information back
  111461. * to the main canvas at the end of the scene rendering.
  111462. */
  111463. GlowLayer.prototype._createMergeEffect = function () {
  111464. // Effect
  111465. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  111466. };
  111467. /**
  111468. * Creates the render target textures and post processes used in the glow layer.
  111469. */
  111470. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  111471. var _this = this;
  111472. var blurTextureWidth = this._mainTextureDesiredSize.width;
  111473. var blurTextureHeight = this._mainTextureDesiredSize.height;
  111474. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  111475. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  111476. var textureType = 0;
  111477. if (this._engine.getCaps().textureHalfFloatRender) {
  111478. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  111479. }
  111480. else {
  111481. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  111482. }
  111483. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  111484. width: blurTextureWidth,
  111485. height: blurTextureHeight
  111486. }, this._scene, false, true, textureType);
  111487. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111488. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111489. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111490. this._blurTexture1.renderParticles = false;
  111491. this._blurTexture1.ignoreCameraViewport = true;
  111492. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  111493. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  111494. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  111495. width: blurTextureWidth2,
  111496. height: blurTextureHeight2
  111497. }, this._scene, false, true, textureType);
  111498. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111499. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111500. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111501. this._blurTexture2.renderParticles = false;
  111502. this._blurTexture2.ignoreCameraViewport = true;
  111503. this._textures = [this._blurTexture1, this._blurTexture2];
  111504. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  111505. width: blurTextureWidth,
  111506. height: blurTextureHeight
  111507. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111508. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  111509. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  111510. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  111511. effect.setTexture("textureSampler", _this._mainTexture);
  111512. });
  111513. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  111514. width: blurTextureWidth,
  111515. height: blurTextureHeight
  111516. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111517. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  111518. width: blurTextureWidth2,
  111519. height: blurTextureHeight2
  111520. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111521. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  111522. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  111523. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  111524. effect.setTexture("textureSampler", _this._blurTexture1);
  111525. });
  111526. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  111527. width: blurTextureWidth2,
  111528. height: blurTextureHeight2
  111529. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111530. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  111531. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  111532. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  111533. this._mainTexture.samples = this._options.mainTextureSamples;
  111534. this._mainTexture.onAfterUnbindObservable.add(function () {
  111535. var internalTexture = _this._blurTexture1.getInternalTexture();
  111536. if (internalTexture) {
  111537. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  111538. internalTexture = _this._blurTexture2.getInternalTexture();
  111539. if (internalTexture) {
  111540. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  111541. }
  111542. }
  111543. });
  111544. // Prevent autoClear.
  111545. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  111546. };
  111547. /**
  111548. * Checks for the readiness of the element composing the layer.
  111549. * @param subMesh the mesh to check for
  111550. * @param useInstances specify wether or not to use instances to render the mesh
  111551. * @param emissiveTexture the associated emissive texture used to generate the glow
  111552. * @return true if ready otherwise, false
  111553. */
  111554. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  111555. var material = subMesh.getMaterial();
  111556. var mesh = subMesh.getRenderingMesh();
  111557. if (!material || !mesh) {
  111558. return false;
  111559. }
  111560. var emissiveTexture = material.emissiveTexture;
  111561. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  111562. };
  111563. /**
  111564. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111565. */
  111566. GlowLayer.prototype.needStencil = function () {
  111567. return false;
  111568. };
  111569. /**
  111570. * Implementation specific of rendering the generating effect on the main canvas.
  111571. * @param effect The effect used to render through
  111572. */
  111573. GlowLayer.prototype._internalRender = function (effect) {
  111574. // Texture
  111575. effect.setTexture("textureSampler", this._blurTexture1);
  111576. effect.setTexture("textureSampler2", this._blurTexture2);
  111577. effect.setFloat("offset", this._intensity);
  111578. // Cache
  111579. var engine = this._engine;
  111580. var previousStencilBuffer = engine.getStencilBuffer();
  111581. // Draw order
  111582. engine.setStencilBuffer(false);
  111583. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111584. // Draw order
  111585. engine.setStencilBuffer(previousStencilBuffer);
  111586. };
  111587. /**
  111588. * Sets the required values for both the emissive texture and and the main color.
  111589. */
  111590. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  111591. var textureLevel = 1.0;
  111592. if (this.customEmissiveTextureSelector) {
  111593. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  111594. }
  111595. else {
  111596. if (material) {
  111597. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  111598. if (this._emissiveTextureAndColor.texture) {
  111599. textureLevel = this._emissiveTextureAndColor.texture.level;
  111600. }
  111601. }
  111602. else {
  111603. this._emissiveTextureAndColor.texture = null;
  111604. }
  111605. }
  111606. if (this.customEmissiveColorSelector) {
  111607. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  111608. }
  111609. else {
  111610. if (material.emissiveColor) {
  111611. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  111612. }
  111613. else {
  111614. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  111615. }
  111616. }
  111617. };
  111618. /**
  111619. * Returns true if the mesh should render, otherwise false.
  111620. * @param mesh The mesh to render
  111621. * @returns true if it should render otherwise false
  111622. */
  111623. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  111624. return this.hasMesh(mesh);
  111625. };
  111626. /**
  111627. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  111628. * @param mesh The mesh to exclude from the glow layer
  111629. */
  111630. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  111631. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  111632. this._excludedMeshes.push(mesh.uniqueId);
  111633. }
  111634. };
  111635. /**
  111636. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  111637. * @param mesh The mesh to remove
  111638. */
  111639. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  111640. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  111641. if (index !== -1) {
  111642. this._excludedMeshes.splice(index, 1);
  111643. }
  111644. };
  111645. /**
  111646. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  111647. * @param mesh The mesh to include in the glow layer
  111648. */
  111649. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  111650. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  111651. this._includedOnlyMeshes.push(mesh.uniqueId);
  111652. }
  111653. };
  111654. /**
  111655. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  111656. * @param mesh The mesh to remove
  111657. */
  111658. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  111659. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  111660. if (index !== -1) {
  111661. this._includedOnlyMeshes.splice(index, 1);
  111662. }
  111663. };
  111664. /**
  111665. * Determine if a given mesh will be used in the glow layer
  111666. * @param mesh The mesh to test
  111667. * @returns true if the mesh will be highlighted by the current glow layer
  111668. */
  111669. GlowLayer.prototype.hasMesh = function (mesh) {
  111670. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111671. return false;
  111672. }
  111673. // Included Mesh
  111674. if (this._includedOnlyMeshes.length) {
  111675. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  111676. }
  111677. // Excluded Mesh
  111678. if (this._excludedMeshes.length) {
  111679. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  111680. }
  111681. return true;
  111682. };
  111683. /**
  111684. * Free any resources and references associated to a mesh.
  111685. * Internal use
  111686. * @param mesh The mesh to free.
  111687. * @hidden
  111688. */
  111689. GlowLayer.prototype._disposeMesh = function (mesh) {
  111690. this.removeIncludedOnlyMesh(mesh);
  111691. this.removeExcludedMesh(mesh);
  111692. };
  111693. /**
  111694. * Gets the class name of the effect layer
  111695. * @returns the string with the class name of the effect layer
  111696. */
  111697. GlowLayer.prototype.getClassName = function () {
  111698. return "GlowLayer";
  111699. };
  111700. /**
  111701. * Serializes this glow layer
  111702. * @returns a serialized glow layer object
  111703. */
  111704. GlowLayer.prototype.serialize = function () {
  111705. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  111706. serializationObject.customType = "BABYLON.GlowLayer";
  111707. var index;
  111708. // Included meshes
  111709. serializationObject.includedMeshes = [];
  111710. if (this._includedOnlyMeshes.length) {
  111711. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  111712. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  111713. if (mesh) {
  111714. serializationObject.includedMeshes.push(mesh.id);
  111715. }
  111716. }
  111717. }
  111718. // Excluded meshes
  111719. serializationObject.excludedMeshes = [];
  111720. if (this._excludedMeshes.length) {
  111721. for (index = 0; index < this._excludedMeshes.length; index++) {
  111722. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  111723. if (mesh) {
  111724. serializationObject.excludedMeshes.push(mesh.id);
  111725. }
  111726. }
  111727. }
  111728. return serializationObject;
  111729. };
  111730. /**
  111731. * Creates a Glow Layer from parsed glow layer data
  111732. * @param parsedGlowLayer defines glow layer data
  111733. * @param scene defines the current scene
  111734. * @param rootUrl defines the root URL containing the glow layer information
  111735. * @returns a parsed Glow Layer
  111736. */
  111737. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  111738. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  111739. var index;
  111740. // Excluded meshes
  111741. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  111742. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  111743. if (mesh) {
  111744. gl.addExcludedMesh(mesh);
  111745. }
  111746. }
  111747. // Included meshes
  111748. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  111749. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  111750. if (mesh) {
  111751. gl.addIncludedOnlyMesh(mesh);
  111752. }
  111753. }
  111754. return gl;
  111755. };
  111756. /**
  111757. * Effect Name of the layer.
  111758. */
  111759. GlowLayer.EffectName = "GlowLayer";
  111760. /**
  111761. * The default blur kernel size used for the glow.
  111762. */
  111763. GlowLayer.DefaultBlurKernelSize = 32;
  111764. /**
  111765. * The default texture size ratio used for the glow.
  111766. */
  111767. GlowLayer.DefaultTextureRatio = 0.5;
  111768. __decorate([
  111769. BABYLON.serialize()
  111770. ], GlowLayer.prototype, "blurKernelSize", null);
  111771. __decorate([
  111772. BABYLON.serialize()
  111773. ], GlowLayer.prototype, "intensity", null);
  111774. __decorate([
  111775. BABYLON.serialize("options")
  111776. ], GlowLayer.prototype, "_options", void 0);
  111777. return GlowLayer;
  111778. }(BABYLON.EffectLayer));
  111779. BABYLON.GlowLayer = GlowLayer;
  111780. })(BABYLON || (BABYLON = {}));
  111781. //# sourceMappingURL=babylon.glowLayer.js.map
  111782. var BABYLON;
  111783. (function (BABYLON) {
  111784. /**
  111785. * Defines the list of states available for a task inside a AssetsManager
  111786. */
  111787. var AssetTaskState;
  111788. (function (AssetTaskState) {
  111789. /**
  111790. * Initialization
  111791. */
  111792. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  111793. /**
  111794. * Running
  111795. */
  111796. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  111797. /**
  111798. * Done
  111799. */
  111800. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  111801. /**
  111802. * Error
  111803. */
  111804. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  111805. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  111806. /**
  111807. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  111808. */
  111809. var AbstractAssetTask = /** @class */ (function () {
  111810. /**
  111811. * Creates a new AssetsManager
  111812. * @param name defines the name of the task
  111813. */
  111814. function AbstractAssetTask(
  111815. /**
  111816. * Task name
  111817. */ name) {
  111818. this.name = name;
  111819. this._isCompleted = false;
  111820. this._taskState = AssetTaskState.INIT;
  111821. }
  111822. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  111823. /**
  111824. * Get if the task is completed
  111825. */
  111826. get: function () {
  111827. return this._isCompleted;
  111828. },
  111829. enumerable: true,
  111830. configurable: true
  111831. });
  111832. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  111833. /**
  111834. * Gets the current state of the task
  111835. */
  111836. get: function () {
  111837. return this._taskState;
  111838. },
  111839. enumerable: true,
  111840. configurable: true
  111841. });
  111842. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  111843. /**
  111844. * Gets the current error object (if task is in error)
  111845. */
  111846. get: function () {
  111847. return this._errorObject;
  111848. },
  111849. enumerable: true,
  111850. configurable: true
  111851. });
  111852. /**
  111853. * Internal only
  111854. * @hidden
  111855. */
  111856. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  111857. if (this._errorObject) {
  111858. return;
  111859. }
  111860. this._errorObject = {
  111861. message: message,
  111862. exception: exception
  111863. };
  111864. };
  111865. /**
  111866. * Execute the current task
  111867. * @param scene defines the scene where you want your assets to be loaded
  111868. * @param onSuccess is a callback called when the task is successfully executed
  111869. * @param onError is a callback called if an error occurs
  111870. */
  111871. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  111872. var _this = this;
  111873. this._taskState = AssetTaskState.RUNNING;
  111874. this.runTask(scene, function () {
  111875. _this.onDoneCallback(onSuccess, onError);
  111876. }, function (msg, exception) {
  111877. _this.onErrorCallback(onError, msg, exception);
  111878. });
  111879. };
  111880. /**
  111881. * Execute the current task
  111882. * @param scene defines the scene where you want your assets to be loaded
  111883. * @param onSuccess is a callback called when the task is successfully executed
  111884. * @param onError is a callback called if an error occurs
  111885. */
  111886. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  111887. throw new Error("runTask is not implemented");
  111888. };
  111889. /**
  111890. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  111891. * This can be used with failed tasks that have the reason for failure fixed.
  111892. */
  111893. AbstractAssetTask.prototype.reset = function () {
  111894. this._taskState = AssetTaskState.INIT;
  111895. };
  111896. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  111897. this._taskState = AssetTaskState.ERROR;
  111898. this._errorObject = {
  111899. message: message,
  111900. exception: exception
  111901. };
  111902. if (this.onError) {
  111903. this.onError(this, message, exception);
  111904. }
  111905. onError();
  111906. };
  111907. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  111908. try {
  111909. this._taskState = AssetTaskState.DONE;
  111910. this._isCompleted = true;
  111911. if (this.onSuccess) {
  111912. this.onSuccess(this);
  111913. }
  111914. onSuccess();
  111915. }
  111916. catch (e) {
  111917. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  111918. }
  111919. };
  111920. return AbstractAssetTask;
  111921. }());
  111922. BABYLON.AbstractAssetTask = AbstractAssetTask;
  111923. /**
  111924. * Class used to share progress information about assets loading
  111925. */
  111926. var AssetsProgressEvent = /** @class */ (function () {
  111927. /**
  111928. * Creates a AssetsProgressEvent
  111929. * @param remainingCount defines the number of remaining tasks to process
  111930. * @param totalCount defines the total number of tasks
  111931. * @param task defines the task that was just processed
  111932. */
  111933. function AssetsProgressEvent(remainingCount, totalCount, task) {
  111934. this.remainingCount = remainingCount;
  111935. this.totalCount = totalCount;
  111936. this.task = task;
  111937. }
  111938. return AssetsProgressEvent;
  111939. }());
  111940. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  111941. /**
  111942. * Define a task used by AssetsManager to load meshes
  111943. */
  111944. var MeshAssetTask = /** @class */ (function (_super) {
  111945. __extends(MeshAssetTask, _super);
  111946. /**
  111947. * Creates a new MeshAssetTask
  111948. * @param name defines the name of the task
  111949. * @param meshesNames defines the list of mesh's names you want to load
  111950. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  111951. * @param sceneFilename defines the filename of the scene to load from
  111952. */
  111953. function MeshAssetTask(
  111954. /**
  111955. * Defines the name of the task
  111956. */
  111957. name,
  111958. /**
  111959. * Defines the list of mesh's names you want to load
  111960. */
  111961. meshesNames,
  111962. /**
  111963. * Defines the root url to use as a base to load your meshes and associated resources
  111964. */
  111965. rootUrl,
  111966. /**
  111967. * Defines the filename of the scene to load from
  111968. */
  111969. sceneFilename) {
  111970. var _this = _super.call(this, name) || this;
  111971. _this.name = name;
  111972. _this.meshesNames = meshesNames;
  111973. _this.rootUrl = rootUrl;
  111974. _this.sceneFilename = sceneFilename;
  111975. return _this;
  111976. }
  111977. /**
  111978. * Execute the current task
  111979. * @param scene defines the scene where you want your assets to be loaded
  111980. * @param onSuccess is a callback called when the task is successfully executed
  111981. * @param onError is a callback called if an error occurs
  111982. */
  111983. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  111984. var _this = this;
  111985. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  111986. _this.loadedMeshes = meshes;
  111987. _this.loadedParticleSystems = particleSystems;
  111988. _this.loadedSkeletons = skeletons;
  111989. onSuccess();
  111990. }, null, function (scene, message, exception) {
  111991. onError(message, exception);
  111992. });
  111993. };
  111994. return MeshAssetTask;
  111995. }(AbstractAssetTask));
  111996. BABYLON.MeshAssetTask = MeshAssetTask;
  111997. /**
  111998. * Define a task used by AssetsManager to load text content
  111999. */
  112000. var TextFileAssetTask = /** @class */ (function (_super) {
  112001. __extends(TextFileAssetTask, _super);
  112002. /**
  112003. * Creates a new TextFileAssetTask object
  112004. * @param name defines the name of the task
  112005. * @param url defines the location of the file to load
  112006. */
  112007. function TextFileAssetTask(
  112008. /**
  112009. * Defines the name of the task
  112010. */
  112011. name,
  112012. /**
  112013. * Defines the location of the file to load
  112014. */
  112015. url) {
  112016. var _this = _super.call(this, name) || this;
  112017. _this.name = name;
  112018. _this.url = url;
  112019. return _this;
  112020. }
  112021. /**
  112022. * Execute the current task
  112023. * @param scene defines the scene where you want your assets to be loaded
  112024. * @param onSuccess is a callback called when the task is successfully executed
  112025. * @param onError is a callback called if an error occurs
  112026. */
  112027. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112028. var _this = this;
  112029. scene._loadFile(this.url, function (data) {
  112030. _this.text = data;
  112031. onSuccess();
  112032. }, undefined, false, false, function (request, exception) {
  112033. if (request) {
  112034. onError(request.status + " " + request.statusText, exception);
  112035. }
  112036. });
  112037. };
  112038. return TextFileAssetTask;
  112039. }(AbstractAssetTask));
  112040. BABYLON.TextFileAssetTask = TextFileAssetTask;
  112041. /**
  112042. * Define a task used by AssetsManager to load binary data
  112043. */
  112044. var BinaryFileAssetTask = /** @class */ (function (_super) {
  112045. __extends(BinaryFileAssetTask, _super);
  112046. /**
  112047. * Creates a new BinaryFileAssetTask object
  112048. * @param name defines the name of the new task
  112049. * @param url defines the location of the file to load
  112050. */
  112051. function BinaryFileAssetTask(
  112052. /**
  112053. * Defines the name of the task
  112054. */
  112055. name,
  112056. /**
  112057. * Defines the location of the file to load
  112058. */
  112059. url) {
  112060. var _this = _super.call(this, name) || this;
  112061. _this.name = name;
  112062. _this.url = url;
  112063. return _this;
  112064. }
  112065. /**
  112066. * Execute the current task
  112067. * @param scene defines the scene where you want your assets to be loaded
  112068. * @param onSuccess is a callback called when the task is successfully executed
  112069. * @param onError is a callback called if an error occurs
  112070. */
  112071. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112072. var _this = this;
  112073. scene._loadFile(this.url, function (data) {
  112074. _this.data = data;
  112075. onSuccess();
  112076. }, undefined, true, true, function (request, exception) {
  112077. if (request) {
  112078. onError(request.status + " " + request.statusText, exception);
  112079. }
  112080. });
  112081. };
  112082. return BinaryFileAssetTask;
  112083. }(AbstractAssetTask));
  112084. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  112085. /**
  112086. * Define a task used by AssetsManager to load images
  112087. */
  112088. var ImageAssetTask = /** @class */ (function (_super) {
  112089. __extends(ImageAssetTask, _super);
  112090. /**
  112091. * Creates a new ImageAssetTask
  112092. * @param name defines the name of the task
  112093. * @param url defines the location of the image to load
  112094. */
  112095. function ImageAssetTask(
  112096. /**
  112097. * Defines the name of the task
  112098. */
  112099. name,
  112100. /**
  112101. * Defines the location of the image to load
  112102. */
  112103. url) {
  112104. var _this = _super.call(this, name) || this;
  112105. _this.name = name;
  112106. _this.url = url;
  112107. return _this;
  112108. }
  112109. /**
  112110. * Execute the current task
  112111. * @param scene defines the scene where you want your assets to be loaded
  112112. * @param onSuccess is a callback called when the task is successfully executed
  112113. * @param onError is a callback called if an error occurs
  112114. */
  112115. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112116. var _this = this;
  112117. var img = new Image();
  112118. BABYLON.Tools.SetCorsBehavior(this.url, img);
  112119. img.onload = function () {
  112120. _this.image = img;
  112121. onSuccess();
  112122. };
  112123. img.onerror = function (err) {
  112124. onError("Error loading image", err);
  112125. };
  112126. img.src = this.url;
  112127. };
  112128. return ImageAssetTask;
  112129. }(AbstractAssetTask));
  112130. BABYLON.ImageAssetTask = ImageAssetTask;
  112131. /**
  112132. * Define a task used by AssetsManager to load 2D textures
  112133. */
  112134. var TextureAssetTask = /** @class */ (function (_super) {
  112135. __extends(TextureAssetTask, _super);
  112136. /**
  112137. * Creates a new TextureAssetTask object
  112138. * @param name defines the name of the task
  112139. * @param url defines the location of the file to load
  112140. * @param noMipmap defines if mipmap should not be generated (default is false)
  112141. * @param invertY defines if texture must be inverted on Y axis (default is false)
  112142. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112143. */
  112144. function TextureAssetTask(
  112145. /**
  112146. * Defines the name of the task
  112147. */
  112148. name,
  112149. /**
  112150. * Defines the location of the file to load
  112151. */
  112152. url,
  112153. /**
  112154. * Defines if mipmap should not be generated (default is false)
  112155. */
  112156. noMipmap,
  112157. /**
  112158. * Defines if texture must be inverted on Y axis (default is false)
  112159. */
  112160. invertY,
  112161. /**
  112162. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112163. */
  112164. samplingMode) {
  112165. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  112166. var _this = _super.call(this, name) || this;
  112167. _this.name = name;
  112168. _this.url = url;
  112169. _this.noMipmap = noMipmap;
  112170. _this.invertY = invertY;
  112171. _this.samplingMode = samplingMode;
  112172. return _this;
  112173. }
  112174. /**
  112175. * Execute the current task
  112176. * @param scene defines the scene where you want your assets to be loaded
  112177. * @param onSuccess is a callback called when the task is successfully executed
  112178. * @param onError is a callback called if an error occurs
  112179. */
  112180. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112181. var onload = function () {
  112182. onSuccess();
  112183. };
  112184. var onerror = function (message, exception) {
  112185. onError(message, exception);
  112186. };
  112187. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  112188. };
  112189. return TextureAssetTask;
  112190. }(AbstractAssetTask));
  112191. BABYLON.TextureAssetTask = TextureAssetTask;
  112192. /**
  112193. * Define a task used by AssetsManager to load cube textures
  112194. */
  112195. var CubeTextureAssetTask = /** @class */ (function (_super) {
  112196. __extends(CubeTextureAssetTask, _super);
  112197. /**
  112198. * Creates a new CubeTextureAssetTask
  112199. * @param name defines the name of the task
  112200. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  112201. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  112202. * @param noMipmap defines if mipmaps should not be generated (default is false)
  112203. * @param files defines the explicit list of files (undefined by default)
  112204. */
  112205. function CubeTextureAssetTask(
  112206. /**
  112207. * Defines the name of the task
  112208. */
  112209. name,
  112210. /**
  112211. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  112212. */
  112213. url,
  112214. /**
  112215. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  112216. */
  112217. extensions,
  112218. /**
  112219. * Defines if mipmaps should not be generated (default is false)
  112220. */
  112221. noMipmap,
  112222. /**
  112223. * Defines the explicit list of files (undefined by default)
  112224. */
  112225. files) {
  112226. var _this = _super.call(this, name) || this;
  112227. _this.name = name;
  112228. _this.url = url;
  112229. _this.extensions = extensions;
  112230. _this.noMipmap = noMipmap;
  112231. _this.files = files;
  112232. return _this;
  112233. }
  112234. /**
  112235. * Execute the current task
  112236. * @param scene defines the scene where you want your assets to be loaded
  112237. * @param onSuccess is a callback called when the task is successfully executed
  112238. * @param onError is a callback called if an error occurs
  112239. */
  112240. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112241. var onload = function () {
  112242. onSuccess();
  112243. };
  112244. var onerror = function (message, exception) {
  112245. onError(message, exception);
  112246. };
  112247. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  112248. };
  112249. return CubeTextureAssetTask;
  112250. }(AbstractAssetTask));
  112251. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  112252. /**
  112253. * Define a task used by AssetsManager to load HDR cube textures
  112254. */
  112255. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  112256. __extends(HDRCubeTextureAssetTask, _super);
  112257. /**
  112258. * Creates a new HDRCubeTextureAssetTask object
  112259. * @param name defines the name of the task
  112260. * @param url defines the location of the file to load
  112261. * @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.
  112262. * @param noMipmap defines if mipmaps should not be generated (default is false)
  112263. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  112264. * @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)
  112265. * @param reserved Internal use only
  112266. */
  112267. function HDRCubeTextureAssetTask(
  112268. /**
  112269. * Defines the name of the task
  112270. */
  112271. name,
  112272. /**
  112273. * Defines the location of the file to load
  112274. */
  112275. url,
  112276. /**
  112277. * Defines the desired size (the more it increases the longer the generation will be)
  112278. */
  112279. size,
  112280. /**
  112281. * Defines if mipmaps should not be generated (default is false)
  112282. */
  112283. noMipmap,
  112284. /**
  112285. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  112286. */
  112287. generateHarmonics,
  112288. /**
  112289. * 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)
  112290. */
  112291. gammaSpace,
  112292. /**
  112293. * Internal Use Only
  112294. */
  112295. reserved) {
  112296. if (noMipmap === void 0) { noMipmap = false; }
  112297. if (generateHarmonics === void 0) { generateHarmonics = true; }
  112298. if (gammaSpace === void 0) { gammaSpace = false; }
  112299. if (reserved === void 0) { reserved = false; }
  112300. var _this = _super.call(this, name) || this;
  112301. _this.name = name;
  112302. _this.url = url;
  112303. _this.size = size;
  112304. _this.noMipmap = noMipmap;
  112305. _this.generateHarmonics = generateHarmonics;
  112306. _this.gammaSpace = gammaSpace;
  112307. _this.reserved = reserved;
  112308. return _this;
  112309. }
  112310. /**
  112311. * Execute the current task
  112312. * @param scene defines the scene where you want your assets to be loaded
  112313. * @param onSuccess is a callback called when the task is successfully executed
  112314. * @param onError is a callback called if an error occurs
  112315. */
  112316. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  112317. var onload = function () {
  112318. onSuccess();
  112319. };
  112320. var onerror = function (message, exception) {
  112321. onError(message, exception);
  112322. };
  112323. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  112324. };
  112325. return HDRCubeTextureAssetTask;
  112326. }(AbstractAssetTask));
  112327. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  112328. /**
  112329. * This class can be used to easily import assets into a scene
  112330. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  112331. */
  112332. var AssetsManager = /** @class */ (function () {
  112333. /**
  112334. * Creates a new AssetsManager
  112335. * @param scene defines the scene to work on
  112336. */
  112337. function AssetsManager(scene) {
  112338. this._isLoading = false;
  112339. this._tasks = new Array();
  112340. this._waitingTasksCount = 0;
  112341. this._totalTasksCount = 0;
  112342. /**
  112343. * Observable called when all tasks are processed
  112344. */
  112345. this.onTaskSuccessObservable = new BABYLON.Observable();
  112346. /**
  112347. * Observable called when a task had an error
  112348. */
  112349. this.onTaskErrorObservable = new BABYLON.Observable();
  112350. /**
  112351. * Observable called when a task is successful
  112352. */
  112353. this.onTasksDoneObservable = new BABYLON.Observable();
  112354. /**
  112355. * Observable called when a task is done (whatever the result is)
  112356. */
  112357. this.onProgressObservable = new BABYLON.Observable();
  112358. /**
  112359. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  112360. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  112361. */
  112362. this.useDefaultLoadingScreen = true;
  112363. this._scene = scene;
  112364. }
  112365. /**
  112366. * Add a MeshAssetTask to the list of active tasks
  112367. * @param taskName defines the name of the new task
  112368. * @param meshesNames defines the name of meshes to load
  112369. * @param rootUrl defines the root url to use to locate files
  112370. * @param sceneFilename defines the filename of the scene file
  112371. * @returns a new MeshAssetTask object
  112372. */
  112373. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  112374. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  112375. this._tasks.push(task);
  112376. return task;
  112377. };
  112378. /**
  112379. * Add a TextFileAssetTask to the list of active tasks
  112380. * @param taskName defines the name of the new task
  112381. * @param url defines the url of the file to load
  112382. * @returns a new TextFileAssetTask object
  112383. */
  112384. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  112385. var task = new TextFileAssetTask(taskName, url);
  112386. this._tasks.push(task);
  112387. return task;
  112388. };
  112389. /**
  112390. * Add a BinaryFileAssetTask to the list of active tasks
  112391. * @param taskName defines the name of the new task
  112392. * @param url defines the url of the file to load
  112393. * @returns a new BinaryFileAssetTask object
  112394. */
  112395. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  112396. var task = new BinaryFileAssetTask(taskName, url);
  112397. this._tasks.push(task);
  112398. return task;
  112399. };
  112400. /**
  112401. * Add a ImageAssetTask to the list of active tasks
  112402. * @param taskName defines the name of the new task
  112403. * @param url defines the url of the file to load
  112404. * @returns a new ImageAssetTask object
  112405. */
  112406. AssetsManager.prototype.addImageTask = function (taskName, url) {
  112407. var task = new ImageAssetTask(taskName, url);
  112408. this._tasks.push(task);
  112409. return task;
  112410. };
  112411. /**
  112412. * Add a TextureAssetTask to the list of active tasks
  112413. * @param taskName defines the name of the new task
  112414. * @param url defines the url of the file to load
  112415. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112416. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  112417. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  112418. * @returns a new TextureAssetTask object
  112419. */
  112420. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  112421. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  112422. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  112423. this._tasks.push(task);
  112424. return task;
  112425. };
  112426. /**
  112427. * Add a CubeTextureAssetTask to the list of active tasks
  112428. * @param taskName defines the name of the new task
  112429. * @param url defines the url of the file to load
  112430. * @param extensions defines the extension to use to load the cube map (can be null)
  112431. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112432. * @param files defines the list of files to load (can be null)
  112433. * @returns a new CubeTextureAssetTask object
  112434. */
  112435. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  112436. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  112437. this._tasks.push(task);
  112438. return task;
  112439. };
  112440. /**
  112441. *
  112442. * Add a HDRCubeTextureAssetTask to the list of active tasks
  112443. * @param taskName defines the name of the new task
  112444. * @param url defines the url of the file to load
  112445. * @param size defines the size you want for the cubemap (can be null)
  112446. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112447. * @param generateHarmonics defines if you want to automatically generate (true by default)
  112448. * @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)
  112449. * @param reserved Internal use only
  112450. * @returns a new HDRCubeTextureAssetTask object
  112451. */
  112452. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  112453. if (noMipmap === void 0) { noMipmap = false; }
  112454. if (generateHarmonics === void 0) { generateHarmonics = true; }
  112455. if (gammaSpace === void 0) { gammaSpace = false; }
  112456. if (reserved === void 0) { reserved = false; }
  112457. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  112458. this._tasks.push(task);
  112459. return task;
  112460. };
  112461. /**
  112462. * Remove a task from the assets manager.
  112463. * @param task the task to remove
  112464. */
  112465. AssetsManager.prototype.removeTask = function (task) {
  112466. var index = this._tasks.indexOf(task);
  112467. if (index > -1) {
  112468. this._tasks.splice(index, 1);
  112469. }
  112470. };
  112471. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  112472. this._waitingTasksCount--;
  112473. try {
  112474. if (this.onProgress) {
  112475. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  112476. }
  112477. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  112478. }
  112479. catch (e) {
  112480. BABYLON.Tools.Error("Error running progress callbacks.");
  112481. console.log(e);
  112482. }
  112483. if (this._waitingTasksCount === 0) {
  112484. try {
  112485. if (this.onFinish) {
  112486. this.onFinish(this._tasks);
  112487. }
  112488. // Let's remove successfull tasks
  112489. var currentTasks = this._tasks.slice();
  112490. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  112491. var task = currentTasks_1[_i];
  112492. if (task.taskState === AssetTaskState.DONE) {
  112493. var index = this._tasks.indexOf(task);
  112494. if (index > -1) {
  112495. this._tasks.splice(index, 1);
  112496. }
  112497. }
  112498. }
  112499. this.onTasksDoneObservable.notifyObservers(this._tasks);
  112500. }
  112501. catch (e) {
  112502. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  112503. console.log(e);
  112504. }
  112505. this._isLoading = false;
  112506. this._scene.getEngine().hideLoadingUI();
  112507. }
  112508. };
  112509. AssetsManager.prototype._runTask = function (task) {
  112510. var _this = this;
  112511. var done = function () {
  112512. try {
  112513. if (_this.onTaskSuccess) {
  112514. _this.onTaskSuccess(task);
  112515. }
  112516. _this.onTaskSuccessObservable.notifyObservers(task);
  112517. _this._decreaseWaitingTasksCount(task);
  112518. }
  112519. catch (e) {
  112520. error("Error executing task success callbacks", e);
  112521. }
  112522. };
  112523. var error = function (message, exception) {
  112524. task._setErrorObject(message, exception);
  112525. if (_this.onTaskError) {
  112526. _this.onTaskError(task);
  112527. }
  112528. _this.onTaskErrorObservable.notifyObservers(task);
  112529. _this._decreaseWaitingTasksCount(task);
  112530. };
  112531. task.run(this._scene, done, error);
  112532. };
  112533. /**
  112534. * Reset the AssetsManager and remove all tasks
  112535. * @return the current instance of the AssetsManager
  112536. */
  112537. AssetsManager.prototype.reset = function () {
  112538. this._isLoading = false;
  112539. this._tasks = new Array();
  112540. return this;
  112541. };
  112542. /**
  112543. * Start the loading process
  112544. * @return the current instance of the AssetsManager
  112545. */
  112546. AssetsManager.prototype.load = function () {
  112547. if (this._isLoading) {
  112548. return this;
  112549. }
  112550. this._isLoading = true;
  112551. this._waitingTasksCount = this._tasks.length;
  112552. this._totalTasksCount = this._tasks.length;
  112553. if (this._waitingTasksCount === 0) {
  112554. this._isLoading = false;
  112555. if (this.onFinish) {
  112556. this.onFinish(this._tasks);
  112557. }
  112558. this.onTasksDoneObservable.notifyObservers(this._tasks);
  112559. return this;
  112560. }
  112561. if (this.useDefaultLoadingScreen) {
  112562. this._scene.getEngine().displayLoadingUI();
  112563. }
  112564. for (var index = 0; index < this._tasks.length; index++) {
  112565. var task = this._tasks[index];
  112566. if (task.taskState === AssetTaskState.INIT) {
  112567. this._runTask(task);
  112568. }
  112569. }
  112570. return this;
  112571. };
  112572. return AssetsManager;
  112573. }());
  112574. BABYLON.AssetsManager = AssetsManager;
  112575. })(BABYLON || (BABYLON = {}));
  112576. //# sourceMappingURL=babylon.assetsManager.js.map
  112577. var BABYLON;
  112578. (function (BABYLON) {
  112579. var serializedGeometries = [];
  112580. var serializeGeometry = function (geometry, serializationGeometries) {
  112581. if (serializedGeometries[geometry.id]) {
  112582. return;
  112583. }
  112584. if (geometry.doNotSerialize) {
  112585. return;
  112586. }
  112587. if (geometry instanceof BABYLON.BoxGeometry) {
  112588. serializationGeometries.boxes.push(geometry.serialize());
  112589. }
  112590. else if (geometry instanceof BABYLON.SphereGeometry) {
  112591. serializationGeometries.spheres.push(geometry.serialize());
  112592. }
  112593. else if (geometry instanceof BABYLON.CylinderGeometry) {
  112594. serializationGeometries.cylinders.push(geometry.serialize());
  112595. }
  112596. else if (geometry instanceof BABYLON.TorusGeometry) {
  112597. serializationGeometries.toruses.push(geometry.serialize());
  112598. }
  112599. else if (geometry instanceof BABYLON.GroundGeometry) {
  112600. serializationGeometries.grounds.push(geometry.serialize());
  112601. }
  112602. else if (geometry instanceof BABYLON.Plane) {
  112603. serializationGeometries.planes.push(geometry.serialize());
  112604. }
  112605. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  112606. serializationGeometries.torusKnots.push(geometry.serialize());
  112607. }
  112608. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  112609. throw new Error("Unknown primitive type");
  112610. }
  112611. else {
  112612. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  112613. }
  112614. serializedGeometries[geometry.id] = true;
  112615. };
  112616. var serializeMesh = function (mesh, serializationScene) {
  112617. var serializationObject = {};
  112618. // Geometry
  112619. var geometry = mesh._geometry;
  112620. if (geometry) {
  112621. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  112622. // 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
  112623. serializeGeometry(geometry, serializationScene.geometries);
  112624. }
  112625. }
  112626. // Custom
  112627. if (mesh.serialize) {
  112628. mesh.serialize(serializationObject);
  112629. }
  112630. return serializationObject;
  112631. };
  112632. var finalizeSingleMesh = function (mesh, serializationObject) {
  112633. //only works if the mesh is already loaded
  112634. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  112635. //serialize material
  112636. if (mesh.material) {
  112637. if (mesh.material instanceof BABYLON.MultiMaterial) {
  112638. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  112639. serializationObject.materials = serializationObject.materials || [];
  112640. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  112641. serializationObject.multiMaterials.push(mesh.material.serialize());
  112642. var _loop_1 = function (submaterial) {
  112643. if (submaterial) {
  112644. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  112645. serializationObject.materials.push(submaterial.serialize());
  112646. }
  112647. }
  112648. };
  112649. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  112650. var submaterial = _a[_i];
  112651. _loop_1(submaterial);
  112652. }
  112653. }
  112654. }
  112655. else {
  112656. serializationObject.materials = serializationObject.materials || [];
  112657. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  112658. serializationObject.materials.push(mesh.material.serialize());
  112659. }
  112660. }
  112661. }
  112662. //serialize geometry
  112663. var geometry = mesh._geometry;
  112664. if (geometry) {
  112665. if (!serializationObject.geometries) {
  112666. serializationObject.geometries = {};
  112667. serializationObject.geometries.boxes = [];
  112668. serializationObject.geometries.spheres = [];
  112669. serializationObject.geometries.cylinders = [];
  112670. serializationObject.geometries.toruses = [];
  112671. serializationObject.geometries.grounds = [];
  112672. serializationObject.geometries.planes = [];
  112673. serializationObject.geometries.torusKnots = [];
  112674. serializationObject.geometries.vertexData = [];
  112675. }
  112676. serializeGeometry(geometry, serializationObject.geometries);
  112677. }
  112678. // Skeletons
  112679. if (mesh.skeleton) {
  112680. serializationObject.skeletons = serializationObject.skeletons || [];
  112681. serializationObject.skeletons.push(mesh.skeleton.serialize());
  112682. }
  112683. //serialize the actual mesh
  112684. serializationObject.meshes = serializationObject.meshes || [];
  112685. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  112686. }
  112687. };
  112688. /**
  112689. * Class used to serialize a scene into a string
  112690. */
  112691. var SceneSerializer = /** @class */ (function () {
  112692. function SceneSerializer() {
  112693. }
  112694. /**
  112695. * Clear cache used by a previous serialization
  112696. */
  112697. SceneSerializer.ClearCache = function () {
  112698. serializedGeometries = [];
  112699. };
  112700. /**
  112701. * Serialize a scene into a JSON compatible object
  112702. * @param scene defines the scene to serialize
  112703. * @returns a JSON compatible object
  112704. */
  112705. SceneSerializer.Serialize = function (scene) {
  112706. var serializationObject = {};
  112707. SceneSerializer.ClearCache();
  112708. // Scene
  112709. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  112710. serializationObject.autoClear = scene.autoClear;
  112711. serializationObject.clearColor = scene.clearColor.asArray();
  112712. serializationObject.ambientColor = scene.ambientColor.asArray();
  112713. serializationObject.gravity = scene.gravity.asArray();
  112714. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  112715. serializationObject.workerCollisions = scene.workerCollisions;
  112716. // Fog
  112717. if (scene.fogMode && scene.fogMode !== 0) {
  112718. serializationObject.fogMode = scene.fogMode;
  112719. serializationObject.fogColor = scene.fogColor.asArray();
  112720. serializationObject.fogStart = scene.fogStart;
  112721. serializationObject.fogEnd = scene.fogEnd;
  112722. serializationObject.fogDensity = scene.fogDensity;
  112723. }
  112724. //Physics
  112725. if (scene.isPhysicsEnabled()) {
  112726. var physicEngine = scene.getPhysicsEngine();
  112727. if (physicEngine) {
  112728. serializationObject.physicsEnabled = true;
  112729. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  112730. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  112731. }
  112732. }
  112733. // Metadata
  112734. if (scene.metadata) {
  112735. serializationObject.metadata = scene.metadata;
  112736. }
  112737. // Morph targets
  112738. serializationObject.morphTargetManagers = [];
  112739. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  112740. var abstractMesh = _a[_i];
  112741. var manager = abstractMesh.morphTargetManager;
  112742. if (manager) {
  112743. serializationObject.morphTargetManagers.push(manager.serialize());
  112744. }
  112745. }
  112746. // Lights
  112747. serializationObject.lights = [];
  112748. var index;
  112749. var light;
  112750. for (index = 0; index < scene.lights.length; index++) {
  112751. light = scene.lights[index];
  112752. if (!light.doNotSerialize) {
  112753. serializationObject.lights.push(light.serialize());
  112754. }
  112755. }
  112756. // Cameras
  112757. serializationObject.cameras = [];
  112758. for (index = 0; index < scene.cameras.length; index++) {
  112759. var camera = scene.cameras[index];
  112760. if (!camera.doNotSerialize) {
  112761. serializationObject.cameras.push(camera.serialize());
  112762. }
  112763. }
  112764. if (scene.activeCamera) {
  112765. serializationObject.activeCameraID = scene.activeCamera.id;
  112766. }
  112767. // Animations
  112768. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  112769. // Materials
  112770. serializationObject.materials = [];
  112771. serializationObject.multiMaterials = [];
  112772. var material;
  112773. for (index = 0; index < scene.materials.length; index++) {
  112774. material = scene.materials[index];
  112775. if (!material.doNotSerialize) {
  112776. serializationObject.materials.push(material.serialize());
  112777. }
  112778. }
  112779. // MultiMaterials
  112780. serializationObject.multiMaterials = [];
  112781. for (index = 0; index < scene.multiMaterials.length; index++) {
  112782. var multiMaterial = scene.multiMaterials[index];
  112783. serializationObject.multiMaterials.push(multiMaterial.serialize());
  112784. }
  112785. // Environment texture
  112786. if (scene.environmentTexture) {
  112787. serializationObject.environmentTexture = scene.environmentTexture.name;
  112788. }
  112789. // Skeletons
  112790. serializationObject.skeletons = [];
  112791. for (index = 0; index < scene.skeletons.length; index++) {
  112792. var skeleton = scene.skeletons[index];
  112793. if (!skeleton.doNotSerialize) {
  112794. serializationObject.skeletons.push(skeleton.serialize());
  112795. }
  112796. }
  112797. // Transform nodes
  112798. serializationObject.transformNodes = [];
  112799. for (index = 0; index < scene.transformNodes.length; index++) {
  112800. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  112801. }
  112802. // Geometries
  112803. serializationObject.geometries = {};
  112804. serializationObject.geometries.boxes = [];
  112805. serializationObject.geometries.spheres = [];
  112806. serializationObject.geometries.cylinders = [];
  112807. serializationObject.geometries.toruses = [];
  112808. serializationObject.geometries.grounds = [];
  112809. serializationObject.geometries.planes = [];
  112810. serializationObject.geometries.torusKnots = [];
  112811. serializationObject.geometries.vertexData = [];
  112812. serializedGeometries = [];
  112813. var geometries = scene.getGeometries();
  112814. for (index = 0; index < geometries.length; index++) {
  112815. var geometry = geometries[index];
  112816. if (geometry.isReady()) {
  112817. serializeGeometry(geometry, serializationObject.geometries);
  112818. }
  112819. }
  112820. // Meshes
  112821. serializationObject.meshes = [];
  112822. for (index = 0; index < scene.meshes.length; index++) {
  112823. var abstractMesh = scene.meshes[index];
  112824. if (abstractMesh instanceof BABYLON.Mesh) {
  112825. var mesh = abstractMesh;
  112826. if (!mesh.doNotSerialize) {
  112827. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  112828. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  112829. }
  112830. }
  112831. }
  112832. }
  112833. // Particles Systems
  112834. serializationObject.particleSystems = [];
  112835. for (index = 0; index < scene.particleSystems.length; index++) {
  112836. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  112837. }
  112838. // Action Manager
  112839. if (scene.actionManager) {
  112840. serializationObject.actions = scene.actionManager.serialize("scene");
  112841. }
  112842. // Components
  112843. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  112844. var component = _c[_b];
  112845. component.serialize(serializationObject);
  112846. }
  112847. return serializationObject;
  112848. };
  112849. /**
  112850. * Serialize a mesh into a JSON compatible object
  112851. * @param toSerialize defines the mesh to serialize
  112852. * @param withParents defines if parents must be serialized as well
  112853. * @param withChildren defines if children must be serialized as well
  112854. * @returns a JSON compatible object
  112855. */
  112856. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  112857. if (withParents === void 0) { withParents = false; }
  112858. if (withChildren === void 0) { withChildren = false; }
  112859. var serializationObject = {};
  112860. SceneSerializer.ClearCache();
  112861. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  112862. if (withParents || withChildren) {
  112863. //deliberate for loop! not for each, appended should be processed as well.
  112864. for (var i = 0; i < toSerialize.length; ++i) {
  112865. if (withChildren) {
  112866. toSerialize[i].getDescendants().forEach(function (node) {
  112867. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  112868. toSerialize.push(node);
  112869. }
  112870. });
  112871. }
  112872. //make sure the array doesn't contain the object already
  112873. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  112874. toSerialize.push(toSerialize[i].parent);
  112875. }
  112876. }
  112877. }
  112878. toSerialize.forEach(function (mesh) {
  112879. finalizeSingleMesh(mesh, serializationObject);
  112880. });
  112881. return serializationObject;
  112882. };
  112883. return SceneSerializer;
  112884. }());
  112885. BABYLON.SceneSerializer = SceneSerializer;
  112886. })(BABYLON || (BABYLON = {}));
  112887. //# sourceMappingURL=babylon.sceneSerializer.js.map
  112888. var BABYLON;
  112889. (function (BABYLON) {
  112890. /**
  112891. * Class used to generate realtime reflection / refraction cube textures
  112892. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  112893. */
  112894. var ReflectionProbe = /** @class */ (function () {
  112895. /**
  112896. * Creates a new reflection probe
  112897. * @param name defines the name of the probe
  112898. * @param size defines the texture resolution (for each face)
  112899. * @param scene defines the hosting scene
  112900. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  112901. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  112902. */
  112903. function ReflectionProbe(
  112904. /** defines the name of the probe */
  112905. name, size, scene, generateMipMaps, useFloat) {
  112906. if (generateMipMaps === void 0) { generateMipMaps = true; }
  112907. if (useFloat === void 0) { useFloat = false; }
  112908. var _this = this;
  112909. this.name = name;
  112910. this._viewMatrix = BABYLON.Matrix.Identity();
  112911. this._target = BABYLON.Vector3.Zero();
  112912. this._add = BABYLON.Vector3.Zero();
  112913. this._invertYAxis = false;
  112914. /** Gets or sets probe position (center of the cube map) */
  112915. this.position = BABYLON.Vector3.Zero();
  112916. this._scene = scene;
  112917. // Create the scene field if not exist.
  112918. if (!this._scene.reflectionProbes) {
  112919. this._scene.reflectionProbes = new Array();
  112920. }
  112921. this._scene.reflectionProbes.push(this);
  112922. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  112923. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  112924. switch (faceIndex) {
  112925. case 0:
  112926. _this._add.copyFromFloats(1, 0, 0);
  112927. break;
  112928. case 1:
  112929. _this._add.copyFromFloats(-1, 0, 0);
  112930. break;
  112931. case 2:
  112932. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  112933. break;
  112934. case 3:
  112935. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  112936. break;
  112937. case 4:
  112938. _this._add.copyFromFloats(0, 0, 1);
  112939. break;
  112940. case 5:
  112941. _this._add.copyFromFloats(0, 0, -1);
  112942. break;
  112943. }
  112944. if (_this._attachedMesh) {
  112945. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  112946. }
  112947. _this.position.addToRef(_this._add, _this._target);
  112948. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  112949. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  112950. scene._forcedViewPosition = _this.position;
  112951. });
  112952. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  112953. scene._forcedViewPosition = null;
  112954. scene.updateTransformMatrix(true);
  112955. });
  112956. if (scene.activeCamera) {
  112957. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  112958. }
  112959. }
  112960. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  112961. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  112962. get: function () {
  112963. return this._renderTargetTexture.samples;
  112964. },
  112965. set: function (value) {
  112966. this._renderTargetTexture.samples = value;
  112967. },
  112968. enumerable: true,
  112969. configurable: true
  112970. });
  112971. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  112972. /** Gets or sets the refresh rate to use (on every frame by default) */
  112973. get: function () {
  112974. return this._renderTargetTexture.refreshRate;
  112975. },
  112976. set: function (value) {
  112977. this._renderTargetTexture.refreshRate = value;
  112978. },
  112979. enumerable: true,
  112980. configurable: true
  112981. });
  112982. /**
  112983. * Gets the hosting scene
  112984. * @returns a Scene
  112985. */
  112986. ReflectionProbe.prototype.getScene = function () {
  112987. return this._scene;
  112988. };
  112989. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  112990. /** Gets the internal CubeTexture used to render to */
  112991. get: function () {
  112992. return this._renderTargetTexture;
  112993. },
  112994. enumerable: true,
  112995. configurable: true
  112996. });
  112997. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  112998. /** Gets the list of meshes to render */
  112999. get: function () {
  113000. return this._renderTargetTexture.renderList;
  113001. },
  113002. enumerable: true,
  113003. configurable: true
  113004. });
  113005. /**
  113006. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  113007. * @param mesh defines the mesh to attach to
  113008. */
  113009. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  113010. this._attachedMesh = mesh;
  113011. };
  113012. /**
  113013. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  113014. * @param renderingGroupId The rendering group id corresponding to its index
  113015. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  113016. */
  113017. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  113018. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  113019. };
  113020. /**
  113021. * Clean all associated resources
  113022. */
  113023. ReflectionProbe.prototype.dispose = function () {
  113024. var index = this._scene.reflectionProbes.indexOf(this);
  113025. if (index !== -1) {
  113026. // Remove from the scene if found
  113027. this._scene.reflectionProbes.splice(index, 1);
  113028. }
  113029. if (this._renderTargetTexture) {
  113030. this._renderTargetTexture.dispose();
  113031. this._renderTargetTexture = null;
  113032. }
  113033. };
  113034. return ReflectionProbe;
  113035. }());
  113036. BABYLON.ReflectionProbe = ReflectionProbe;
  113037. })(BABYLON || (BABYLON = {}));
  113038. //# sourceMappingURL=babylon.reflectionProbe.js.map
  113039. var BABYLON;
  113040. (function (BABYLON) {
  113041. /**
  113042. * Defines the layer scene component responsible to manage any layers
  113043. * in a given scene.
  113044. */
  113045. var LayerSceneComponent = /** @class */ (function () {
  113046. /**
  113047. * Creates a new instance of the component for the given scene
  113048. * @param scene Defines the scene to register the component in
  113049. */
  113050. function LayerSceneComponent(scene) {
  113051. /**
  113052. * The component name helpfull to identify the component in the list of scene components.
  113053. */
  113054. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  113055. this.scene = scene;
  113056. this._engine = scene.getEngine();
  113057. scene.layers = new Array();
  113058. }
  113059. /**
  113060. * Registers the component in a given scene
  113061. */
  113062. LayerSceneComponent.prototype.register = function () {
  113063. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawBackground);
  113064. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawForeground);
  113065. };
  113066. /**
  113067. * Rebuilds the elements related to this component in case of
  113068. * context lost for instance.
  113069. */
  113070. LayerSceneComponent.prototype.rebuild = function () {
  113071. var layers = this.scene.layers;
  113072. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  113073. var layer = layers_1[_i];
  113074. layer._rebuild();
  113075. }
  113076. };
  113077. /**
  113078. * Disposes the component and the associated ressources.
  113079. */
  113080. LayerSceneComponent.prototype.dispose = function () {
  113081. var layers = this.scene.layers;
  113082. while (layers.length) {
  113083. layers[0].dispose();
  113084. }
  113085. };
  113086. LayerSceneComponent.prototype._draw = function (camera, isBackground) {
  113087. var layers = this.scene.layers;
  113088. if (layers.length) {
  113089. this._engine.setDepthBuffer(false);
  113090. var cameraLayerMask = camera.layerMask;
  113091. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  113092. var layer = layers_2[_i];
  113093. if (layer.isBackground === isBackground && ((layer.layerMask & cameraLayerMask) !== 0)) {
  113094. layer.render();
  113095. }
  113096. }
  113097. this._engine.setDepthBuffer(true);
  113098. }
  113099. };
  113100. LayerSceneComponent.prototype._drawBackground = function (camera) {
  113101. this._draw(camera, true);
  113102. };
  113103. LayerSceneComponent.prototype._drawForeground = function (camera) {
  113104. this._draw(camera, false);
  113105. };
  113106. return LayerSceneComponent;
  113107. }());
  113108. BABYLON.LayerSceneComponent = LayerSceneComponent;
  113109. })(BABYLON || (BABYLON = {}));
  113110. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  113111. var BABYLON;
  113112. (function (BABYLON) {
  113113. /**
  113114. * This represents a full screen 2d layer.
  113115. * This can be usefull to display a picture in the background of your scene for instance.
  113116. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113117. */
  113118. var Layer = /** @class */ (function () {
  113119. /**
  113120. * Instantiates a new layer.
  113121. * This represents a full screen 2d layer.
  113122. * This can be usefull to display a picture in the background of your scene for instance.
  113123. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113124. * @param name Define the name of the layer in the scene
  113125. * @param imgUrl Define the url of the texture to display in the layer
  113126. * @param scene Define the scene the layer belongs to
  113127. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  113128. * @param color Defines a color for the layer
  113129. */
  113130. function Layer(
  113131. /**
  113132. * Define the name of the layer.
  113133. */
  113134. name, imgUrl, scene, isBackground, color) {
  113135. this.name = name;
  113136. /**
  113137. * Define the scale of the layer in order to zoom in out of the texture.
  113138. */
  113139. this.scale = new BABYLON.Vector2(1, 1);
  113140. /**
  113141. * Define an offset for the layer in order to shift the texture.
  113142. */
  113143. this.offset = new BABYLON.Vector2(0, 0);
  113144. /**
  113145. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  113146. */
  113147. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  113148. /**
  113149. * Define a mask to restrict the layer to only some of the scene cameras.
  113150. */
  113151. this.layerMask = 0x0FFFFFFF;
  113152. this._vertexBuffers = {};
  113153. /**
  113154. * An event triggered when the layer is disposed.
  113155. */
  113156. this.onDisposeObservable = new BABYLON.Observable();
  113157. /**
  113158. * An event triggered before rendering the scene
  113159. */
  113160. this.onBeforeRenderObservable = new BABYLON.Observable();
  113161. /**
  113162. * An event triggered after rendering the scene
  113163. */
  113164. this.onAfterRenderObservable = new BABYLON.Observable();
  113165. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  113166. this.isBackground = isBackground === undefined ? true : isBackground;
  113167. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  113168. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  113169. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  113170. if (!layerComponent) {
  113171. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  113172. this._scene._addComponent(layerComponent);
  113173. }
  113174. this._scene.layers.push(this);
  113175. var engine = this._scene.getEngine();
  113176. // VBO
  113177. var vertices = [];
  113178. vertices.push(1, 1);
  113179. vertices.push(-1, 1);
  113180. vertices.push(-1, -1);
  113181. vertices.push(1, -1);
  113182. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  113183. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  113184. this._createIndexBuffer();
  113185. // Effects
  113186. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  113187. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  113188. }
  113189. Object.defineProperty(Layer.prototype, "onDispose", {
  113190. /**
  113191. * Back compatibility with callback before the onDisposeObservable existed.
  113192. * The set callback will be triggered when the layer has been disposed.
  113193. */
  113194. set: function (callback) {
  113195. if (this._onDisposeObserver) {
  113196. this.onDisposeObservable.remove(this._onDisposeObserver);
  113197. }
  113198. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  113199. },
  113200. enumerable: true,
  113201. configurable: true
  113202. });
  113203. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  113204. /**
  113205. * Back compatibility with callback before the onBeforeRenderObservable existed.
  113206. * The set callback will be triggered just before rendering the layer.
  113207. */
  113208. set: function (callback) {
  113209. if (this._onBeforeRenderObserver) {
  113210. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  113211. }
  113212. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  113213. },
  113214. enumerable: true,
  113215. configurable: true
  113216. });
  113217. Object.defineProperty(Layer.prototype, "onAfterRender", {
  113218. /**
  113219. * Back compatibility with callback before the onAfterRenderObservable existed.
  113220. * The set callback will be triggered just after rendering the layer.
  113221. */
  113222. set: function (callback) {
  113223. if (this._onAfterRenderObserver) {
  113224. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  113225. }
  113226. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  113227. },
  113228. enumerable: true,
  113229. configurable: true
  113230. });
  113231. Layer.prototype._createIndexBuffer = function () {
  113232. var engine = this._scene.getEngine();
  113233. // Indices
  113234. var indices = [];
  113235. indices.push(0);
  113236. indices.push(1);
  113237. indices.push(2);
  113238. indices.push(0);
  113239. indices.push(2);
  113240. indices.push(3);
  113241. this._indexBuffer = engine.createIndexBuffer(indices);
  113242. };
  113243. /** @hidden */
  113244. Layer.prototype._rebuild = function () {
  113245. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113246. if (vb) {
  113247. vb._rebuild();
  113248. }
  113249. this._createIndexBuffer();
  113250. };
  113251. /**
  113252. * Renders the layer in the scene.
  113253. */
  113254. Layer.prototype.render = function () {
  113255. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  113256. // Check
  113257. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  113258. return;
  113259. }
  113260. var engine = this._scene.getEngine();
  113261. this.onBeforeRenderObservable.notifyObservers(this);
  113262. // Render
  113263. engine.enableEffect(currentEffect);
  113264. engine.setState(false);
  113265. // Texture
  113266. currentEffect.setTexture("textureSampler", this.texture);
  113267. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  113268. // Color
  113269. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  113270. // Scale / offset
  113271. currentEffect.setVector2("offset", this.offset);
  113272. currentEffect.setVector2("scale", this.scale);
  113273. // VBOs
  113274. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113275. // Draw order
  113276. if (!this.alphaTest) {
  113277. engine.setAlphaMode(this.alphaBlendingMode);
  113278. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113279. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  113280. }
  113281. else {
  113282. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113283. }
  113284. this.onAfterRenderObservable.notifyObservers(this);
  113285. };
  113286. /**
  113287. * Disposes and releases the associated ressources.
  113288. */
  113289. Layer.prototype.dispose = function () {
  113290. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113291. if (vertexBuffer) {
  113292. vertexBuffer.dispose();
  113293. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113294. }
  113295. if (this._indexBuffer) {
  113296. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113297. this._indexBuffer = null;
  113298. }
  113299. if (this.texture) {
  113300. this.texture.dispose();
  113301. this.texture = null;
  113302. }
  113303. // Remove from scene
  113304. var index = this._scene.layers.indexOf(this);
  113305. this._scene.layers.splice(index, 1);
  113306. // Callback
  113307. this.onDisposeObservable.notifyObservers(this);
  113308. this.onDisposeObservable.clear();
  113309. this.onAfterRenderObservable.clear();
  113310. this.onBeforeRenderObservable.clear();
  113311. };
  113312. return Layer;
  113313. }());
  113314. BABYLON.Layer = Layer;
  113315. })(BABYLON || (BABYLON = {}));
  113316. //# sourceMappingURL=babylon.layer.js.map
  113317. var BABYLON;
  113318. (function (BABYLON) {
  113319. /**
  113320. * Class used to host texture specific utilities
  113321. */
  113322. var TextureTools = /** @class */ (function () {
  113323. function TextureTools() {
  113324. }
  113325. /**
  113326. * Uses the GPU to create a copy texture rescaled at a given size
  113327. * @param texture Texture to copy from
  113328. * @param width defines the desired width
  113329. * @param height defines the desired height
  113330. * @param useBilinearMode defines if bilinear mode has to be used
  113331. * @return the generated texture
  113332. */
  113333. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  113334. if (useBilinearMode === void 0) { useBilinearMode = true; }
  113335. var scene = texture.getScene();
  113336. var engine = scene.getEngine();
  113337. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  113338. rtt.wrapU = texture.wrapU;
  113339. rtt.wrapV = texture.wrapV;
  113340. rtt.uOffset = texture.uOffset;
  113341. rtt.vOffset = texture.vOffset;
  113342. rtt.uScale = texture.uScale;
  113343. rtt.vScale = texture.vScale;
  113344. rtt.uAng = texture.uAng;
  113345. rtt.vAng = texture.vAng;
  113346. rtt.wAng = texture.wAng;
  113347. rtt.coordinatesIndex = texture.coordinatesIndex;
  113348. rtt.level = texture.level;
  113349. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  113350. rtt._texture.isReady = false;
  113351. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113352. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113353. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  113354. passPostProcess.getEffect().executeWhenCompiled(function () {
  113355. passPostProcess.onApply = function (effect) {
  113356. effect.setTexture("textureSampler", texture);
  113357. };
  113358. var internalTexture = rtt.getInternalTexture();
  113359. if (internalTexture) {
  113360. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  113361. engine.unBindFramebuffer(internalTexture);
  113362. rtt.disposeFramebufferObjects();
  113363. passPostProcess.dispose();
  113364. internalTexture.isReady = true;
  113365. }
  113366. });
  113367. return rtt;
  113368. };
  113369. /**
  113370. * Gets an environment BRDF texture for a given scene
  113371. * @param scene defines the hosting scene
  113372. * @returns the environment BRDF texture
  113373. */
  113374. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  113375. if (!scene._environmentBRDFTexture) {
  113376. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113377. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113378. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113379. scene._environmentBRDFTexture = texture;
  113380. }
  113381. return scene._environmentBRDFTexture;
  113382. };
  113383. TextureTools._environmentBRDFBase64Texture = 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";
  113384. return TextureTools;
  113385. }());
  113386. BABYLON.TextureTools = TextureTools;
  113387. })(BABYLON || (BABYLON = {}));
  113388. //# sourceMappingURL=babylon.textureTools.js.map
  113389. var BABYLON;
  113390. (function (BABYLON) {
  113391. /**
  113392. * 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.
  113393. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  113394. */
  113395. var FramingBehavior = /** @class */ (function () {
  113396. function FramingBehavior() {
  113397. this._mode = FramingBehavior.FitFrustumSidesMode;
  113398. this._radiusScale = 1.0;
  113399. this._positionScale = 0.5;
  113400. this._defaultElevation = 0.3;
  113401. this._elevationReturnTime = 1500;
  113402. this._elevationReturnWaitTime = 1000;
  113403. this._zoomStopsAnimation = false;
  113404. this._framingTime = 1500;
  113405. /**
  113406. * Define if the behavior should automatically change the configured
  113407. * camera limits and sensibilities.
  113408. */
  113409. this.autoCorrectCameraLimitsAndSensibility = true;
  113410. this._isPointerDown = false;
  113411. this._lastInteractionTime = -Infinity;
  113412. // Framing control
  113413. this._animatables = new Array();
  113414. this._betaIsAnimating = false;
  113415. }
  113416. Object.defineProperty(FramingBehavior.prototype, "name", {
  113417. /**
  113418. * Gets the name of the behavior.
  113419. */
  113420. get: function () {
  113421. return "Framing";
  113422. },
  113423. enumerable: true,
  113424. configurable: true
  113425. });
  113426. Object.defineProperty(FramingBehavior.prototype, "mode", {
  113427. /**
  113428. * Gets current mode used by the behavior.
  113429. */
  113430. get: function () {
  113431. return this._mode;
  113432. },
  113433. /**
  113434. * Sets the current mode used by the behavior
  113435. */
  113436. set: function (mode) {
  113437. this._mode = mode;
  113438. },
  113439. enumerable: true,
  113440. configurable: true
  113441. });
  113442. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  113443. /**
  113444. * Gets the scale applied to the radius
  113445. */
  113446. get: function () {
  113447. return this._radiusScale;
  113448. },
  113449. /**
  113450. * Sets the scale applied to the radius (1 by default)
  113451. */
  113452. set: function (radius) {
  113453. this._radiusScale = radius;
  113454. },
  113455. enumerable: true,
  113456. configurable: true
  113457. });
  113458. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  113459. /**
  113460. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  113461. */
  113462. get: function () {
  113463. return this._positionScale;
  113464. },
  113465. /**
  113466. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  113467. */
  113468. set: function (scale) {
  113469. this._positionScale = scale;
  113470. },
  113471. enumerable: true,
  113472. configurable: true
  113473. });
  113474. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  113475. /**
  113476. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  113477. * behaviour is triggered, in radians.
  113478. */
  113479. get: function () {
  113480. return this._defaultElevation;
  113481. },
  113482. /**
  113483. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  113484. * behaviour is triggered, in radians.
  113485. */
  113486. set: function (elevation) {
  113487. this._defaultElevation = elevation;
  113488. },
  113489. enumerable: true,
  113490. configurable: true
  113491. });
  113492. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  113493. /**
  113494. * Gets the time (in milliseconds) taken to return to the default beta position.
  113495. * Negative value indicates camera should not return to default.
  113496. */
  113497. get: function () {
  113498. return this._elevationReturnTime;
  113499. },
  113500. /**
  113501. * Sets the time (in milliseconds) taken to return to the default beta position.
  113502. * Negative value indicates camera should not return to default.
  113503. */
  113504. set: function (speed) {
  113505. this._elevationReturnTime = speed;
  113506. },
  113507. enumerable: true,
  113508. configurable: true
  113509. });
  113510. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  113511. /**
  113512. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  113513. */
  113514. get: function () {
  113515. return this._elevationReturnWaitTime;
  113516. },
  113517. /**
  113518. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  113519. */
  113520. set: function (time) {
  113521. this._elevationReturnWaitTime = time;
  113522. },
  113523. enumerable: true,
  113524. configurable: true
  113525. });
  113526. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  113527. /**
  113528. * Gets the flag that indicates if user zooming should stop animation.
  113529. */
  113530. get: function () {
  113531. return this._zoomStopsAnimation;
  113532. },
  113533. /**
  113534. * Sets the flag that indicates if user zooming should stop animation.
  113535. */
  113536. set: function (flag) {
  113537. this._zoomStopsAnimation = flag;
  113538. },
  113539. enumerable: true,
  113540. configurable: true
  113541. });
  113542. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  113543. /**
  113544. * Gets the transition time when framing the mesh, in milliseconds
  113545. */
  113546. get: function () {
  113547. return this._framingTime;
  113548. },
  113549. /**
  113550. * Sets the transition time when framing the mesh, in milliseconds
  113551. */
  113552. set: function (time) {
  113553. this._framingTime = time;
  113554. },
  113555. enumerable: true,
  113556. configurable: true
  113557. });
  113558. /**
  113559. * Initializes the behavior.
  113560. */
  113561. FramingBehavior.prototype.init = function () {
  113562. // Do notihng
  113563. };
  113564. /**
  113565. * Attaches the behavior to its arc rotate camera.
  113566. * @param camera Defines the camera to attach the behavior to
  113567. */
  113568. FramingBehavior.prototype.attach = function (camera) {
  113569. var _this = this;
  113570. this._attachedCamera = camera;
  113571. var scene = this._attachedCamera.getScene();
  113572. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  113573. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  113574. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  113575. _this._isPointerDown = true;
  113576. return;
  113577. }
  113578. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  113579. _this._isPointerDown = false;
  113580. }
  113581. });
  113582. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  113583. if (mesh) {
  113584. _this.zoomOnMesh(mesh);
  113585. }
  113586. });
  113587. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  113588. // Stop the animation if there is user interaction and the animation should stop for this interaction
  113589. _this._applyUserInteraction();
  113590. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  113591. // back to the default position after a given timeout
  113592. _this._maintainCameraAboveGround();
  113593. });
  113594. };
  113595. /**
  113596. * Detaches the behavior from its current arc rotate camera.
  113597. */
  113598. FramingBehavior.prototype.detach = function () {
  113599. if (!this._attachedCamera) {
  113600. return;
  113601. }
  113602. var scene = this._attachedCamera.getScene();
  113603. if (this._onPrePointerObservableObserver) {
  113604. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  113605. }
  113606. if (this._onAfterCheckInputsObserver) {
  113607. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  113608. }
  113609. if (this._onMeshTargetChangedObserver) {
  113610. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  113611. }
  113612. this._attachedCamera = null;
  113613. };
  113614. /**
  113615. * Targets the given mesh and updates zoom level accordingly.
  113616. * @param mesh The mesh to target.
  113617. * @param radius Optional. If a cached radius position already exists, overrides default.
  113618. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  113619. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113620. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113621. */
  113622. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  113623. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113624. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113625. mesh.computeWorldMatrix(true);
  113626. var boundingBox = mesh.getBoundingInfo().boundingBox;
  113627. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  113628. };
  113629. /**
  113630. * Targets the given mesh with its children and updates zoom level accordingly.
  113631. * @param mesh The mesh to target.
  113632. * @param radius Optional. If a cached radius position already exists, overrides default.
  113633. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  113634. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113635. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113636. */
  113637. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  113638. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113639. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113640. mesh.computeWorldMatrix(true);
  113641. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  113642. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  113643. };
  113644. /**
  113645. * Targets the given meshes with their children and updates zoom level accordingly.
  113646. * @param meshes The mesh to target.
  113647. * @param radius Optional. If a cached radius position already exists, overrides default.
  113648. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  113649. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113650. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113651. */
  113652. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  113653. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113654. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113655. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  113656. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  113657. for (var i = 0; i < meshes.length; i++) {
  113658. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  113659. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  113660. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  113661. }
  113662. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  113663. };
  113664. /**
  113665. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  113666. * @param minimumWorld Determines the smaller position of the bounding box extend
  113667. * @param maximumWorld Determines the bigger position of the bounding box extend
  113668. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113669. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113670. */
  113671. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  113672. var _this = this;
  113673. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113674. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113675. var zoomTarget;
  113676. if (!this._attachedCamera) {
  113677. return;
  113678. }
  113679. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  113680. var bottom = minimumWorld.y;
  113681. var top = maximumWorld.y;
  113682. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  113683. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  113684. if (focusOnOriginXZ) {
  113685. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  113686. }
  113687. else {
  113688. var centerWorld = minimumWorld.add(radiusWorld);
  113689. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  113690. }
  113691. if (!this._vectorTransition) {
  113692. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  113693. }
  113694. this._betaIsAnimating = true;
  113695. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  113696. if (animatable) {
  113697. this._animatables.push(animatable);
  113698. }
  113699. // sets the radius and lower radius bounds
  113700. // Small delta ensures camera is not always at lower zoom limit.
  113701. var radius = 0;
  113702. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  113703. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  113704. if (this.autoCorrectCameraLimitsAndSensibility) {
  113705. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  113706. }
  113707. radius = position;
  113708. }
  113709. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  113710. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  113711. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  113712. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  113713. }
  113714. }
  113715. // Set sensibilities
  113716. if (this.autoCorrectCameraLimitsAndSensibility) {
  113717. var extend = maximumWorld.subtract(minimumWorld).length();
  113718. this._attachedCamera.panningSensibility = 5000 / extend;
  113719. this._attachedCamera.wheelPrecision = 100 / radius;
  113720. }
  113721. // transition to new radius
  113722. if (!this._radiusTransition) {
  113723. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  113724. }
  113725. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  113726. _this.stopAllAnimations();
  113727. if (onAnimationEnd) {
  113728. onAnimationEnd();
  113729. }
  113730. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  113731. _this._attachedCamera.storeState();
  113732. }
  113733. });
  113734. if (animatable) {
  113735. this._animatables.push(animatable);
  113736. }
  113737. };
  113738. /**
  113739. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  113740. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  113741. * frustum width.
  113742. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  113743. * to fully enclose the mesh in the viewing frustum.
  113744. */
  113745. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  113746. var size = maximumWorld.subtract(minimumWorld);
  113747. var boxVectorGlobalDiagonal = size.length();
  113748. var frustumSlope = this._getFrustumSlope();
  113749. // Formula for setting distance
  113750. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  113751. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  113752. // Horizon distance
  113753. var radius = radiusWithoutFraming * this._radiusScale;
  113754. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  113755. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  113756. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  113757. var camera = this._attachedCamera;
  113758. if (!camera) {
  113759. return 0;
  113760. }
  113761. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  113762. // Don't exceed the requested limit
  113763. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  113764. }
  113765. // Don't exceed the upper radius limit
  113766. if (camera.upperRadiusLimit) {
  113767. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  113768. }
  113769. return distance;
  113770. };
  113771. /**
  113772. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  113773. * is automatically returned to its default position (expected to be above ground plane).
  113774. */
  113775. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  113776. var _this = this;
  113777. if (this._elevationReturnTime < 0) {
  113778. return;
  113779. }
  113780. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  113781. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  113782. var limitBeta = Math.PI * 0.5;
  113783. // Bring the camera back up if below the ground plane
  113784. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  113785. this._betaIsAnimating = true;
  113786. //Transition to new position
  113787. this.stopAllAnimations();
  113788. if (!this._betaTransition) {
  113789. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  113790. }
  113791. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  113792. _this._clearAnimationLocks();
  113793. _this.stopAllAnimations();
  113794. });
  113795. if (animatabe) {
  113796. this._animatables.push(animatabe);
  113797. }
  113798. }
  113799. };
  113800. /**
  113801. * Returns the frustum slope based on the canvas ratio and camera FOV
  113802. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  113803. */
  113804. FramingBehavior.prototype._getFrustumSlope = function () {
  113805. // Calculate the viewport ratio
  113806. // Aspect Ratio is Height/Width.
  113807. var camera = this._attachedCamera;
  113808. if (!camera) {
  113809. return BABYLON.Vector2.Zero();
  113810. }
  113811. var engine = camera.getScene().getEngine();
  113812. var aspectRatio = engine.getAspectRatio(camera);
  113813. // Camera FOV is the vertical field of view (top-bottom) in radians.
  113814. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  113815. var frustumSlopeY = Math.tan(camera.fov / 2);
  113816. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  113817. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  113818. // along the forward vector.
  113819. var frustumSlopeX = frustumSlopeY * aspectRatio;
  113820. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  113821. };
  113822. /**
  113823. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  113824. */
  113825. FramingBehavior.prototype._clearAnimationLocks = function () {
  113826. this._betaIsAnimating = false;
  113827. };
  113828. /**
  113829. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  113830. */
  113831. FramingBehavior.prototype._applyUserInteraction = function () {
  113832. if (this.isUserIsMoving) {
  113833. this._lastInteractionTime = BABYLON.Tools.Now;
  113834. this.stopAllAnimations();
  113835. this._clearAnimationLocks();
  113836. }
  113837. };
  113838. /**
  113839. * Stops and removes all animations that have been applied to the camera
  113840. */
  113841. FramingBehavior.prototype.stopAllAnimations = function () {
  113842. if (this._attachedCamera) {
  113843. this._attachedCamera.animations = [];
  113844. }
  113845. while (this._animatables.length) {
  113846. if (this._animatables[0]) {
  113847. this._animatables[0].onAnimationEnd = null;
  113848. this._animatables[0].stop();
  113849. }
  113850. this._animatables.shift();
  113851. }
  113852. };
  113853. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  113854. /**
  113855. * Gets a value indicating if the user is moving the camera
  113856. */
  113857. get: function () {
  113858. if (!this._attachedCamera) {
  113859. return false;
  113860. }
  113861. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  113862. this._attachedCamera.inertialBetaOffset !== 0 ||
  113863. this._attachedCamera.inertialRadiusOffset !== 0 ||
  113864. this._attachedCamera.inertialPanningX !== 0 ||
  113865. this._attachedCamera.inertialPanningY !== 0 ||
  113866. this._isPointerDown;
  113867. },
  113868. enumerable: true,
  113869. configurable: true
  113870. });
  113871. /**
  113872. * The easing function used by animations
  113873. */
  113874. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  113875. /**
  113876. * The easing mode used by animations
  113877. */
  113878. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  113879. // Statics
  113880. /**
  113881. * The camera can move all the way towards the mesh.
  113882. */
  113883. FramingBehavior.IgnoreBoundsSizeMode = 0;
  113884. /**
  113885. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  113886. */
  113887. FramingBehavior.FitFrustumSidesMode = 1;
  113888. return FramingBehavior;
  113889. }());
  113890. BABYLON.FramingBehavior = FramingBehavior;
  113891. })(BABYLON || (BABYLON = {}));
  113892. //# sourceMappingURL=babylon.framingBehavior.js.map
  113893. var BABYLON;
  113894. (function (BABYLON) {
  113895. /**
  113896. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  113897. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  113898. */
  113899. var BouncingBehavior = /** @class */ (function () {
  113900. function BouncingBehavior() {
  113901. /**
  113902. * The duration of the animation, in milliseconds
  113903. */
  113904. this.transitionDuration = 450;
  113905. /**
  113906. * Length of the distance animated by the transition when lower radius is reached
  113907. */
  113908. this.lowerRadiusTransitionRange = 2;
  113909. /**
  113910. * Length of the distance animated by the transition when upper radius is reached
  113911. */
  113912. this.upperRadiusTransitionRange = -2;
  113913. this._autoTransitionRange = false;
  113914. // Animations
  113915. this._radiusIsAnimating = false;
  113916. this._radiusBounceTransition = null;
  113917. this._animatables = new Array();
  113918. }
  113919. Object.defineProperty(BouncingBehavior.prototype, "name", {
  113920. /**
  113921. * Gets the name of the behavior.
  113922. */
  113923. get: function () {
  113924. return "Bouncing";
  113925. },
  113926. enumerable: true,
  113927. configurable: true
  113928. });
  113929. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  113930. /**
  113931. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  113932. */
  113933. get: function () {
  113934. return this._autoTransitionRange;
  113935. },
  113936. /**
  113937. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  113938. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  113939. */
  113940. set: function (value) {
  113941. var _this = this;
  113942. if (this._autoTransitionRange === value) {
  113943. return;
  113944. }
  113945. this._autoTransitionRange = value;
  113946. var camera = this._attachedCamera;
  113947. if (!camera) {
  113948. return;
  113949. }
  113950. if (value) {
  113951. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  113952. if (!mesh) {
  113953. return;
  113954. }
  113955. mesh.computeWorldMatrix(true);
  113956. var diagonal = mesh.getBoundingInfo().diagonalLength;
  113957. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  113958. _this.upperRadiusTransitionRange = diagonal * 0.05;
  113959. });
  113960. }
  113961. else if (this._onMeshTargetChangedObserver) {
  113962. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  113963. }
  113964. },
  113965. enumerable: true,
  113966. configurable: true
  113967. });
  113968. /**
  113969. * Initializes the behavior.
  113970. */
  113971. BouncingBehavior.prototype.init = function () {
  113972. // Do notihng
  113973. };
  113974. /**
  113975. * Attaches the behavior to its arc rotate camera.
  113976. * @param camera Defines the camera to attach the behavior to
  113977. */
  113978. BouncingBehavior.prototype.attach = function (camera) {
  113979. var _this = this;
  113980. this._attachedCamera = camera;
  113981. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  113982. if (!_this._attachedCamera) {
  113983. return;
  113984. }
  113985. // Add the bounce animation to the lower radius limit
  113986. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  113987. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  113988. }
  113989. // Add the bounce animation to the upper radius limit
  113990. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  113991. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  113992. }
  113993. });
  113994. };
  113995. /**
  113996. * Detaches the behavior from its current arc rotate camera.
  113997. */
  113998. BouncingBehavior.prototype.detach = function () {
  113999. if (!this._attachedCamera) {
  114000. return;
  114001. }
  114002. if (this._onAfterCheckInputsObserver) {
  114003. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114004. }
  114005. if (this._onMeshTargetChangedObserver) {
  114006. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114007. }
  114008. this._attachedCamera = null;
  114009. };
  114010. /**
  114011. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  114012. * @param radiusLimit The limit to check against.
  114013. * @return Bool to indicate if at limit.
  114014. */
  114015. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  114016. if (!this._attachedCamera) {
  114017. return false;
  114018. }
  114019. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  114020. return true;
  114021. }
  114022. return false;
  114023. };
  114024. /**
  114025. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  114026. * @param radiusDelta The delta by which to animate to. Can be negative.
  114027. */
  114028. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  114029. var _this = this;
  114030. if (!this._attachedCamera) {
  114031. return;
  114032. }
  114033. if (!this._radiusBounceTransition) {
  114034. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  114035. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  114036. }
  114037. // Prevent zoom until bounce has completed
  114038. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  114039. this._attachedCamera.wheelPrecision = Infinity;
  114040. this._attachedCamera.inertialRadiusOffset = 0;
  114041. // Animate to the radius limit
  114042. this.stopAllAnimations();
  114043. this._radiusIsAnimating = true;
  114044. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  114045. if (animatable) {
  114046. this._animatables.push(animatable);
  114047. }
  114048. };
  114049. /**
  114050. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  114051. */
  114052. BouncingBehavior.prototype._clearAnimationLocks = function () {
  114053. this._radiusIsAnimating = false;
  114054. if (this._attachedCamera) {
  114055. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  114056. }
  114057. };
  114058. /**
  114059. * Stops and removes all animations that have been applied to the camera
  114060. */
  114061. BouncingBehavior.prototype.stopAllAnimations = function () {
  114062. if (this._attachedCamera) {
  114063. this._attachedCamera.animations = [];
  114064. }
  114065. while (this._animatables.length) {
  114066. this._animatables[0].onAnimationEnd = null;
  114067. this._animatables[0].stop();
  114068. this._animatables.shift();
  114069. }
  114070. };
  114071. /**
  114072. * The easing function used by animations
  114073. */
  114074. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  114075. /**
  114076. * The easing mode used by animations
  114077. */
  114078. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  114079. return BouncingBehavior;
  114080. }());
  114081. BABYLON.BouncingBehavior = BouncingBehavior;
  114082. })(BABYLON || (BABYLON = {}));
  114083. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  114084. var BABYLON;
  114085. (function (BABYLON) {
  114086. /**
  114087. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  114088. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  114089. */
  114090. var AutoRotationBehavior = /** @class */ (function () {
  114091. function AutoRotationBehavior() {
  114092. this._zoomStopsAnimation = false;
  114093. this._idleRotationSpeed = 0.05;
  114094. this._idleRotationWaitTime = 2000;
  114095. this._idleRotationSpinupTime = 2000;
  114096. this._isPointerDown = false;
  114097. this._lastFrameTime = null;
  114098. this._lastInteractionTime = -Infinity;
  114099. this._cameraRotationSpeed = 0;
  114100. this._lastFrameRadius = 0;
  114101. }
  114102. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  114103. /**
  114104. * Gets the name of the behavior.
  114105. */
  114106. get: function () {
  114107. return "AutoRotation";
  114108. },
  114109. enumerable: true,
  114110. configurable: true
  114111. });
  114112. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  114113. /**
  114114. * Gets the flag that indicates if user zooming should stop animation.
  114115. */
  114116. get: function () {
  114117. return this._zoomStopsAnimation;
  114118. },
  114119. /**
  114120. * Sets the flag that indicates if user zooming should stop animation.
  114121. */
  114122. set: function (flag) {
  114123. this._zoomStopsAnimation = flag;
  114124. },
  114125. enumerable: true,
  114126. configurable: true
  114127. });
  114128. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  114129. /**
  114130. * Gets the default speed at which the camera rotates around the model.
  114131. */
  114132. get: function () {
  114133. return this._idleRotationSpeed;
  114134. },
  114135. /**
  114136. * Sets the default speed at which the camera rotates around the model.
  114137. */
  114138. set: function (speed) {
  114139. this._idleRotationSpeed = speed;
  114140. },
  114141. enumerable: true,
  114142. configurable: true
  114143. });
  114144. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  114145. /**
  114146. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  114147. */
  114148. get: function () {
  114149. return this._idleRotationWaitTime;
  114150. },
  114151. /**
  114152. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  114153. */
  114154. set: function (time) {
  114155. this._idleRotationWaitTime = time;
  114156. },
  114157. enumerable: true,
  114158. configurable: true
  114159. });
  114160. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  114161. /**
  114162. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  114163. */
  114164. get: function () {
  114165. return this._idleRotationSpinupTime;
  114166. },
  114167. /**
  114168. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  114169. */
  114170. set: function (time) {
  114171. this._idleRotationSpinupTime = time;
  114172. },
  114173. enumerable: true,
  114174. configurable: true
  114175. });
  114176. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  114177. /**
  114178. * Gets a value indicating if the camera is currently rotating because of this behavior
  114179. */
  114180. get: function () {
  114181. return Math.abs(this._cameraRotationSpeed) > 0;
  114182. },
  114183. enumerable: true,
  114184. configurable: true
  114185. });
  114186. /**
  114187. * Initializes the behavior.
  114188. */
  114189. AutoRotationBehavior.prototype.init = function () {
  114190. // Do notihng
  114191. };
  114192. /**
  114193. * Attaches the behavior to its arc rotate camera.
  114194. * @param camera Defines the camera to attach the behavior to
  114195. */
  114196. AutoRotationBehavior.prototype.attach = function (camera) {
  114197. var _this = this;
  114198. this._attachedCamera = camera;
  114199. var scene = this._attachedCamera.getScene();
  114200. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  114201. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  114202. _this._isPointerDown = true;
  114203. return;
  114204. }
  114205. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  114206. _this._isPointerDown = false;
  114207. }
  114208. });
  114209. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114210. var now = BABYLON.Tools.Now;
  114211. var dt = 0;
  114212. if (_this._lastFrameTime != null) {
  114213. dt = now - _this._lastFrameTime;
  114214. }
  114215. _this._lastFrameTime = now;
  114216. // Stop the animation if there is user interaction and the animation should stop for this interaction
  114217. _this._applyUserInteraction();
  114218. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  114219. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  114220. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  114221. // Step camera rotation by rotation speed
  114222. if (_this._attachedCamera) {
  114223. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  114224. }
  114225. });
  114226. };
  114227. /**
  114228. * Detaches the behavior from its current arc rotate camera.
  114229. */
  114230. AutoRotationBehavior.prototype.detach = function () {
  114231. if (!this._attachedCamera) {
  114232. return;
  114233. }
  114234. var scene = this._attachedCamera.getScene();
  114235. if (this._onPrePointerObservableObserver) {
  114236. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  114237. }
  114238. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114239. this._attachedCamera = null;
  114240. };
  114241. /**
  114242. * Returns true if user is scrolling.
  114243. * @return true if user is scrolling.
  114244. */
  114245. AutoRotationBehavior.prototype._userIsZooming = function () {
  114246. if (!this._attachedCamera) {
  114247. return false;
  114248. }
  114249. return this._attachedCamera.inertialRadiusOffset !== 0;
  114250. };
  114251. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  114252. if (!this._attachedCamera) {
  114253. return false;
  114254. }
  114255. var zoomHasHitLimit = false;
  114256. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  114257. zoomHasHitLimit = true;
  114258. }
  114259. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  114260. this._lastFrameRadius = this._attachedCamera.radius;
  114261. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  114262. };
  114263. /**
  114264. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  114265. */
  114266. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  114267. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  114268. this._lastInteractionTime = BABYLON.Tools.Now;
  114269. }
  114270. };
  114271. // Tools
  114272. AutoRotationBehavior.prototype._userIsMoving = function () {
  114273. if (!this._attachedCamera) {
  114274. return false;
  114275. }
  114276. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  114277. this._attachedCamera.inertialBetaOffset !== 0 ||
  114278. this._attachedCamera.inertialRadiusOffset !== 0 ||
  114279. this._attachedCamera.inertialPanningX !== 0 ||
  114280. this._attachedCamera.inertialPanningY !== 0 ||
  114281. this._isPointerDown;
  114282. };
  114283. return AutoRotationBehavior;
  114284. }());
  114285. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  114286. })(BABYLON || (BABYLON = {}));
  114287. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  114288. var BABYLON;
  114289. (function (BABYLON) {
  114290. /**
  114291. * Options to create the null engine
  114292. */
  114293. var NullEngineOptions = /** @class */ (function () {
  114294. function NullEngineOptions() {
  114295. /**
  114296. * Render width (Default: 512)
  114297. */
  114298. this.renderWidth = 512;
  114299. /**
  114300. * Render height (Default: 256)
  114301. */
  114302. this.renderHeight = 256;
  114303. /**
  114304. * Texture size (Default: 512)
  114305. */
  114306. this.textureSize = 512;
  114307. /**
  114308. * If delta time between frames should be constant
  114309. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114310. */
  114311. this.deterministicLockstep = false;
  114312. /**
  114313. * Maximum about of steps between frames (Default: 4)
  114314. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114315. */
  114316. this.lockstepMaxSteps = 4;
  114317. }
  114318. return NullEngineOptions;
  114319. }());
  114320. BABYLON.NullEngineOptions = NullEngineOptions;
  114321. /**
  114322. * The null engine class provides support for headless version of babylon.js.
  114323. * This can be used in server side scenario or for testing purposes
  114324. */
  114325. var NullEngine = /** @class */ (function (_super) {
  114326. __extends(NullEngine, _super);
  114327. function NullEngine(options) {
  114328. if (options === void 0) { options = new NullEngineOptions(); }
  114329. var _this = _super.call(this, null) || this;
  114330. if (options.deterministicLockstep === undefined) {
  114331. options.deterministicLockstep = false;
  114332. }
  114333. if (options.lockstepMaxSteps === undefined) {
  114334. options.lockstepMaxSteps = 4;
  114335. }
  114336. _this._options = options;
  114337. // Init caps
  114338. // We consider we are on a webgl1 capable device
  114339. _this._caps = new BABYLON.EngineCapabilities();
  114340. _this._caps.maxTexturesImageUnits = 16;
  114341. _this._caps.maxVertexTextureImageUnits = 16;
  114342. _this._caps.maxTextureSize = 512;
  114343. _this._caps.maxCubemapTextureSize = 512;
  114344. _this._caps.maxRenderTextureSize = 512;
  114345. _this._caps.maxVertexAttribs = 16;
  114346. _this._caps.maxVaryingVectors = 16;
  114347. _this._caps.maxFragmentUniformVectors = 16;
  114348. _this._caps.maxVertexUniformVectors = 16;
  114349. // Extensions
  114350. _this._caps.standardDerivatives = false;
  114351. _this._caps.astc = null;
  114352. _this._caps.s3tc = null;
  114353. _this._caps.pvrtc = null;
  114354. _this._caps.etc1 = null;
  114355. _this._caps.etc2 = null;
  114356. _this._caps.textureAnisotropicFilterExtension = null;
  114357. _this._caps.maxAnisotropy = 0;
  114358. _this._caps.uintIndices = false;
  114359. _this._caps.fragmentDepthSupported = false;
  114360. _this._caps.highPrecisionShaderSupported = true;
  114361. _this._caps.colorBufferFloat = false;
  114362. _this._caps.textureFloat = false;
  114363. _this._caps.textureFloatLinearFiltering = false;
  114364. _this._caps.textureFloatRender = false;
  114365. _this._caps.textureHalfFloat = false;
  114366. _this._caps.textureHalfFloatLinearFiltering = false;
  114367. _this._caps.textureHalfFloatRender = false;
  114368. _this._caps.textureLOD = false;
  114369. _this._caps.drawBuffersExtension = false;
  114370. _this._caps.depthTextureExtension = false;
  114371. _this._caps.vertexArrayObject = false;
  114372. _this._caps.instancedArrays = false;
  114373. BABYLON.Tools.Log("Babylon.js null engine (v" + BABYLON.Engine.Version + ") launched");
  114374. // Wrappers
  114375. if (typeof URL === "undefined") {
  114376. URL = {
  114377. createObjectURL: function () { },
  114378. revokeObjectURL: function () { }
  114379. };
  114380. }
  114381. if (typeof Blob === "undefined") {
  114382. Blob = function () { };
  114383. }
  114384. return _this;
  114385. }
  114386. /**
  114387. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114388. */
  114389. NullEngine.prototype.isDeterministicLockStep = function () {
  114390. return this._options.deterministicLockstep;
  114391. };
  114392. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  114393. NullEngine.prototype.getLockstepMaxSteps = function () {
  114394. return this._options.lockstepMaxSteps;
  114395. };
  114396. /**
  114397. * Sets hardware scaling, used to save performance if needed
  114398. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  114399. */
  114400. NullEngine.prototype.getHardwareScalingLevel = function () {
  114401. return 1.0;
  114402. };
  114403. NullEngine.prototype.createVertexBuffer = function (vertices) {
  114404. return {
  114405. capacity: 0,
  114406. references: 1,
  114407. is32Bits: false
  114408. };
  114409. };
  114410. NullEngine.prototype.createIndexBuffer = function (indices) {
  114411. return {
  114412. capacity: 0,
  114413. references: 1,
  114414. is32Bits: false
  114415. };
  114416. };
  114417. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  114418. if (stencil === void 0) { stencil = false; }
  114419. };
  114420. NullEngine.prototype.getRenderWidth = function (useScreen) {
  114421. if (useScreen === void 0) { useScreen = false; }
  114422. if (!useScreen && this._currentRenderTarget) {
  114423. return this._currentRenderTarget.width;
  114424. }
  114425. return this._options.renderWidth;
  114426. };
  114427. NullEngine.prototype.getRenderHeight = function (useScreen) {
  114428. if (useScreen === void 0) { useScreen = false; }
  114429. if (!useScreen && this._currentRenderTarget) {
  114430. return this._currentRenderTarget.height;
  114431. }
  114432. return this._options.renderHeight;
  114433. };
  114434. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  114435. this._cachedViewport = viewport;
  114436. };
  114437. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  114438. return {
  114439. transformFeedback: null,
  114440. __SPECTOR_rebuildProgram: null,
  114441. isParallelCompiled: false
  114442. };
  114443. };
  114444. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  114445. return [];
  114446. };
  114447. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  114448. return [];
  114449. };
  114450. NullEngine.prototype.bindSamplers = function (effect) {
  114451. this._currentEffect = null;
  114452. };
  114453. NullEngine.prototype.enableEffect = function (effect) {
  114454. this._currentEffect = effect;
  114455. if (effect.onBind) {
  114456. effect.onBind(effect);
  114457. }
  114458. if (effect._onBindObservable) {
  114459. effect._onBindObservable.notifyObservers(effect);
  114460. }
  114461. };
  114462. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  114463. if (zOffset === void 0) { zOffset = 0; }
  114464. if (reverseSide === void 0) { reverseSide = false; }
  114465. };
  114466. NullEngine.prototype.setIntArray = function (uniform, array) {
  114467. };
  114468. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  114469. };
  114470. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  114471. };
  114472. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  114473. };
  114474. NullEngine.prototype.setFloatArray = function (uniform, array) {
  114475. };
  114476. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  114477. };
  114478. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  114479. };
  114480. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  114481. };
  114482. NullEngine.prototype.setArray = function (uniform, array) {
  114483. };
  114484. NullEngine.prototype.setArray2 = function (uniform, array) {
  114485. };
  114486. NullEngine.prototype.setArray3 = function (uniform, array) {
  114487. };
  114488. NullEngine.prototype.setArray4 = function (uniform, array) {
  114489. };
  114490. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  114491. };
  114492. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  114493. };
  114494. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  114495. };
  114496. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  114497. };
  114498. NullEngine.prototype.setFloat = function (uniform, value) {
  114499. };
  114500. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  114501. };
  114502. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  114503. };
  114504. NullEngine.prototype.setBool = function (uniform, bool) {
  114505. };
  114506. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  114507. };
  114508. NullEngine.prototype.setColor3 = function (uniform, color3) {
  114509. };
  114510. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  114511. };
  114512. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  114513. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  114514. if (this._alphaMode === mode) {
  114515. return;
  114516. }
  114517. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  114518. if (!noDepthWriteChange) {
  114519. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  114520. }
  114521. this._alphaMode = mode;
  114522. };
  114523. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  114524. };
  114525. NullEngine.prototype.wipeCaches = function (bruteForce) {
  114526. if (this.preventCacheWipeBetweenFrames) {
  114527. return;
  114528. }
  114529. this.resetTextureCache();
  114530. this._currentEffect = null;
  114531. if (bruteForce) {
  114532. this._currentProgram = null;
  114533. this._stencilState.reset();
  114534. this._depthCullingState.reset();
  114535. this._alphaState.reset();
  114536. }
  114537. this._cachedVertexBuffers = null;
  114538. this._cachedIndexBuffer = null;
  114539. this._cachedEffectForVertexBuffers = null;
  114540. };
  114541. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  114542. };
  114543. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  114544. };
  114545. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  114546. };
  114547. /** @hidden */
  114548. NullEngine.prototype._createTexture = function () {
  114549. return {};
  114550. };
  114551. /** @hidden */
  114552. NullEngine.prototype._releaseTexture = function (texture) {
  114553. };
  114554. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  114555. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114556. if (onLoad === void 0) { onLoad = null; }
  114557. if (onError === void 0) { onError = null; }
  114558. if (buffer === void 0) { buffer = null; }
  114559. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  114560. var url = String(urlArg);
  114561. texture.url = url;
  114562. texture.generateMipMaps = !noMipmap;
  114563. texture.samplingMode = samplingMode;
  114564. texture.invertY = invertY;
  114565. texture.baseWidth = this._options.textureSize;
  114566. texture.baseHeight = this._options.textureSize;
  114567. texture.width = this._options.textureSize;
  114568. texture.height = this._options.textureSize;
  114569. if (format) {
  114570. texture.format = format;
  114571. }
  114572. texture.isReady = true;
  114573. if (onLoad) {
  114574. onLoad();
  114575. }
  114576. this._internalTexturesCache.push(texture);
  114577. return texture;
  114578. };
  114579. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  114580. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  114581. if (options !== undefined && typeof options === "object") {
  114582. fullOptions.generateMipMaps = options.generateMipMaps;
  114583. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  114584. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  114585. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  114586. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  114587. }
  114588. else {
  114589. fullOptions.generateMipMaps = options;
  114590. fullOptions.generateDepthBuffer = true;
  114591. fullOptions.generateStencilBuffer = false;
  114592. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  114593. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  114594. }
  114595. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  114596. var width = size.width || size;
  114597. var height = size.height || size;
  114598. texture._depthStencilBuffer = {};
  114599. texture._framebuffer = {};
  114600. texture.baseWidth = width;
  114601. texture.baseHeight = height;
  114602. texture.width = width;
  114603. texture.height = height;
  114604. texture.isReady = true;
  114605. texture.samples = 1;
  114606. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  114607. texture.samplingMode = fullOptions.samplingMode;
  114608. texture.type = fullOptions.type;
  114609. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  114610. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  114611. this._internalTexturesCache.push(texture);
  114612. return texture;
  114613. };
  114614. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  114615. texture.samplingMode = samplingMode;
  114616. };
  114617. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  114618. if (this._currentRenderTarget) {
  114619. this.unBindFramebuffer(this._currentRenderTarget);
  114620. }
  114621. this._currentRenderTarget = texture;
  114622. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  114623. if (this._cachedViewport && !forceFullscreenViewport) {
  114624. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  114625. }
  114626. };
  114627. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  114628. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  114629. this._currentRenderTarget = null;
  114630. if (onBeforeUnbind) {
  114631. if (texture._MSAAFramebuffer) {
  114632. this._currentFramebuffer = texture._framebuffer;
  114633. }
  114634. onBeforeUnbind();
  114635. }
  114636. this._currentFramebuffer = null;
  114637. };
  114638. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  114639. var vbo = {
  114640. capacity: 1,
  114641. references: 1,
  114642. is32Bits: false
  114643. };
  114644. return vbo;
  114645. };
  114646. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  114647. if (premulAlpha === void 0) { premulAlpha = false; }
  114648. };
  114649. NullEngine.prototype.areAllEffectsReady = function () {
  114650. return true;
  114651. };
  114652. /**
  114653. * @hidden
  114654. * Get the current error code of the webGL context
  114655. * @returns the error code
  114656. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  114657. */
  114658. NullEngine.prototype.getError = function () {
  114659. return 0;
  114660. };
  114661. /** @hidden */
  114662. NullEngine.prototype._getUnpackAlignement = function () {
  114663. return 1;
  114664. };
  114665. /** @hidden */
  114666. NullEngine.prototype._unpackFlipY = function (value) {
  114667. };
  114668. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  114669. if (offset === void 0) { offset = 0; }
  114670. };
  114671. /**
  114672. * Updates a dynamic vertex buffer.
  114673. * @param vertexBuffer the vertex buffer to update
  114674. * @param data the data used to update the vertex buffer
  114675. * @param byteOffset the byte offset of the data (optional)
  114676. * @param byteLength the byte length of the data (optional)
  114677. */
  114678. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  114679. };
  114680. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  114681. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  114682. this._boundTexturesCache[this._activeChannel] = texture;
  114683. return true;
  114684. }
  114685. return false;
  114686. };
  114687. /** @hidden */
  114688. NullEngine.prototype._bindTexture = function (channel, texture) {
  114689. if (channel < 0) {
  114690. return;
  114691. }
  114692. this._bindTextureDirectly(0, texture);
  114693. };
  114694. /** @hidden */
  114695. NullEngine.prototype._releaseBuffer = function (buffer) {
  114696. buffer.references--;
  114697. if (buffer.references === 0) {
  114698. return true;
  114699. }
  114700. return false;
  114701. };
  114702. NullEngine.prototype.releaseEffects = function () {
  114703. };
  114704. NullEngine.prototype.displayLoadingUI = function () {
  114705. };
  114706. NullEngine.prototype.hideLoadingUI = function () {
  114707. };
  114708. /** @hidden */
  114709. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  114710. if (faceIndex === void 0) { faceIndex = 0; }
  114711. if (lod === void 0) { lod = 0; }
  114712. };
  114713. /** @hidden */
  114714. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  114715. if (faceIndex === void 0) { faceIndex = 0; }
  114716. if (lod === void 0) { lod = 0; }
  114717. };
  114718. /** @hidden */
  114719. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  114720. if (faceIndex === void 0) { faceIndex = 0; }
  114721. if (lod === void 0) { lod = 0; }
  114722. };
  114723. /** @hidden */
  114724. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  114725. if (faceIndex === void 0) { faceIndex = 0; }
  114726. if (lod === void 0) { lod = 0; }
  114727. };
  114728. return NullEngine;
  114729. }(BABYLON.Engine));
  114730. BABYLON.NullEngine = NullEngine;
  114731. })(BABYLON || (BABYLON = {}));
  114732. //# sourceMappingURL=babylon.nullEngine.js.map
  114733. var BABYLON;
  114734. (function (BABYLON) {
  114735. /**
  114736. * This class can be used to get instrumentation data from a Babylon engine
  114737. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114738. */
  114739. var EngineInstrumentation = /** @class */ (function () {
  114740. /**
  114741. * Instantiates a new engine instrumentation.
  114742. * This class can be used to get instrumentation data from a Babylon engine
  114743. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114744. * @param engine Defines the engine to instrument
  114745. */
  114746. function EngineInstrumentation(
  114747. /**
  114748. * Define the instrumented engine.
  114749. */
  114750. engine) {
  114751. this.engine = engine;
  114752. this._captureGPUFrameTime = false;
  114753. this._gpuFrameTime = new BABYLON.PerfCounter();
  114754. this._captureShaderCompilationTime = false;
  114755. this._shaderCompilationTime = new BABYLON.PerfCounter();
  114756. // Observers
  114757. this._onBeginFrameObserver = null;
  114758. this._onEndFrameObserver = null;
  114759. this._onBeforeShaderCompilationObserver = null;
  114760. this._onAfterShaderCompilationObserver = null;
  114761. }
  114762. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  114763. // Properties
  114764. /**
  114765. * Gets the perf counter used for GPU frame time
  114766. */
  114767. get: function () {
  114768. return this._gpuFrameTime;
  114769. },
  114770. enumerable: true,
  114771. configurable: true
  114772. });
  114773. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  114774. /**
  114775. * Gets the GPU frame time capture status
  114776. */
  114777. get: function () {
  114778. return this._captureGPUFrameTime;
  114779. },
  114780. /**
  114781. * Enable or disable the GPU frame time capture
  114782. */
  114783. set: function (value) {
  114784. var _this = this;
  114785. if (value === this._captureGPUFrameTime) {
  114786. return;
  114787. }
  114788. this._captureGPUFrameTime = value;
  114789. if (value) {
  114790. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  114791. if (!_this._gpuFrameTimeToken) {
  114792. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  114793. }
  114794. });
  114795. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  114796. if (!_this._gpuFrameTimeToken) {
  114797. return;
  114798. }
  114799. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  114800. if (time > -1) {
  114801. _this._gpuFrameTimeToken = null;
  114802. _this._gpuFrameTime.fetchNewFrame();
  114803. _this._gpuFrameTime.addCount(time, true);
  114804. }
  114805. });
  114806. }
  114807. else {
  114808. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  114809. this._onBeginFrameObserver = null;
  114810. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  114811. this._onEndFrameObserver = null;
  114812. }
  114813. },
  114814. enumerable: true,
  114815. configurable: true
  114816. });
  114817. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  114818. /**
  114819. * Gets the perf counter used for shader compilation time
  114820. */
  114821. get: function () {
  114822. return this._shaderCompilationTime;
  114823. },
  114824. enumerable: true,
  114825. configurable: true
  114826. });
  114827. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  114828. /**
  114829. * Gets the shader compilation time capture status
  114830. */
  114831. get: function () {
  114832. return this._captureShaderCompilationTime;
  114833. },
  114834. /**
  114835. * Enable or disable the shader compilation time capture
  114836. */
  114837. set: function (value) {
  114838. var _this = this;
  114839. if (value === this._captureShaderCompilationTime) {
  114840. return;
  114841. }
  114842. this._captureShaderCompilationTime = value;
  114843. if (value) {
  114844. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  114845. _this._shaderCompilationTime.fetchNewFrame();
  114846. _this._shaderCompilationTime.beginMonitoring();
  114847. });
  114848. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  114849. _this._shaderCompilationTime.endMonitoring();
  114850. });
  114851. }
  114852. else {
  114853. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  114854. this._onBeforeShaderCompilationObserver = null;
  114855. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  114856. this._onAfterShaderCompilationObserver = null;
  114857. }
  114858. },
  114859. enumerable: true,
  114860. configurable: true
  114861. });
  114862. /**
  114863. * Dispose and release associated resources.
  114864. */
  114865. EngineInstrumentation.prototype.dispose = function () {
  114866. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  114867. this._onBeginFrameObserver = null;
  114868. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  114869. this._onEndFrameObserver = null;
  114870. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  114871. this._onBeforeShaderCompilationObserver = null;
  114872. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  114873. this._onAfterShaderCompilationObserver = null;
  114874. this.engine = null;
  114875. };
  114876. return EngineInstrumentation;
  114877. }());
  114878. BABYLON.EngineInstrumentation = EngineInstrumentation;
  114879. })(BABYLON || (BABYLON = {}));
  114880. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  114881. var BABYLON;
  114882. (function (BABYLON) {
  114883. /**
  114884. * This class can be used to get instrumentation data from a Babylon engine
  114885. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114886. */
  114887. var SceneInstrumentation = /** @class */ (function () {
  114888. /**
  114889. * Instantiates a new scene instrumentation.
  114890. * This class can be used to get instrumentation data from a Babylon engine
  114891. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114892. * @param scene Defines the scene to instrument
  114893. */
  114894. function SceneInstrumentation(
  114895. /**
  114896. * Defines the scene to instrument
  114897. */
  114898. scene) {
  114899. var _this = this;
  114900. this.scene = scene;
  114901. this._captureActiveMeshesEvaluationTime = false;
  114902. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  114903. this._captureRenderTargetsRenderTime = false;
  114904. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  114905. this._captureFrameTime = false;
  114906. this._frameTime = new BABYLON.PerfCounter();
  114907. this._captureRenderTime = false;
  114908. this._renderTime = new BABYLON.PerfCounter();
  114909. this._captureInterFrameTime = false;
  114910. this._interFrameTime = new BABYLON.PerfCounter();
  114911. this._captureParticlesRenderTime = false;
  114912. this._particlesRenderTime = new BABYLON.PerfCounter();
  114913. this._captureSpritesRenderTime = false;
  114914. this._spritesRenderTime = new BABYLON.PerfCounter();
  114915. this._capturePhysicsTime = false;
  114916. this._physicsTime = new BABYLON.PerfCounter();
  114917. this._captureAnimationsTime = false;
  114918. this._animationsTime = new BABYLON.PerfCounter();
  114919. this._captureCameraRenderTime = false;
  114920. this._cameraRenderTime = new BABYLON.PerfCounter();
  114921. // Observers
  114922. this._onBeforeActiveMeshesEvaluationObserver = null;
  114923. this._onAfterActiveMeshesEvaluationObserver = null;
  114924. this._onBeforeRenderTargetsRenderObserver = null;
  114925. this._onAfterRenderTargetsRenderObserver = null;
  114926. this._onAfterRenderObserver = null;
  114927. this._onBeforeDrawPhaseObserver = null;
  114928. this._onAfterDrawPhaseObserver = null;
  114929. this._onBeforeAnimationsObserver = null;
  114930. this._onBeforeParticlesRenderingObserver = null;
  114931. this._onAfterParticlesRenderingObserver = null;
  114932. this._onBeforeSpritesRenderingObserver = null;
  114933. this._onAfterSpritesRenderingObserver = null;
  114934. this._onBeforePhysicsObserver = null;
  114935. this._onAfterPhysicsObserver = null;
  114936. this._onAfterAnimationsObserver = null;
  114937. this._onBeforeCameraRenderObserver = null;
  114938. this._onAfterCameraRenderObserver = null;
  114939. // Before render
  114940. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  114941. if (_this._captureActiveMeshesEvaluationTime) {
  114942. _this._activeMeshesEvaluationTime.fetchNewFrame();
  114943. }
  114944. if (_this._captureRenderTargetsRenderTime) {
  114945. _this._renderTargetsRenderTime.fetchNewFrame();
  114946. }
  114947. if (_this._captureFrameTime) {
  114948. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  114949. _this._frameTime.beginMonitoring();
  114950. }
  114951. if (_this._captureInterFrameTime) {
  114952. _this._interFrameTime.endMonitoring();
  114953. }
  114954. if (_this._captureParticlesRenderTime) {
  114955. _this._particlesRenderTime.fetchNewFrame();
  114956. }
  114957. if (_this._captureSpritesRenderTime) {
  114958. _this._spritesRenderTime.fetchNewFrame();
  114959. }
  114960. if (_this._captureAnimationsTime) {
  114961. _this._animationsTime.beginMonitoring();
  114962. }
  114963. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  114964. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  114965. });
  114966. // After render
  114967. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  114968. if (_this._captureFrameTime) {
  114969. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  114970. _this._frameTime.endMonitoring();
  114971. }
  114972. if (_this._captureRenderTime) {
  114973. _this._renderTime.endMonitoring(false);
  114974. }
  114975. if (_this._captureInterFrameTime) {
  114976. _this._interFrameTime.beginMonitoring();
  114977. }
  114978. });
  114979. }
  114980. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  114981. // Properties
  114982. /**
  114983. * Gets the perf counter used for active meshes evaluation time
  114984. */
  114985. get: function () {
  114986. return this._activeMeshesEvaluationTime;
  114987. },
  114988. enumerable: true,
  114989. configurable: true
  114990. });
  114991. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  114992. /**
  114993. * Gets the active meshes evaluation time capture status
  114994. */
  114995. get: function () {
  114996. return this._captureActiveMeshesEvaluationTime;
  114997. },
  114998. /**
  114999. * Enable or disable the active meshes evaluation time capture
  115000. */
  115001. set: function (value) {
  115002. var _this = this;
  115003. if (value === this._captureActiveMeshesEvaluationTime) {
  115004. return;
  115005. }
  115006. this._captureActiveMeshesEvaluationTime = value;
  115007. if (value) {
  115008. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  115009. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  115010. _this._activeMeshesEvaluationTime.beginMonitoring();
  115011. });
  115012. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  115013. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  115014. _this._activeMeshesEvaluationTime.endMonitoring();
  115015. });
  115016. }
  115017. else {
  115018. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  115019. this._onBeforeActiveMeshesEvaluationObserver = null;
  115020. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  115021. this._onAfterActiveMeshesEvaluationObserver = null;
  115022. }
  115023. },
  115024. enumerable: true,
  115025. configurable: true
  115026. });
  115027. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  115028. /**
  115029. * Gets the perf counter used for render targets render time
  115030. */
  115031. get: function () {
  115032. return this._renderTargetsRenderTime;
  115033. },
  115034. enumerable: true,
  115035. configurable: true
  115036. });
  115037. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  115038. /**
  115039. * Gets the render targets render time capture status
  115040. */
  115041. get: function () {
  115042. return this._captureRenderTargetsRenderTime;
  115043. },
  115044. /**
  115045. * Enable or disable the render targets render time capture
  115046. */
  115047. set: function (value) {
  115048. var _this = this;
  115049. if (value === this._captureRenderTargetsRenderTime) {
  115050. return;
  115051. }
  115052. this._captureRenderTargetsRenderTime = value;
  115053. if (value) {
  115054. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  115055. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  115056. _this._renderTargetsRenderTime.beginMonitoring();
  115057. });
  115058. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  115059. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  115060. _this._renderTargetsRenderTime.endMonitoring(false);
  115061. });
  115062. }
  115063. else {
  115064. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  115065. this._onBeforeRenderTargetsRenderObserver = null;
  115066. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  115067. this._onAfterRenderTargetsRenderObserver = null;
  115068. }
  115069. },
  115070. enumerable: true,
  115071. configurable: true
  115072. });
  115073. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  115074. /**
  115075. * Gets the perf counter used for particles render time
  115076. */
  115077. get: function () {
  115078. return this._particlesRenderTime;
  115079. },
  115080. enumerable: true,
  115081. configurable: true
  115082. });
  115083. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  115084. /**
  115085. * Gets the particles render time capture status
  115086. */
  115087. get: function () {
  115088. return this._captureParticlesRenderTime;
  115089. },
  115090. /**
  115091. * Enable or disable the particles render time capture
  115092. */
  115093. set: function (value) {
  115094. var _this = this;
  115095. if (value === this._captureParticlesRenderTime) {
  115096. return;
  115097. }
  115098. this._captureParticlesRenderTime = value;
  115099. if (value) {
  115100. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  115101. BABYLON.Tools.StartPerformanceCounter("Particles");
  115102. _this._particlesRenderTime.beginMonitoring();
  115103. });
  115104. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  115105. BABYLON.Tools.EndPerformanceCounter("Particles");
  115106. _this._particlesRenderTime.endMonitoring(false);
  115107. });
  115108. }
  115109. else {
  115110. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  115111. this._onBeforeParticlesRenderingObserver = null;
  115112. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  115113. this._onAfterParticlesRenderingObserver = null;
  115114. }
  115115. },
  115116. enumerable: true,
  115117. configurable: true
  115118. });
  115119. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  115120. /**
  115121. * Gets the perf counter used for sprites render time
  115122. */
  115123. get: function () {
  115124. return this._spritesRenderTime;
  115125. },
  115126. enumerable: true,
  115127. configurable: true
  115128. });
  115129. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  115130. /**
  115131. * Gets the sprites render time capture status
  115132. */
  115133. get: function () {
  115134. return this._captureSpritesRenderTime;
  115135. },
  115136. /**
  115137. * Enable or disable the sprites render time capture
  115138. */
  115139. set: function (value) {
  115140. var _this = this;
  115141. if (value === this._captureSpritesRenderTime) {
  115142. return;
  115143. }
  115144. this._captureSpritesRenderTime = value;
  115145. if (!this.scene.spriteManagers) {
  115146. return;
  115147. }
  115148. if (value) {
  115149. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  115150. BABYLON.Tools.StartPerformanceCounter("Sprites");
  115151. _this._spritesRenderTime.beginMonitoring();
  115152. });
  115153. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  115154. BABYLON.Tools.EndPerformanceCounter("Sprites");
  115155. _this._spritesRenderTime.endMonitoring(false);
  115156. });
  115157. }
  115158. else {
  115159. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  115160. this._onBeforeSpritesRenderingObserver = null;
  115161. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  115162. this._onAfterSpritesRenderingObserver = null;
  115163. }
  115164. },
  115165. enumerable: true,
  115166. configurable: true
  115167. });
  115168. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  115169. /**
  115170. * Gets the perf counter used for physics time
  115171. */
  115172. get: function () {
  115173. return this._physicsTime;
  115174. },
  115175. enumerable: true,
  115176. configurable: true
  115177. });
  115178. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  115179. /**
  115180. * Gets the physics time capture status
  115181. */
  115182. get: function () {
  115183. return this._capturePhysicsTime;
  115184. },
  115185. /**
  115186. * Enable or disable the physics time capture
  115187. */
  115188. set: function (value) {
  115189. var _this = this;
  115190. if (value === this._capturePhysicsTime) {
  115191. return;
  115192. }
  115193. if (!this.scene.onBeforePhysicsObservable) {
  115194. return;
  115195. }
  115196. this._capturePhysicsTime = value;
  115197. if (value) {
  115198. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  115199. BABYLON.Tools.StartPerformanceCounter("Physics");
  115200. _this._physicsTime.beginMonitoring();
  115201. });
  115202. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  115203. BABYLON.Tools.EndPerformanceCounter("Physics");
  115204. _this._physicsTime.endMonitoring();
  115205. });
  115206. }
  115207. else {
  115208. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  115209. this._onBeforePhysicsObserver = null;
  115210. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  115211. this._onAfterPhysicsObserver = null;
  115212. }
  115213. },
  115214. enumerable: true,
  115215. configurable: true
  115216. });
  115217. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  115218. /**
  115219. * Gets the perf counter used for animations time
  115220. */
  115221. get: function () {
  115222. return this._animationsTime;
  115223. },
  115224. enumerable: true,
  115225. configurable: true
  115226. });
  115227. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  115228. /**
  115229. * Gets the animations time capture status
  115230. */
  115231. get: function () {
  115232. return this._captureAnimationsTime;
  115233. },
  115234. /**
  115235. * Enable or disable the animations time capture
  115236. */
  115237. set: function (value) {
  115238. var _this = this;
  115239. if (value === this._captureAnimationsTime) {
  115240. return;
  115241. }
  115242. this._captureAnimationsTime = value;
  115243. if (value) {
  115244. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  115245. _this._animationsTime.endMonitoring();
  115246. });
  115247. }
  115248. else {
  115249. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  115250. this._onAfterAnimationsObserver = null;
  115251. }
  115252. },
  115253. enumerable: true,
  115254. configurable: true
  115255. });
  115256. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  115257. /**
  115258. * Gets the perf counter used for frame time capture
  115259. */
  115260. get: function () {
  115261. return this._frameTime;
  115262. },
  115263. enumerable: true,
  115264. configurable: true
  115265. });
  115266. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  115267. /**
  115268. * Gets the frame time capture status
  115269. */
  115270. get: function () {
  115271. return this._captureFrameTime;
  115272. },
  115273. /**
  115274. * Enable or disable the frame time capture
  115275. */
  115276. set: function (value) {
  115277. this._captureFrameTime = value;
  115278. },
  115279. enumerable: true,
  115280. configurable: true
  115281. });
  115282. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  115283. /**
  115284. * Gets the perf counter used for inter-frames time capture
  115285. */
  115286. get: function () {
  115287. return this._interFrameTime;
  115288. },
  115289. enumerable: true,
  115290. configurable: true
  115291. });
  115292. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  115293. /**
  115294. * Gets the inter-frames time capture status
  115295. */
  115296. get: function () {
  115297. return this._captureInterFrameTime;
  115298. },
  115299. /**
  115300. * Enable or disable the inter-frames time capture
  115301. */
  115302. set: function (value) {
  115303. this._captureInterFrameTime = value;
  115304. },
  115305. enumerable: true,
  115306. configurable: true
  115307. });
  115308. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  115309. /**
  115310. * Gets the perf counter used for render time capture
  115311. */
  115312. get: function () {
  115313. return this._renderTime;
  115314. },
  115315. enumerable: true,
  115316. configurable: true
  115317. });
  115318. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  115319. /**
  115320. * Gets the render time capture status
  115321. */
  115322. get: function () {
  115323. return this._captureRenderTime;
  115324. },
  115325. /**
  115326. * Enable or disable the render time capture
  115327. */
  115328. set: function (value) {
  115329. var _this = this;
  115330. if (value === this._captureRenderTime) {
  115331. return;
  115332. }
  115333. this._captureRenderTime = value;
  115334. if (value) {
  115335. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  115336. _this._renderTime.beginMonitoring();
  115337. BABYLON.Tools.StartPerformanceCounter("Main render");
  115338. });
  115339. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  115340. _this._renderTime.endMonitoring(false);
  115341. BABYLON.Tools.EndPerformanceCounter("Main render");
  115342. });
  115343. }
  115344. else {
  115345. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  115346. this._onBeforeDrawPhaseObserver = null;
  115347. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  115348. this._onAfterDrawPhaseObserver = null;
  115349. }
  115350. },
  115351. enumerable: true,
  115352. configurable: true
  115353. });
  115354. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  115355. /**
  115356. * Gets the perf counter used for camera render time capture
  115357. */
  115358. get: function () {
  115359. return this._cameraRenderTime;
  115360. },
  115361. enumerable: true,
  115362. configurable: true
  115363. });
  115364. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  115365. /**
  115366. * Gets the camera render time capture status
  115367. */
  115368. get: function () {
  115369. return this._captureCameraRenderTime;
  115370. },
  115371. /**
  115372. * Enable or disable the camera render time capture
  115373. */
  115374. set: function (value) {
  115375. var _this = this;
  115376. if (value === this._captureCameraRenderTime) {
  115377. return;
  115378. }
  115379. this._captureCameraRenderTime = value;
  115380. if (value) {
  115381. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  115382. _this._cameraRenderTime.beginMonitoring();
  115383. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  115384. });
  115385. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  115386. _this._cameraRenderTime.endMonitoring(false);
  115387. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  115388. });
  115389. }
  115390. else {
  115391. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  115392. this._onBeforeCameraRenderObserver = null;
  115393. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  115394. this._onAfterCameraRenderObserver = null;
  115395. }
  115396. },
  115397. enumerable: true,
  115398. configurable: true
  115399. });
  115400. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  115401. /**
  115402. * Gets the perf counter used for draw calls
  115403. */
  115404. get: function () {
  115405. return this.scene.getEngine()._drawCalls;
  115406. },
  115407. enumerable: true,
  115408. configurable: true
  115409. });
  115410. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  115411. /**
  115412. * Gets the perf counter used for texture collisions
  115413. */
  115414. get: function () {
  115415. return this.scene.getEngine()._textureCollisions;
  115416. },
  115417. enumerable: true,
  115418. configurable: true
  115419. });
  115420. /**
  115421. * Dispose and release associated resources.
  115422. */
  115423. SceneInstrumentation.prototype.dispose = function () {
  115424. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  115425. this._onAfterRenderObserver = null;
  115426. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  115427. this._onBeforeActiveMeshesEvaluationObserver = null;
  115428. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  115429. this._onAfterActiveMeshesEvaluationObserver = null;
  115430. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  115431. this._onBeforeRenderTargetsRenderObserver = null;
  115432. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  115433. this._onAfterRenderTargetsRenderObserver = null;
  115434. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  115435. this._onBeforeAnimationsObserver = null;
  115436. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  115437. this._onBeforeParticlesRenderingObserver = null;
  115438. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  115439. this._onAfterParticlesRenderingObserver = null;
  115440. if (this._onBeforeSpritesRenderingObserver) {
  115441. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  115442. this._onBeforeSpritesRenderingObserver = null;
  115443. }
  115444. if (this._onAfterSpritesRenderingObserver) {
  115445. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  115446. this._onAfterSpritesRenderingObserver = null;
  115447. }
  115448. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  115449. this._onBeforeDrawPhaseObserver = null;
  115450. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  115451. this._onAfterDrawPhaseObserver = null;
  115452. if (this._onBeforePhysicsObserver) {
  115453. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  115454. this._onBeforePhysicsObserver = null;
  115455. }
  115456. if (this._onAfterPhysicsObserver) {
  115457. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  115458. this._onAfterPhysicsObserver = null;
  115459. }
  115460. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  115461. this._onAfterAnimationsObserver = null;
  115462. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  115463. this._onBeforeCameraRenderObserver = null;
  115464. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  115465. this._onAfterCameraRenderObserver = null;
  115466. this.scene = null;
  115467. };
  115468. return SceneInstrumentation;
  115469. }());
  115470. BABYLON.SceneInstrumentation = SceneInstrumentation;
  115471. })(BABYLON || (BABYLON = {}));
  115472. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  115473. var BABYLON;
  115474. (function (BABYLON) {
  115475. /**
  115476. * @hidden
  115477. **/
  115478. var _TimeToken = /** @class */ (function () {
  115479. function _TimeToken() {
  115480. this._timeElapsedQueryEnded = false;
  115481. }
  115482. return _TimeToken;
  115483. }());
  115484. BABYLON._TimeToken = _TimeToken;
  115485. })(BABYLON || (BABYLON = {}));
  115486. //# sourceMappingURL=babylon.timeToken.js.map
  115487. var BABYLON;
  115488. (function (BABYLON) {
  115489. /**
  115490. * Background material defines definition.
  115491. * @hidden Mainly internal Use
  115492. */
  115493. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  115494. __extends(BackgroundMaterialDefines, _super);
  115495. /**
  115496. * Constructor of the defines.
  115497. */
  115498. function BackgroundMaterialDefines() {
  115499. var _this = _super.call(this) || this;
  115500. /**
  115501. * True if the diffuse texture is in use.
  115502. */
  115503. _this.DIFFUSE = false;
  115504. /**
  115505. * The direct UV channel to use.
  115506. */
  115507. _this.DIFFUSEDIRECTUV = 0;
  115508. /**
  115509. * True if the diffuse texture is in gamma space.
  115510. */
  115511. _this.GAMMADIFFUSE = false;
  115512. /**
  115513. * True if the diffuse texture has opacity in the alpha channel.
  115514. */
  115515. _this.DIFFUSEHASALPHA = false;
  115516. /**
  115517. * True if you want the material to fade to transparent at grazing angle.
  115518. */
  115519. _this.OPACITYFRESNEL = false;
  115520. /**
  115521. * True if an extra blur needs to be added in the reflection.
  115522. */
  115523. _this.REFLECTIONBLUR = false;
  115524. /**
  115525. * True if you want the material to fade to reflection at grazing angle.
  115526. */
  115527. _this.REFLECTIONFRESNEL = false;
  115528. /**
  115529. * True if you want the material to falloff as far as you move away from the scene center.
  115530. */
  115531. _this.REFLECTIONFALLOFF = false;
  115532. /**
  115533. * False if the current Webgl implementation does not support the texture lod extension.
  115534. */
  115535. _this.TEXTURELODSUPPORT = false;
  115536. /**
  115537. * True to ensure the data are premultiplied.
  115538. */
  115539. _this.PREMULTIPLYALPHA = false;
  115540. /**
  115541. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  115542. */
  115543. _this.USERGBCOLOR = false;
  115544. /**
  115545. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  115546. * stays aligned with the desired configuration.
  115547. */
  115548. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  115549. /**
  115550. * True to add noise in order to reduce the banding effect.
  115551. */
  115552. _this.NOISE = false;
  115553. /**
  115554. * is the reflection texture in BGR color scheme?
  115555. * Mainly used to solve a bug in ios10 video tag
  115556. */
  115557. _this.REFLECTIONBGR = false;
  115558. _this.IMAGEPROCESSING = false;
  115559. _this.VIGNETTE = false;
  115560. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  115561. _this.VIGNETTEBLENDMODEOPAQUE = false;
  115562. _this.TONEMAPPING = false;
  115563. _this.TONEMAPPING_ACES = false;
  115564. _this.CONTRAST = false;
  115565. _this.COLORCURVES = false;
  115566. _this.COLORGRADING = false;
  115567. _this.COLORGRADING3D = false;
  115568. _this.SAMPLER3DGREENDEPTH = false;
  115569. _this.SAMPLER3DBGRMAP = false;
  115570. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  115571. _this.EXPOSURE = false;
  115572. // Reflection.
  115573. _this.REFLECTION = false;
  115574. _this.REFLECTIONMAP_3D = false;
  115575. _this.REFLECTIONMAP_SPHERICAL = false;
  115576. _this.REFLECTIONMAP_PLANAR = false;
  115577. _this.REFLECTIONMAP_CUBIC = false;
  115578. _this.REFLECTIONMAP_PROJECTION = false;
  115579. _this.REFLECTIONMAP_SKYBOX = false;
  115580. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  115581. _this.REFLECTIONMAP_EXPLICIT = false;
  115582. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  115583. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  115584. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  115585. _this.INVERTCUBICMAP = false;
  115586. _this.REFLECTIONMAP_OPPOSITEZ = false;
  115587. _this.LODINREFLECTIONALPHA = false;
  115588. _this.GAMMAREFLECTION = false;
  115589. _this.RGBDREFLECTION = false;
  115590. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  115591. // Default BJS.
  115592. _this.MAINUV1 = false;
  115593. _this.MAINUV2 = false;
  115594. _this.UV1 = false;
  115595. _this.UV2 = false;
  115596. _this.CLIPPLANE = false;
  115597. _this.CLIPPLANE2 = false;
  115598. _this.CLIPPLANE3 = false;
  115599. _this.CLIPPLANE4 = false;
  115600. _this.POINTSIZE = false;
  115601. _this.FOG = false;
  115602. _this.NORMAL = false;
  115603. _this.NUM_BONE_INFLUENCERS = 0;
  115604. _this.BonesPerMesh = 0;
  115605. _this.INSTANCES = false;
  115606. _this.SHADOWFLOAT = false;
  115607. _this.rebuild();
  115608. return _this;
  115609. }
  115610. return BackgroundMaterialDefines;
  115611. }(BABYLON.MaterialDefines));
  115612. /**
  115613. * Background material used to create an efficient environement around your scene.
  115614. */
  115615. var BackgroundMaterial = /** @class */ (function (_super) {
  115616. __extends(BackgroundMaterial, _super);
  115617. /**
  115618. * Instantiates a Background Material in the given scene
  115619. * @param name The friendly name of the material
  115620. * @param scene The scene to add the material to
  115621. */
  115622. function BackgroundMaterial(name, scene) {
  115623. var _this = _super.call(this, name, scene) || this;
  115624. /**
  115625. * Key light Color (multiply against the environement texture)
  115626. */
  115627. _this.primaryColor = BABYLON.Color3.White();
  115628. _this._primaryColorShadowLevel = 0;
  115629. _this._primaryColorHighlightLevel = 0;
  115630. /**
  115631. * Reflection Texture used in the material.
  115632. * Should be author in a specific way for the best result (refer to the documentation).
  115633. */
  115634. _this.reflectionTexture = null;
  115635. /**
  115636. * Reflection Texture level of blur.
  115637. *
  115638. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  115639. * texture twice.
  115640. */
  115641. _this.reflectionBlur = 0;
  115642. /**
  115643. * Diffuse Texture used in the material.
  115644. * Should be author in a specific way for the best result (refer to the documentation).
  115645. */
  115646. _this.diffuseTexture = null;
  115647. _this._shadowLights = null;
  115648. /**
  115649. * Specify the list of lights casting shadow on the material.
  115650. * All scene shadow lights will be included if null.
  115651. */
  115652. _this.shadowLights = null;
  115653. /**
  115654. * Helps adjusting the shadow to a softer level if required.
  115655. * 0 means black shadows and 1 means no shadows.
  115656. */
  115657. _this.shadowLevel = 0;
  115658. /**
  115659. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  115660. * It is usually zero but might be interesting to modify according to your setup.
  115661. */
  115662. _this.sceneCenter = BABYLON.Vector3.Zero();
  115663. /**
  115664. * This helps specifying that the material is falling off to the sky box at grazing angle.
  115665. * This helps ensuring a nice transition when the camera goes under the ground.
  115666. */
  115667. _this.opacityFresnel = true;
  115668. /**
  115669. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  115670. * This helps adding a mirror texture on the ground.
  115671. */
  115672. _this.reflectionFresnel = false;
  115673. /**
  115674. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  115675. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  115676. */
  115677. _this.reflectionFalloffDistance = 0.0;
  115678. /**
  115679. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  115680. */
  115681. _this.reflectionAmount = 1.0;
  115682. /**
  115683. * This specifies the weight of the reflection at grazing angle.
  115684. */
  115685. _this.reflectionReflectance0 = 0.05;
  115686. /**
  115687. * This specifies the weight of the reflection at a perpendicular point of view.
  115688. */
  115689. _this.reflectionReflectance90 = 0.5;
  115690. /**
  115691. * Helps to directly use the maps channels instead of their level.
  115692. */
  115693. _this.useRGBColor = true;
  115694. /**
  115695. * This helps reducing the banding effect that could occur on the background.
  115696. */
  115697. _this.enableNoise = false;
  115698. _this._fovMultiplier = 1.0;
  115699. /**
  115700. * Enable the FOV adjustment feature controlled by fovMultiplier.
  115701. */
  115702. _this.useEquirectangularFOV = false;
  115703. _this._maxSimultaneousLights = 4;
  115704. /**
  115705. * Number of Simultaneous lights allowed on the material.
  115706. */
  115707. _this.maxSimultaneousLights = 4;
  115708. /**
  115709. * Keep track of the image processing observer to allow dispose and replace.
  115710. */
  115711. _this._imageProcessingObserver = null;
  115712. /**
  115713. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  115714. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  115715. */
  115716. _this.switchToBGR = false;
  115717. // Temp values kept as cache in the material.
  115718. _this._renderTargets = new BABYLON.SmartArray(16);
  115719. _this._reflectionControls = BABYLON.Vector4.Zero();
  115720. _this._white = BABYLON.Color3.White();
  115721. _this._primaryShadowColor = BABYLON.Color3.Black();
  115722. _this._primaryHighlightColor = BABYLON.Color3.Black();
  115723. // Setup the default processing configuration to the scene.
  115724. _this._attachImageProcessingConfiguration(null);
  115725. _this.getRenderTargetTextures = function () {
  115726. _this._renderTargets.reset();
  115727. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  115728. _this._renderTargets.push(_this._diffuseTexture);
  115729. }
  115730. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  115731. _this._renderTargets.push(_this._reflectionTexture);
  115732. }
  115733. return _this._renderTargets;
  115734. };
  115735. return _this;
  115736. }
  115737. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  115738. /**
  115739. * Experimental Internal Use Only.
  115740. *
  115741. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  115742. * This acts as a helper to set the primary color to a more "human friendly" value.
  115743. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  115744. * output color as close as possible from the chosen value.
  115745. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  115746. * part of lighting setup.)
  115747. */
  115748. get: function () {
  115749. return this.__perceptualColor;
  115750. },
  115751. set: function (value) {
  115752. this.__perceptualColor = value;
  115753. this._computePrimaryColorFromPerceptualColor();
  115754. this._markAllSubMeshesAsLightsDirty();
  115755. },
  115756. enumerable: true,
  115757. configurable: true
  115758. });
  115759. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  115760. /**
  115761. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  115762. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  115763. */
  115764. get: function () {
  115765. return this._primaryColorShadowLevel;
  115766. },
  115767. set: function (value) {
  115768. this._primaryColorShadowLevel = value;
  115769. this._computePrimaryColors();
  115770. this._markAllSubMeshesAsLightsDirty();
  115771. },
  115772. enumerable: true,
  115773. configurable: true
  115774. });
  115775. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  115776. /**
  115777. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  115778. * The primary color is used at the level chosen to define what the white area would look.
  115779. */
  115780. get: function () {
  115781. return this._primaryColorHighlightLevel;
  115782. },
  115783. set: function (value) {
  115784. this._primaryColorHighlightLevel = value;
  115785. this._computePrimaryColors();
  115786. this._markAllSubMeshesAsLightsDirty();
  115787. },
  115788. enumerable: true,
  115789. configurable: true
  115790. });
  115791. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  115792. /**
  115793. * Sets the reflection reflectance fresnel values according to the default standard
  115794. * empirically know to work well :-)
  115795. */
  115796. set: function (value) {
  115797. var reflectionWeight = value;
  115798. if (reflectionWeight < 0.5) {
  115799. reflectionWeight = reflectionWeight * 2.0;
  115800. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  115801. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  115802. }
  115803. else {
  115804. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  115805. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  115806. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  115807. }
  115808. },
  115809. enumerable: true,
  115810. configurable: true
  115811. });
  115812. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  115813. /**
  115814. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115815. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  115816. * Recommended to be keep at 1.0 except for special cases.
  115817. */
  115818. get: function () {
  115819. return this._fovMultiplier;
  115820. },
  115821. set: function (value) {
  115822. if (isNaN(value)) {
  115823. value = 1.0;
  115824. }
  115825. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  115826. },
  115827. enumerable: true,
  115828. configurable: true
  115829. });
  115830. /**
  115831. * Attaches a new image processing configuration to the PBR Material.
  115832. * @param configuration (if null the scene configuration will be use)
  115833. */
  115834. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  115835. var _this = this;
  115836. if (configuration === this._imageProcessingConfiguration) {
  115837. return;
  115838. }
  115839. // Detaches observer.
  115840. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  115841. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  115842. }
  115843. // Pick the scene configuration if needed.
  115844. if (!configuration) {
  115845. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  115846. }
  115847. else {
  115848. this._imageProcessingConfiguration = configuration;
  115849. }
  115850. // Attaches observer.
  115851. if (this._imageProcessingConfiguration) {
  115852. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  115853. _this._computePrimaryColorFromPerceptualColor();
  115854. _this._markAllSubMeshesAsImageProcessingDirty();
  115855. });
  115856. }
  115857. };
  115858. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  115859. /**
  115860. * Gets the image processing configuration used either in this material.
  115861. */
  115862. get: function () {
  115863. return this._imageProcessingConfiguration;
  115864. },
  115865. /**
  115866. * Sets the Default image processing configuration used either in the this material.
  115867. *
  115868. * If sets to null, the scene one is in use.
  115869. */
  115870. set: function (value) {
  115871. this._attachImageProcessingConfiguration(value);
  115872. // Ensure the effect will be rebuilt.
  115873. this._markAllSubMeshesAsTexturesDirty();
  115874. },
  115875. enumerable: true,
  115876. configurable: true
  115877. });
  115878. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  115879. /**
  115880. * Gets wether the color curves effect is enabled.
  115881. */
  115882. get: function () {
  115883. return this.imageProcessingConfiguration.colorCurvesEnabled;
  115884. },
  115885. /**
  115886. * Sets wether the color curves effect is enabled.
  115887. */
  115888. set: function (value) {
  115889. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  115890. },
  115891. enumerable: true,
  115892. configurable: true
  115893. });
  115894. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  115895. /**
  115896. * Gets wether the color grading effect is enabled.
  115897. */
  115898. get: function () {
  115899. return this.imageProcessingConfiguration.colorGradingEnabled;
  115900. },
  115901. /**
  115902. * Gets wether the color grading effect is enabled.
  115903. */
  115904. set: function (value) {
  115905. this.imageProcessingConfiguration.colorGradingEnabled = value;
  115906. },
  115907. enumerable: true,
  115908. configurable: true
  115909. });
  115910. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  115911. /**
  115912. * Gets wether tonemapping is enabled or not.
  115913. */
  115914. get: function () {
  115915. return this._imageProcessingConfiguration.toneMappingEnabled;
  115916. },
  115917. /**
  115918. * Sets wether tonemapping is enabled or not
  115919. */
  115920. set: function (value) {
  115921. this._imageProcessingConfiguration.toneMappingEnabled = value;
  115922. },
  115923. enumerable: true,
  115924. configurable: true
  115925. });
  115926. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  115927. /**
  115928. * The camera exposure used on this material.
  115929. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115930. * This corresponds to a photographic exposure.
  115931. */
  115932. get: function () {
  115933. return this._imageProcessingConfiguration.exposure;
  115934. },
  115935. /**
  115936. * The camera exposure used on this material.
  115937. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115938. * This corresponds to a photographic exposure.
  115939. */
  115940. set: function (value) {
  115941. this._imageProcessingConfiguration.exposure = value;
  115942. },
  115943. enumerable: true,
  115944. configurable: true
  115945. });
  115946. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  115947. /**
  115948. * Gets The camera contrast used on this material.
  115949. */
  115950. get: function () {
  115951. return this._imageProcessingConfiguration.contrast;
  115952. },
  115953. /**
  115954. * Sets The camera contrast used on this material.
  115955. */
  115956. set: function (value) {
  115957. this._imageProcessingConfiguration.contrast = value;
  115958. },
  115959. enumerable: true,
  115960. configurable: true
  115961. });
  115962. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  115963. /**
  115964. * Gets the Color Grading 2D Lookup Texture.
  115965. */
  115966. get: function () {
  115967. return this._imageProcessingConfiguration.colorGradingTexture;
  115968. },
  115969. /**
  115970. * Sets the Color Grading 2D Lookup Texture.
  115971. */
  115972. set: function (value) {
  115973. this.imageProcessingConfiguration.colorGradingTexture = value;
  115974. },
  115975. enumerable: true,
  115976. configurable: true
  115977. });
  115978. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  115979. /**
  115980. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115981. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115982. * 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;
  115983. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115984. */
  115985. get: function () {
  115986. return this.imageProcessingConfiguration.colorCurves;
  115987. },
  115988. /**
  115989. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115990. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115991. * 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;
  115992. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115993. */
  115994. set: function (value) {
  115995. this.imageProcessingConfiguration.colorCurves = value;
  115996. },
  115997. enumerable: true,
  115998. configurable: true
  115999. });
  116000. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  116001. /**
  116002. * Gets a boolean indicating that current material needs to register RTT
  116003. */
  116004. get: function () {
  116005. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  116006. return true;
  116007. }
  116008. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  116009. return true;
  116010. }
  116011. return false;
  116012. },
  116013. enumerable: true,
  116014. configurable: true
  116015. });
  116016. /**
  116017. * The entire material has been created in order to prevent overdraw.
  116018. * @returns false
  116019. */
  116020. BackgroundMaterial.prototype.needAlphaTesting = function () {
  116021. return true;
  116022. };
  116023. /**
  116024. * The entire material has been created in order to prevent overdraw.
  116025. * @returns true if blending is enable
  116026. */
  116027. BackgroundMaterial.prototype.needAlphaBlending = function () {
  116028. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  116029. };
  116030. /**
  116031. * Checks wether the material is ready to be rendered for a given mesh.
  116032. * @param mesh The mesh to render
  116033. * @param subMesh The submesh to check against
  116034. * @param useInstances Specify wether or not the material is used with instances
  116035. * @returns true if all the dependencies are ready (Textures, Effects...)
  116036. */
  116037. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  116038. var _this = this;
  116039. if (useInstances === void 0) { useInstances = false; }
  116040. if (subMesh.effect && this.isFrozen) {
  116041. if (this._wasPreviouslyReady) {
  116042. return true;
  116043. }
  116044. }
  116045. if (!subMesh._materialDefines) {
  116046. subMesh._materialDefines = new BackgroundMaterialDefines();
  116047. }
  116048. var scene = this.getScene();
  116049. var defines = subMesh._materialDefines;
  116050. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  116051. if (defines._renderId === scene.getRenderId()) {
  116052. return true;
  116053. }
  116054. }
  116055. var engine = scene.getEngine();
  116056. // Lights
  116057. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  116058. defines._needNormals = true;
  116059. // Textures
  116060. if (defines._areTexturesDirty) {
  116061. defines._needUVs = false;
  116062. if (scene.texturesEnabled) {
  116063. if (scene.getEngine().getCaps().textureLOD) {
  116064. defines.TEXTURELODSUPPORT = true;
  116065. }
  116066. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116067. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  116068. return false;
  116069. }
  116070. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  116071. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  116072. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  116073. defines.OPACITYFRESNEL = this._opacityFresnel;
  116074. }
  116075. else {
  116076. defines.DIFFUSE = false;
  116077. defines.DIFFUSEHASALPHA = false;
  116078. defines.GAMMADIFFUSE = false;
  116079. defines.OPACITYFRESNEL = false;
  116080. }
  116081. var reflectionTexture = this._reflectionTexture;
  116082. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116083. if (!reflectionTexture.isReadyOrNotBlocking()) {
  116084. return false;
  116085. }
  116086. defines.REFLECTION = true;
  116087. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  116088. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  116089. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  116090. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  116091. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  116092. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  116093. defines.REFLECTIONBGR = this.switchToBGR;
  116094. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  116095. defines.INVERTCUBICMAP = true;
  116096. }
  116097. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  116098. switch (reflectionTexture.coordinatesMode) {
  116099. case BABYLON.Texture.EXPLICIT_MODE:
  116100. defines.REFLECTIONMAP_EXPLICIT = true;
  116101. break;
  116102. case BABYLON.Texture.PLANAR_MODE:
  116103. defines.REFLECTIONMAP_PLANAR = true;
  116104. break;
  116105. case BABYLON.Texture.PROJECTION_MODE:
  116106. defines.REFLECTIONMAP_PROJECTION = true;
  116107. break;
  116108. case BABYLON.Texture.SKYBOX_MODE:
  116109. defines.REFLECTIONMAP_SKYBOX = true;
  116110. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  116111. break;
  116112. case BABYLON.Texture.SPHERICAL_MODE:
  116113. defines.REFLECTIONMAP_SPHERICAL = true;
  116114. break;
  116115. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  116116. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  116117. break;
  116118. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  116119. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  116120. break;
  116121. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  116122. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  116123. break;
  116124. case BABYLON.Texture.CUBIC_MODE:
  116125. case BABYLON.Texture.INVCUBIC_MODE:
  116126. default:
  116127. defines.REFLECTIONMAP_CUBIC = true;
  116128. break;
  116129. }
  116130. if (this.reflectionFresnel) {
  116131. defines.REFLECTIONFRESNEL = true;
  116132. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  116133. this._reflectionControls.x = this.reflectionAmount;
  116134. this._reflectionControls.y = this.reflectionReflectance0;
  116135. this._reflectionControls.z = this.reflectionReflectance90;
  116136. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  116137. }
  116138. else {
  116139. defines.REFLECTIONFRESNEL = false;
  116140. defines.REFLECTIONFALLOFF = false;
  116141. }
  116142. }
  116143. else {
  116144. defines.REFLECTION = false;
  116145. defines.REFLECTIONFRESNEL = false;
  116146. defines.REFLECTIONFALLOFF = false;
  116147. defines.REFLECTIONBLUR = false;
  116148. defines.REFLECTIONMAP_3D = false;
  116149. defines.REFLECTIONMAP_SPHERICAL = false;
  116150. defines.REFLECTIONMAP_PLANAR = false;
  116151. defines.REFLECTIONMAP_CUBIC = false;
  116152. defines.REFLECTIONMAP_PROJECTION = false;
  116153. defines.REFLECTIONMAP_SKYBOX = false;
  116154. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  116155. defines.REFLECTIONMAP_EXPLICIT = false;
  116156. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  116157. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  116158. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  116159. defines.INVERTCUBICMAP = false;
  116160. defines.REFLECTIONMAP_OPPOSITEZ = false;
  116161. defines.LODINREFLECTIONALPHA = false;
  116162. defines.GAMMAREFLECTION = false;
  116163. defines.RGBDREFLECTION = false;
  116164. }
  116165. }
  116166. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  116167. defines.USERGBCOLOR = this._useRGBColor;
  116168. defines.NOISE = this._enableNoise;
  116169. }
  116170. if (defines._areLightsDirty) {
  116171. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  116172. }
  116173. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  116174. if (!this._imageProcessingConfiguration.isReady()) {
  116175. return false;
  116176. }
  116177. this._imageProcessingConfiguration.prepareDefines(defines);
  116178. }
  116179. // Misc.
  116180. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  116181. // Values that need to be evaluated on every frame
  116182. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  116183. // Attribs
  116184. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  116185. if (mesh) {
  116186. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  116187. mesh.createNormals(true);
  116188. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  116189. }
  116190. }
  116191. }
  116192. // Get correct effect
  116193. if (defines.isDirty) {
  116194. defines.markAsProcessed();
  116195. scene.resetCachedMaterial();
  116196. // Fallbacks
  116197. var fallbacks = new BABYLON.EffectFallbacks();
  116198. if (defines.FOG) {
  116199. fallbacks.addFallback(0, "FOG");
  116200. }
  116201. if (defines.POINTSIZE) {
  116202. fallbacks.addFallback(1, "POINTSIZE");
  116203. }
  116204. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  116205. if (defines.NUM_BONE_INFLUENCERS > 0) {
  116206. fallbacks.addCPUSkinningFallback(0, mesh);
  116207. }
  116208. //Attributes
  116209. var attribs = [BABYLON.VertexBuffer.PositionKind];
  116210. if (defines.NORMAL) {
  116211. attribs.push(BABYLON.VertexBuffer.NormalKind);
  116212. }
  116213. if (defines.UV1) {
  116214. attribs.push(BABYLON.VertexBuffer.UVKind);
  116215. }
  116216. if (defines.UV2) {
  116217. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  116218. }
  116219. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  116220. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  116221. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  116222. "vFogInfos", "vFogColor", "pointSize",
  116223. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  116224. "vPrimaryColor", "vPrimaryColorShadow",
  116225. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  116226. "shadowLevel", "alpha",
  116227. "vBackgroundCenter", "vReflectionControl",
  116228. "vDiffuseInfos", "diffuseMatrix",
  116229. ];
  116230. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  116231. var uniformBuffers = ["Material", "Scene"];
  116232. if (BABYLON.ImageProcessingConfiguration) {
  116233. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  116234. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  116235. }
  116236. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  116237. uniformsNames: uniforms,
  116238. uniformBuffersNames: uniformBuffers,
  116239. samplers: samplers,
  116240. defines: defines,
  116241. maxSimultaneousLights: this._maxSimultaneousLights
  116242. });
  116243. var onCompiled = function (effect) {
  116244. if (_this.onCompiled) {
  116245. _this.onCompiled(effect);
  116246. }
  116247. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  116248. };
  116249. var join = defines.toString();
  116250. subMesh.setEffect(scene.getEngine().createEffect("background", {
  116251. attributes: attribs,
  116252. uniformsNames: uniforms,
  116253. uniformBuffersNames: uniformBuffers,
  116254. samplers: samplers,
  116255. defines: join,
  116256. fallbacks: fallbacks,
  116257. onCompiled: onCompiled,
  116258. onError: this.onError,
  116259. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  116260. }, engine), defines);
  116261. this.buildUniformLayout();
  116262. }
  116263. if (!subMesh.effect || !subMesh.effect.isReady()) {
  116264. return false;
  116265. }
  116266. defines._renderId = scene.getRenderId();
  116267. this._wasPreviouslyReady = true;
  116268. return true;
  116269. };
  116270. /**
  116271. * Compute the primary color according to the chosen perceptual color.
  116272. */
  116273. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  116274. if (!this.__perceptualColor) {
  116275. return;
  116276. }
  116277. this._primaryColor.copyFrom(this.__perceptualColor);
  116278. // Revert gamma space.
  116279. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  116280. // Revert image processing configuration.
  116281. if (this._imageProcessingConfiguration) {
  116282. // Revert Exposure.
  116283. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  116284. }
  116285. this._computePrimaryColors();
  116286. };
  116287. /**
  116288. * Compute the highlights and shadow colors according to their chosen levels.
  116289. */
  116290. BackgroundMaterial.prototype._computePrimaryColors = function () {
  116291. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  116292. return;
  116293. }
  116294. // Find the highlight color based on the configuration.
  116295. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  116296. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  116297. // Find the shadow color based on the configuration.
  116298. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  116299. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  116300. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  116301. };
  116302. /**
  116303. * Build the uniform buffer used in the material.
  116304. */
  116305. BackgroundMaterial.prototype.buildUniformLayout = function () {
  116306. // Order is important !
  116307. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  116308. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  116309. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  116310. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  116311. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  116312. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  116313. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  116314. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  116315. this._uniformBuffer.addUniform("pointSize", 1);
  116316. this._uniformBuffer.addUniform("shadowLevel", 1);
  116317. this._uniformBuffer.addUniform("alpha", 1);
  116318. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  116319. this._uniformBuffer.addUniform("vReflectionControl", 4);
  116320. this._uniformBuffer.create();
  116321. };
  116322. /**
  116323. * Unbind the material.
  116324. */
  116325. BackgroundMaterial.prototype.unbind = function () {
  116326. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  116327. this._uniformBuffer.setTexture("diffuseSampler", null);
  116328. }
  116329. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  116330. this._uniformBuffer.setTexture("reflectionSampler", null);
  116331. }
  116332. _super.prototype.unbind.call(this);
  116333. };
  116334. /**
  116335. * Bind only the world matrix to the material.
  116336. * @param world The world matrix to bind.
  116337. */
  116338. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  116339. this._activeEffect.setMatrix("world", world);
  116340. };
  116341. /**
  116342. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  116343. * @param world The world matrix to bind.
  116344. * @param subMesh The submesh to bind for.
  116345. */
  116346. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  116347. var scene = this.getScene();
  116348. var defines = subMesh._materialDefines;
  116349. if (!defines) {
  116350. return;
  116351. }
  116352. var effect = subMesh.effect;
  116353. if (!effect) {
  116354. return;
  116355. }
  116356. this._activeEffect = effect;
  116357. // Matrices
  116358. this.bindOnlyWorldMatrix(world);
  116359. // Bones
  116360. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  116361. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  116362. if (mustRebind) {
  116363. this._uniformBuffer.bindToEffect(effect, "Material");
  116364. this.bindViewProjection(effect);
  116365. var reflectionTexture = this._reflectionTexture;
  116366. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  116367. // Texture uniforms
  116368. if (scene.texturesEnabled) {
  116369. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116370. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  116371. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  116372. }
  116373. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116374. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  116375. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  116376. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  116377. }
  116378. }
  116379. if (this.shadowLevel > 0) {
  116380. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  116381. }
  116382. this._uniformBuffer.updateFloat("alpha", this.alpha);
  116383. // Point size
  116384. if (this.pointsCloud) {
  116385. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  116386. }
  116387. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  116388. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  116389. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  116390. }
  116391. else {
  116392. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  116393. }
  116394. }
  116395. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  116396. // Textures
  116397. if (scene.texturesEnabled) {
  116398. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116399. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  116400. }
  116401. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116402. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  116403. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  116404. }
  116405. else if (!defines.REFLECTIONBLUR) {
  116406. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  116407. }
  116408. else {
  116409. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  116410. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  116411. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  116412. }
  116413. if (defines.REFLECTIONFRESNEL) {
  116414. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  116415. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  116416. }
  116417. }
  116418. }
  116419. // Clip plane
  116420. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  116421. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  116422. }
  116423. if (mustRebind || !this.isFrozen) {
  116424. if (scene.lightsEnabled) {
  116425. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  116426. }
  116427. // View
  116428. this.bindView(effect);
  116429. // Fog
  116430. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  116431. // image processing
  116432. if (this._imageProcessingConfiguration) {
  116433. this._imageProcessingConfiguration.bind(this._activeEffect);
  116434. }
  116435. }
  116436. this._uniformBuffer.update();
  116437. this._afterBind(mesh, this._activeEffect);
  116438. };
  116439. /**
  116440. * Dispose the material.
  116441. * @param forceDisposeEffect Force disposal of the associated effect.
  116442. * @param forceDisposeTextures Force disposal of the associated textures.
  116443. */
  116444. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  116445. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  116446. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  116447. if (forceDisposeTextures) {
  116448. if (this.diffuseTexture) {
  116449. this.diffuseTexture.dispose();
  116450. }
  116451. if (this.reflectionTexture) {
  116452. this.reflectionTexture.dispose();
  116453. }
  116454. }
  116455. this._renderTargets.dispose();
  116456. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  116457. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  116458. }
  116459. _super.prototype.dispose.call(this, forceDisposeEffect);
  116460. };
  116461. /**
  116462. * Clones the material.
  116463. * @param name The cloned name.
  116464. * @returns The cloned material.
  116465. */
  116466. BackgroundMaterial.prototype.clone = function (name) {
  116467. var _this = this;
  116468. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  116469. };
  116470. /**
  116471. * Serializes the current material to its JSON representation.
  116472. * @returns The JSON representation.
  116473. */
  116474. BackgroundMaterial.prototype.serialize = function () {
  116475. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  116476. serializationObject.customType = "BABYLON.BackgroundMaterial";
  116477. return serializationObject;
  116478. };
  116479. /**
  116480. * Gets the class name of the material
  116481. * @returns "BackgroundMaterial"
  116482. */
  116483. BackgroundMaterial.prototype.getClassName = function () {
  116484. return "BackgroundMaterial";
  116485. };
  116486. /**
  116487. * Parse a JSON input to create back a background material.
  116488. * @param source The JSON data to parse
  116489. * @param scene The scene to create the parsed material in
  116490. * @param rootUrl The root url of the assets the material depends upon
  116491. * @returns the instantiated BackgroundMaterial.
  116492. */
  116493. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  116494. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  116495. };
  116496. /**
  116497. * Standard reflectance value at parallel view angle.
  116498. */
  116499. BackgroundMaterial.StandardReflectance0 = 0.05;
  116500. /**
  116501. * Standard reflectance value at grazing angle.
  116502. */
  116503. BackgroundMaterial.StandardReflectance90 = 0.5;
  116504. __decorate([
  116505. BABYLON.serializeAsColor3()
  116506. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  116507. __decorate([
  116508. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  116509. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  116510. __decorate([
  116511. BABYLON.serializeAsColor3()
  116512. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  116513. __decorate([
  116514. BABYLON.serialize()
  116515. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  116516. __decorate([
  116517. BABYLON.serialize()
  116518. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  116519. __decorate([
  116520. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  116521. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  116522. __decorate([
  116523. BABYLON.serializeAsTexture()
  116524. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  116525. __decorate([
  116526. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116527. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  116528. __decorate([
  116529. BABYLON.serialize()
  116530. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  116531. __decorate([
  116532. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116533. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  116534. __decorate([
  116535. BABYLON.serializeAsTexture()
  116536. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  116537. __decorate([
  116538. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116539. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  116540. __decorate([
  116541. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116542. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  116543. __decorate([
  116544. BABYLON.serialize()
  116545. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  116546. __decorate([
  116547. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116548. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  116549. __decorate([
  116550. BABYLON.serializeAsVector3()
  116551. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  116552. __decorate([
  116553. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116554. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  116555. __decorate([
  116556. BABYLON.serialize()
  116557. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  116558. __decorate([
  116559. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116560. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  116561. __decorate([
  116562. BABYLON.serialize()
  116563. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  116564. __decorate([
  116565. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116566. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  116567. __decorate([
  116568. BABYLON.serialize()
  116569. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  116570. __decorate([
  116571. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116572. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  116573. __decorate([
  116574. BABYLON.serialize()
  116575. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  116576. __decorate([
  116577. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116578. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  116579. __decorate([
  116580. BABYLON.serialize()
  116581. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  116582. __decorate([
  116583. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116584. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  116585. __decorate([
  116586. BABYLON.serialize()
  116587. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  116588. __decorate([
  116589. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116590. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  116591. __decorate([
  116592. BABYLON.serialize()
  116593. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  116594. __decorate([
  116595. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116596. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  116597. __decorate([
  116598. BABYLON.serialize()
  116599. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  116600. __decorate([
  116601. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116602. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  116603. __decorate([
  116604. BABYLON.serialize()
  116605. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  116606. __decorate([
  116607. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116608. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  116609. __decorate([
  116610. BABYLON.serializeAsImageProcessingConfiguration()
  116611. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  116612. return BackgroundMaterial;
  116613. }(BABYLON.PushMaterial));
  116614. BABYLON.BackgroundMaterial = BackgroundMaterial;
  116615. })(BABYLON || (BABYLON = {}));
  116616. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  116617. var __assign = (this && this.__assign) || function () {
  116618. __assign = Object.assign || function(t) {
  116619. for (var s, i = 1, n = arguments.length; i < n; i++) {
  116620. s = arguments[i];
  116621. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  116622. t[p] = s[p];
  116623. }
  116624. return t;
  116625. };
  116626. return __assign.apply(this, arguments);
  116627. };
  116628. var BABYLON;
  116629. (function (BABYLON) {
  116630. /**
  116631. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  116632. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  116633. * It also helps with the default setup of your imageProcessing configuration.
  116634. */
  116635. var EnvironmentHelper = /** @class */ (function () {
  116636. /**
  116637. * constructor
  116638. * @param options
  116639. * @param scene The scene to add the material to
  116640. */
  116641. function EnvironmentHelper(options, scene) {
  116642. var _this = this;
  116643. this._errorHandler = function (message, exception) {
  116644. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  116645. };
  116646. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  116647. this._scene = scene;
  116648. this.onErrorObservable = new BABYLON.Observable();
  116649. this._setupBackground();
  116650. this._setupImageProcessing();
  116651. }
  116652. /**
  116653. * Creates the default options for the helper.
  116654. */
  116655. EnvironmentHelper._getDefaultOptions = function () {
  116656. return {
  116657. createGround: true,
  116658. groundSize: 15,
  116659. groundTexture: this._groundTextureCDNUrl,
  116660. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  116661. groundOpacity: 0.9,
  116662. enableGroundShadow: true,
  116663. groundShadowLevel: 0.5,
  116664. enableGroundMirror: false,
  116665. groundMirrorSizeRatio: 0.3,
  116666. groundMirrorBlurKernel: 64,
  116667. groundMirrorAmount: 1,
  116668. groundMirrorFresnelWeight: 1,
  116669. groundMirrorFallOffDistance: 0,
  116670. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  116671. groundYBias: 0.00001,
  116672. createSkybox: true,
  116673. skyboxSize: 20,
  116674. skyboxTexture: this._skyboxTextureCDNUrl,
  116675. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  116676. backgroundYRotation: 0,
  116677. sizeAuto: true,
  116678. rootPosition: BABYLON.Vector3.Zero(),
  116679. setupImageProcessing: true,
  116680. environmentTexture: this._environmentTextureCDNUrl,
  116681. cameraExposure: 0.8,
  116682. cameraContrast: 1.2,
  116683. toneMappingEnabled: true,
  116684. };
  116685. };
  116686. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  116687. /**
  116688. * Gets the root mesh created by the helper.
  116689. */
  116690. get: function () {
  116691. return this._rootMesh;
  116692. },
  116693. enumerable: true,
  116694. configurable: true
  116695. });
  116696. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  116697. /**
  116698. * Gets the skybox created by the helper.
  116699. */
  116700. get: function () {
  116701. return this._skybox;
  116702. },
  116703. enumerable: true,
  116704. configurable: true
  116705. });
  116706. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  116707. /**
  116708. * Gets the skybox texture created by the helper.
  116709. */
  116710. get: function () {
  116711. return this._skyboxTexture;
  116712. },
  116713. enumerable: true,
  116714. configurable: true
  116715. });
  116716. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  116717. /**
  116718. * Gets the skybox material created by the helper.
  116719. */
  116720. get: function () {
  116721. return this._skyboxMaterial;
  116722. },
  116723. enumerable: true,
  116724. configurable: true
  116725. });
  116726. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  116727. /**
  116728. * Gets the ground mesh created by the helper.
  116729. */
  116730. get: function () {
  116731. return this._ground;
  116732. },
  116733. enumerable: true,
  116734. configurable: true
  116735. });
  116736. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  116737. /**
  116738. * Gets the ground texture created by the helper.
  116739. */
  116740. get: function () {
  116741. return this._groundTexture;
  116742. },
  116743. enumerable: true,
  116744. configurable: true
  116745. });
  116746. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  116747. /**
  116748. * Gets the ground mirror created by the helper.
  116749. */
  116750. get: function () {
  116751. return this._groundMirror;
  116752. },
  116753. enumerable: true,
  116754. configurable: true
  116755. });
  116756. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  116757. /**
  116758. * Gets the ground mirror render list to helps pushing the meshes
  116759. * you wish in the ground reflection.
  116760. */
  116761. get: function () {
  116762. if (this._groundMirror) {
  116763. return this._groundMirror.renderList;
  116764. }
  116765. return null;
  116766. },
  116767. enumerable: true,
  116768. configurable: true
  116769. });
  116770. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  116771. /**
  116772. * Gets the ground material created by the helper.
  116773. */
  116774. get: function () {
  116775. return this._groundMaterial;
  116776. },
  116777. enumerable: true,
  116778. configurable: true
  116779. });
  116780. /**
  116781. * Updates the background according to the new options
  116782. * @param options
  116783. */
  116784. EnvironmentHelper.prototype.updateOptions = function (options) {
  116785. var newOptions = __assign({}, this._options, options);
  116786. if (this._ground && !newOptions.createGround) {
  116787. this._ground.dispose();
  116788. this._ground = null;
  116789. }
  116790. if (this._groundMaterial && !newOptions.createGround) {
  116791. this._groundMaterial.dispose();
  116792. this._groundMaterial = null;
  116793. }
  116794. if (this._groundTexture) {
  116795. if (this._options.groundTexture != newOptions.groundTexture) {
  116796. this._groundTexture.dispose();
  116797. this._groundTexture = null;
  116798. }
  116799. }
  116800. if (this._skybox && !newOptions.createSkybox) {
  116801. this._skybox.dispose();
  116802. this._skybox = null;
  116803. }
  116804. if (this._skyboxMaterial && !newOptions.createSkybox) {
  116805. this._skyboxMaterial.dispose();
  116806. this._skyboxMaterial = null;
  116807. }
  116808. if (this._skyboxTexture) {
  116809. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  116810. this._skyboxTexture.dispose();
  116811. this._skyboxTexture = null;
  116812. }
  116813. }
  116814. if (this._groundMirror && !newOptions.enableGroundMirror) {
  116815. this._groundMirror.dispose();
  116816. this._groundMirror = null;
  116817. }
  116818. if (this._scene.environmentTexture) {
  116819. if (this._options.environmentTexture != newOptions.environmentTexture) {
  116820. this._scene.environmentTexture.dispose();
  116821. }
  116822. }
  116823. this._options = newOptions;
  116824. this._setupBackground();
  116825. this._setupImageProcessing();
  116826. };
  116827. /**
  116828. * Sets the primary color of all the available elements.
  116829. * @param color the main color to affect to the ground and the background
  116830. */
  116831. EnvironmentHelper.prototype.setMainColor = function (color) {
  116832. if (this.groundMaterial) {
  116833. this.groundMaterial.primaryColor = color;
  116834. }
  116835. if (this.skyboxMaterial) {
  116836. this.skyboxMaterial.primaryColor = color;
  116837. }
  116838. if (this.groundMirror) {
  116839. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  116840. }
  116841. };
  116842. /**
  116843. * Setup the image processing according to the specified options.
  116844. */
  116845. EnvironmentHelper.prototype._setupImageProcessing = function () {
  116846. if (this._options.setupImageProcessing) {
  116847. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  116848. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  116849. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  116850. this._setupEnvironmentTexture();
  116851. }
  116852. };
  116853. /**
  116854. * Setup the environment texture according to the specified options.
  116855. */
  116856. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  116857. if (this._scene.environmentTexture) {
  116858. return;
  116859. }
  116860. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  116861. this._scene.environmentTexture = this._options.environmentTexture;
  116862. return;
  116863. }
  116864. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  116865. this._scene.environmentTexture = environmentTexture;
  116866. };
  116867. /**
  116868. * Setup the background according to the specified options.
  116869. */
  116870. EnvironmentHelper.prototype._setupBackground = function () {
  116871. if (!this._rootMesh) {
  116872. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  116873. }
  116874. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  116875. var sceneSize = this._getSceneSize();
  116876. if (this._options.createGround) {
  116877. this._setupGround(sceneSize);
  116878. this._setupGroundMaterial();
  116879. this._setupGroundDiffuseTexture();
  116880. if (this._options.enableGroundMirror) {
  116881. this._setupGroundMirrorTexture(sceneSize);
  116882. }
  116883. this._setupMirrorInGroundMaterial();
  116884. }
  116885. if (this._options.createSkybox) {
  116886. this._setupSkybox(sceneSize);
  116887. this._setupSkyboxMaterial();
  116888. this._setupSkyboxReflectionTexture();
  116889. }
  116890. this._rootMesh.position.x = sceneSize.rootPosition.x;
  116891. this._rootMesh.position.z = sceneSize.rootPosition.z;
  116892. this._rootMesh.position.y = sceneSize.rootPosition.y;
  116893. };
  116894. /**
  116895. * Get the scene sizes according to the setup.
  116896. */
  116897. EnvironmentHelper.prototype._getSceneSize = function () {
  116898. var _this = this;
  116899. var groundSize = this._options.groundSize;
  116900. var skyboxSize = this._options.skyboxSize;
  116901. var rootPosition = this._options.rootPosition;
  116902. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  116903. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  116904. }
  116905. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  116906. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  116907. });
  116908. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  116909. if (this._options.sizeAuto) {
  116910. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  116911. this._scene.activeCamera.upperRadiusLimit) {
  116912. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  116913. skyboxSize = groundSize;
  116914. }
  116915. var sceneDiagonalLenght = sceneDiagonal.length();
  116916. if (sceneDiagonalLenght > groundSize) {
  116917. groundSize = sceneDiagonalLenght * 2;
  116918. skyboxSize = groundSize;
  116919. }
  116920. // 10 % bigger.
  116921. groundSize *= 1.1;
  116922. skyboxSize *= 1.5;
  116923. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  116924. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  116925. }
  116926. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  116927. };
  116928. /**
  116929. * Setup the ground according to the specified options.
  116930. */
  116931. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  116932. var _this = this;
  116933. if (!this._ground || this._ground.isDisposed()) {
  116934. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  116935. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  116936. this._ground.parent = this._rootMesh;
  116937. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  116938. }
  116939. this._ground.receiveShadows = this._options.enableGroundShadow;
  116940. };
  116941. /**
  116942. * Setup the ground material according to the specified options.
  116943. */
  116944. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  116945. if (!this._groundMaterial) {
  116946. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  116947. }
  116948. this._groundMaterial.alpha = this._options.groundOpacity;
  116949. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  116950. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  116951. this._groundMaterial.primaryColor = this._options.groundColor;
  116952. this._groundMaterial.useRGBColor = false;
  116953. this._groundMaterial.enableNoise = true;
  116954. if (this._ground) {
  116955. this._ground.material = this._groundMaterial;
  116956. }
  116957. };
  116958. /**
  116959. * Setup the ground diffuse texture according to the specified options.
  116960. */
  116961. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  116962. if (!this._groundMaterial) {
  116963. return;
  116964. }
  116965. if (this._groundTexture) {
  116966. return;
  116967. }
  116968. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  116969. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  116970. return;
  116971. }
  116972. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  116973. diffuseTexture.gammaSpace = false;
  116974. diffuseTexture.hasAlpha = true;
  116975. this._groundMaterial.diffuseTexture = diffuseTexture;
  116976. };
  116977. /**
  116978. * Setup the ground mirror texture according to the specified options.
  116979. */
  116980. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  116981. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116982. if (!this._groundMirror) {
  116983. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  116984. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  116985. this._groundMirror.anisotropicFilteringLevel = 1;
  116986. this._groundMirror.wrapU = wrapping;
  116987. this._groundMirror.wrapV = wrapping;
  116988. this._groundMirror.gammaSpace = false;
  116989. if (this._groundMirror.renderList) {
  116990. for (var i = 0; i < this._scene.meshes.length; i++) {
  116991. var mesh = this._scene.meshes[i];
  116992. if (mesh !== this._ground &&
  116993. mesh !== this._skybox &&
  116994. mesh !== this._rootMesh) {
  116995. this._groundMirror.renderList.push(mesh);
  116996. }
  116997. }
  116998. }
  116999. }
  117000. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  117001. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  117002. };
  117003. /**
  117004. * Setup the ground to receive the mirror texture.
  117005. */
  117006. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  117007. if (this._groundMaterial) {
  117008. this._groundMaterial.reflectionTexture = this._groundMirror;
  117009. this._groundMaterial.reflectionFresnel = true;
  117010. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  117011. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  117012. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  117013. }
  117014. };
  117015. /**
  117016. * Setup the skybox according to the specified options.
  117017. */
  117018. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  117019. var _this = this;
  117020. if (!this._skybox || this._skybox.isDisposed()) {
  117021. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  117022. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  117023. }
  117024. this._skybox.parent = this._rootMesh;
  117025. };
  117026. /**
  117027. * Setup the skybox material according to the specified options.
  117028. */
  117029. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  117030. if (!this._skybox) {
  117031. return;
  117032. }
  117033. if (!this._skyboxMaterial) {
  117034. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  117035. }
  117036. this._skyboxMaterial.useRGBColor = false;
  117037. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  117038. this._skyboxMaterial.enableNoise = true;
  117039. this._skybox.material = this._skyboxMaterial;
  117040. };
  117041. /**
  117042. * Setup the skybox reflection texture according to the specified options.
  117043. */
  117044. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  117045. if (!this._skyboxMaterial) {
  117046. return;
  117047. }
  117048. if (this._skyboxTexture) {
  117049. return;
  117050. }
  117051. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  117052. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  117053. return;
  117054. }
  117055. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  117056. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  117057. this._skyboxTexture.gammaSpace = false;
  117058. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  117059. };
  117060. /**
  117061. * Dispose all the elements created by the Helper.
  117062. */
  117063. EnvironmentHelper.prototype.dispose = function () {
  117064. if (this._groundMaterial) {
  117065. this._groundMaterial.dispose(true, true);
  117066. }
  117067. if (this._skyboxMaterial) {
  117068. this._skyboxMaterial.dispose(true, true);
  117069. }
  117070. this._rootMesh.dispose(false);
  117071. };
  117072. /**
  117073. * Default ground texture URL.
  117074. */
  117075. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  117076. /**
  117077. * Default skybox texture URL.
  117078. */
  117079. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  117080. /**
  117081. * Default environment texture URL.
  117082. */
  117083. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  117084. return EnvironmentHelper;
  117085. }());
  117086. BABYLON.EnvironmentHelper = EnvironmentHelper;
  117087. })(BABYLON || (BABYLON = {}));
  117088. //# sourceMappingURL=babylon.environmentHelper.js.map
  117089. var BABYLON;
  117090. (function (BABYLON) {
  117091. /** Internal class used to store shapes for emitters */
  117092. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  117093. function ParticleSystemSetEmitterCreationOptions() {
  117094. }
  117095. return ParticleSystemSetEmitterCreationOptions;
  117096. }());
  117097. /**
  117098. * Represents a set of particle systems working together to create a specific effect
  117099. */
  117100. var ParticleSystemSet = /** @class */ (function () {
  117101. function ParticleSystemSet() {
  117102. /**
  117103. * Gets the particle system list
  117104. */
  117105. this.systems = new Array();
  117106. }
  117107. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  117108. /**
  117109. * Gets the emitter node used with this set
  117110. */
  117111. get: function () {
  117112. return this._emitterNode;
  117113. },
  117114. enumerable: true,
  117115. configurable: true
  117116. });
  117117. /**
  117118. * Creates a new emitter mesh as a sphere
  117119. * @param options defines the options used to create the sphere
  117120. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  117121. * @param scene defines the hosting scene
  117122. */
  117123. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  117124. if (this._emitterNode) {
  117125. this._emitterNode.dispose();
  117126. }
  117127. this._emitterCreationOptions = {
  117128. kind: "Sphere",
  117129. options: options,
  117130. renderingGroupId: renderingGroupId
  117131. };
  117132. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  117133. emitterMesh.renderingGroupId = renderingGroupId;
  117134. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  117135. material.emissiveColor = options.color;
  117136. emitterMesh.material = material;
  117137. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117138. var system = _a[_i];
  117139. system.emitter = emitterMesh;
  117140. }
  117141. this._emitterNode = emitterMesh;
  117142. };
  117143. /**
  117144. * Starts all particle systems of the set
  117145. * @param emitter defines an optional mesh to use as emitter for the particle systems
  117146. */
  117147. ParticleSystemSet.prototype.start = function (emitter) {
  117148. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117149. var system = _a[_i];
  117150. if (emitter) {
  117151. system.emitter = emitter;
  117152. }
  117153. system.start();
  117154. }
  117155. };
  117156. /**
  117157. * Release all associated resources
  117158. */
  117159. ParticleSystemSet.prototype.dispose = function () {
  117160. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117161. var system = _a[_i];
  117162. system.dispose();
  117163. }
  117164. this.systems = [];
  117165. if (this._emitterNode) {
  117166. this._emitterNode.dispose();
  117167. this._emitterNode = null;
  117168. }
  117169. };
  117170. /**
  117171. * Serialize the set into a JSON compatible object
  117172. * @returns a JSON compatible representation of the set
  117173. */
  117174. ParticleSystemSet.prototype.serialize = function () {
  117175. var result = {};
  117176. result.systems = [];
  117177. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117178. var system = _a[_i];
  117179. result.systems.push(system.serialize());
  117180. }
  117181. if (this._emitterNode) {
  117182. result.emitter = this._emitterCreationOptions;
  117183. }
  117184. return result;
  117185. };
  117186. /**
  117187. * Parse a new ParticleSystemSet from a serialized source
  117188. * @param data defines a JSON compatible representation of the set
  117189. * @param scene defines the hosting scene
  117190. * @param gpu defines if we want GPU particles or CPU particles
  117191. * @returns a new ParticleSystemSet
  117192. */
  117193. ParticleSystemSet.Parse = function (data, scene, gpu) {
  117194. if (gpu === void 0) { gpu = false; }
  117195. var result = new ParticleSystemSet();
  117196. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  117197. scene = scene || BABYLON.Engine.LastCreatedScene;
  117198. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  117199. var system = _a[_i];
  117200. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  117201. }
  117202. if (data.emitter) {
  117203. var options = data.emitter.options;
  117204. switch (data.emitter.kind) {
  117205. case "Sphere":
  117206. result.setEmitterAsSphere({
  117207. diameter: options.diameter,
  117208. segments: options.segments,
  117209. color: BABYLON.Color3.FromArray(options.color)
  117210. }, data.emitter.renderingGroupId, scene);
  117211. break;
  117212. }
  117213. }
  117214. return result;
  117215. };
  117216. return ParticleSystemSet;
  117217. }());
  117218. BABYLON.ParticleSystemSet = ParticleSystemSet;
  117219. })(BABYLON || (BABYLON = {}));
  117220. //# sourceMappingURL=babylon.particleSystemSet.js.map
  117221. var BABYLON;
  117222. (function (BABYLON) {
  117223. /**
  117224. * This class is made for on one-liner static method to help creating particle system set.
  117225. */
  117226. var ParticleHelper = /** @class */ (function () {
  117227. function ParticleHelper() {
  117228. }
  117229. /**
  117230. * Create a default particle system that you can tweak
  117231. * @param emitter defines the emitter to use
  117232. * @param capacity defines the system capacity (default is 500 particles)
  117233. * @param scene defines the hosting scene
  117234. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  117235. * @returns the new Particle system
  117236. */
  117237. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  117238. if (capacity === void 0) { capacity = 500; }
  117239. if (useGPU === void 0) { useGPU = false; }
  117240. var system;
  117241. if (useGPU) {
  117242. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  117243. }
  117244. else {
  117245. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  117246. }
  117247. system.emitter = emitter;
  117248. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  117249. system.createConeEmitter(0.1, Math.PI / 4);
  117250. // Particle color
  117251. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  117252. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  117253. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  117254. // Particle Size
  117255. system.minSize = 0.1;
  117256. system.maxSize = 0.1;
  117257. // Emission speed
  117258. system.minEmitPower = 2;
  117259. system.maxEmitPower = 2;
  117260. // Update speed
  117261. system.updateSpeed = 1 / 60;
  117262. system.emitRate = 30;
  117263. return system;
  117264. };
  117265. /**
  117266. * This is the main static method (one-liner) of this helper to create different particle systems
  117267. * @param type This string represents the type to the particle system to create
  117268. * @param scene The scene where the particle system should live
  117269. * @param gpu If the system will use gpu
  117270. * @returns the ParticleSystemSet created
  117271. */
  117272. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  117273. if (gpu === void 0) { gpu = false; }
  117274. if (!scene) {
  117275. scene = BABYLON.Engine.LastCreatedScene;
  117276. }
  117277. var token = {};
  117278. scene._addPendingData(token);
  117279. return new Promise(function (resolve, reject) {
  117280. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  117281. scene._removePendingData(token);
  117282. return reject("Particle system with GPU is not supported.");
  117283. }
  117284. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  117285. scene._removePendingData(token);
  117286. var newData = JSON.parse(data.toString());
  117287. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  117288. }, undefined, undefined, undefined, function (req, exception) {
  117289. scene._removePendingData(token);
  117290. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  117291. });
  117292. });
  117293. };
  117294. /**
  117295. * Static function used to export a particle system to a ParticleSystemSet variable.
  117296. * Please note that the emitter shape is not exported
  117297. * @param systems defines the particle systems to export
  117298. * @returns the created particle system set
  117299. */
  117300. ParticleHelper.ExportSet = function (systems) {
  117301. var set = new BABYLON.ParticleSystemSet();
  117302. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  117303. var system = systems_1[_i];
  117304. set.systems.push(system);
  117305. }
  117306. return set;
  117307. };
  117308. /**
  117309. * Gets or sets base Assets URL
  117310. */
  117311. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  117312. return ParticleHelper;
  117313. }());
  117314. BABYLON.ParticleHelper = ParticleHelper;
  117315. })(BABYLON || (BABYLON = {}));
  117316. //# sourceMappingURL=babylon.particleHelper.js.map
  117317. var BABYLON;
  117318. (function (BABYLON) {
  117319. /**
  117320. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  117321. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  117322. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  117323. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117324. */
  117325. var VideoDome = /** @class */ (function (_super) {
  117326. __extends(VideoDome, _super);
  117327. /**
  117328. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  117329. * @param name Element's name, child elements will append suffixes for their own names.
  117330. * @param urlsOrVideo defines the url(s) or the video element to use
  117331. * @param options An object containing optional or exposed sub element properties
  117332. */
  117333. function VideoDome(name, urlsOrVideo, options, scene) {
  117334. var _this = _super.call(this, name, scene) || this;
  117335. _this._useDirectMapping = false;
  117336. // set defaults and manage values
  117337. name = name || "videoDome";
  117338. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  117339. options.clickToPlay = Boolean(options.clickToPlay);
  117340. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  117341. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  117342. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  117343. if (options.useDirectMapping === undefined) {
  117344. _this._useDirectMapping = true;
  117345. }
  117346. else {
  117347. _this._useDirectMapping = options.useDirectMapping;
  117348. }
  117349. _this._setReady(false);
  117350. // create
  117351. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  117352. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  117353. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  117354. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  117355. texture.onLoadObservable.addOnce(function () {
  117356. _this._setReady(true);
  117357. });
  117358. // configure material
  117359. material.useEquirectangularFOV = true;
  117360. material.fovMultiplier = 1.0;
  117361. material.opacityFresnel = false;
  117362. if (_this._useDirectMapping) {
  117363. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117364. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117365. material.diffuseTexture = texture;
  117366. }
  117367. else {
  117368. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  117369. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117370. material.reflectionTexture = texture;
  117371. }
  117372. // configure mesh
  117373. _this._mesh.material = material;
  117374. _this._mesh.parent = _this;
  117375. // optional configuration
  117376. if (options.clickToPlay) {
  117377. scene.onPointerUp = function () {
  117378. _this._videoTexture.video.play();
  117379. };
  117380. }
  117381. return _this;
  117382. }
  117383. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  117384. /**
  117385. * Gets the video texture being displayed on the sphere
  117386. */
  117387. get: function () {
  117388. return this._videoTexture;
  117389. },
  117390. enumerable: true,
  117391. configurable: true
  117392. });
  117393. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  117394. /**
  117395. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117396. * Also see the options.resolution property.
  117397. */
  117398. get: function () {
  117399. return this._material.fovMultiplier;
  117400. },
  117401. set: function (value) {
  117402. this._material.fovMultiplier = value;
  117403. },
  117404. enumerable: true,
  117405. configurable: true
  117406. });
  117407. /**
  117408. * Releases resources associated with this node.
  117409. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117410. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117411. */
  117412. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  117413. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  117414. this._videoTexture.dispose();
  117415. this._mesh.dispose();
  117416. this._material.dispose();
  117417. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  117418. };
  117419. return VideoDome;
  117420. }(BABYLON.TransformNode));
  117421. BABYLON.VideoDome = VideoDome;
  117422. })(BABYLON || (BABYLON = {}));
  117423. //# sourceMappingURL=babylon.videoDome.js.map
  117424. var BABYLON;
  117425. (function (BABYLON) {
  117426. /**
  117427. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  117428. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  117429. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  117430. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117431. */
  117432. var PhotoDome = /** @class */ (function (_super) {
  117433. __extends(PhotoDome, _super);
  117434. /**
  117435. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  117436. * @param name Element's name, child elements will append suffixes for their own names.
  117437. * @param urlsOfPhoto defines the url of the photo to display
  117438. * @param options defines an object containing optional or exposed sub element properties
  117439. * @param onError defines a callback called when an error occured while loading the texture
  117440. */
  117441. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  117442. if (onError === void 0) { onError = null; }
  117443. var _this = _super.call(this, name, scene) || this;
  117444. _this._useDirectMapping = false;
  117445. /**
  117446. * Observable raised when an error occured while loading the 360 image
  117447. */
  117448. _this.onLoadErrorObservable = new BABYLON.Observable();
  117449. // set defaults and manage values
  117450. name = name || "photoDome";
  117451. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  117452. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  117453. if (options.useDirectMapping === undefined) {
  117454. _this._useDirectMapping = true;
  117455. }
  117456. else {
  117457. _this._useDirectMapping = options.useDirectMapping;
  117458. }
  117459. _this._setReady(false);
  117460. // create
  117461. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  117462. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  117463. // configure material
  117464. material.opacityFresnel = false;
  117465. material.useEquirectangularFOV = true;
  117466. material.fovMultiplier = 1.0;
  117467. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  117468. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  117469. if (onError) {
  117470. onError(message, exception);
  117471. }
  117472. });
  117473. _this.photoTexture.onLoadObservable.addOnce(function () {
  117474. _this._setReady(true);
  117475. });
  117476. // configure mesh
  117477. _this._mesh.material = material;
  117478. _this._mesh.parent = _this;
  117479. return _this;
  117480. }
  117481. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  117482. /**
  117483. * Gets or sets the texture being displayed on the sphere
  117484. */
  117485. get: function () {
  117486. return this._photoTexture;
  117487. },
  117488. set: function (value) {
  117489. if (this._photoTexture === value) {
  117490. return;
  117491. }
  117492. this._photoTexture = value;
  117493. if (this._useDirectMapping) {
  117494. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117495. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117496. this._material.diffuseTexture = this._photoTexture;
  117497. }
  117498. else {
  117499. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  117500. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117501. this._material.reflectionTexture = this._photoTexture;
  117502. }
  117503. },
  117504. enumerable: true,
  117505. configurable: true
  117506. });
  117507. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  117508. /**
  117509. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117510. * Also see the options.resolution property.
  117511. */
  117512. get: function () {
  117513. return this._material.fovMultiplier;
  117514. },
  117515. set: function (value) {
  117516. this._material.fovMultiplier = value;
  117517. },
  117518. enumerable: true,
  117519. configurable: true
  117520. });
  117521. /**
  117522. * Releases resources associated with this node.
  117523. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117524. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117525. */
  117526. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  117527. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  117528. this._photoTexture.dispose();
  117529. this._mesh.dispose();
  117530. this._material.dispose();
  117531. this.onLoadErrorObservable.clear();
  117532. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  117533. };
  117534. return PhotoDome;
  117535. }(BABYLON.TransformNode));
  117536. BABYLON.PhotoDome = PhotoDome;
  117537. })(BABYLON || (BABYLON = {}));
  117538. //# sourceMappingURL=babylon.photoDome.js.map
  117539. var BABYLON;
  117540. (function (BABYLON) {
  117541. /** @hidden */
  117542. var _OcclusionDataStorage = /** @class */ (function () {
  117543. function _OcclusionDataStorage() {
  117544. /** @hidden */
  117545. this.occlusionInternalRetryCounter = 0;
  117546. /** @hidden */
  117547. this.isOcclusionQueryInProgress = false;
  117548. /** @hidden */
  117549. this.isOccluded = false;
  117550. /** @hidden */
  117551. this.occlusionRetryCount = -1;
  117552. /** @hidden */
  117553. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  117554. /** @hidden */
  117555. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  117556. }
  117557. return _OcclusionDataStorage;
  117558. }());
  117559. BABYLON.Engine.prototype.createQuery = function () {
  117560. return this._gl.createQuery();
  117561. };
  117562. BABYLON.Engine.prototype.deleteQuery = function (query) {
  117563. this._gl.deleteQuery(query);
  117564. return this;
  117565. };
  117566. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  117567. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  117568. };
  117569. BABYLON.Engine.prototype.getQueryResult = function (query) {
  117570. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  117571. };
  117572. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  117573. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  117574. this._gl.beginQuery(glAlgorithm, query);
  117575. return this;
  117576. };
  117577. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  117578. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  117579. this._gl.endQuery(glAlgorithm);
  117580. return this;
  117581. };
  117582. BABYLON.Engine.prototype._createTimeQuery = function () {
  117583. var timerQuery = this.getCaps().timerQuery;
  117584. if (timerQuery.createQueryEXT) {
  117585. return timerQuery.createQueryEXT();
  117586. }
  117587. return this.createQuery();
  117588. };
  117589. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  117590. var timerQuery = this.getCaps().timerQuery;
  117591. if (timerQuery.deleteQueryEXT) {
  117592. timerQuery.deleteQueryEXT(query);
  117593. return;
  117594. }
  117595. this.deleteQuery(query);
  117596. };
  117597. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  117598. var timerQuery = this.getCaps().timerQuery;
  117599. if (timerQuery.getQueryObjectEXT) {
  117600. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  117601. }
  117602. return this.getQueryResult(query);
  117603. };
  117604. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  117605. var timerQuery = this.getCaps().timerQuery;
  117606. if (timerQuery.getQueryObjectEXT) {
  117607. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  117608. }
  117609. return this.isQueryResultAvailable(query);
  117610. };
  117611. BABYLON.Engine.prototype.startTimeQuery = function () {
  117612. var caps = this.getCaps();
  117613. var timerQuery = caps.timerQuery;
  117614. if (!timerQuery) {
  117615. return null;
  117616. }
  117617. var token = new BABYLON._TimeToken();
  117618. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  117619. if (caps.canUseTimestampForTimerQuery) {
  117620. token._startTimeQuery = this._createTimeQuery();
  117621. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  117622. }
  117623. else {
  117624. if (this._currentNonTimestampToken) {
  117625. return this._currentNonTimestampToken;
  117626. }
  117627. token._timeElapsedQuery = this._createTimeQuery();
  117628. if (timerQuery.beginQueryEXT) {
  117629. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  117630. }
  117631. else {
  117632. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  117633. }
  117634. this._currentNonTimestampToken = token;
  117635. }
  117636. return token;
  117637. };
  117638. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  117639. var caps = this.getCaps();
  117640. var timerQuery = caps.timerQuery;
  117641. if (!timerQuery || !token) {
  117642. return -1;
  117643. }
  117644. if (caps.canUseTimestampForTimerQuery) {
  117645. if (!token._startTimeQuery) {
  117646. return -1;
  117647. }
  117648. if (!token._endTimeQuery) {
  117649. token._endTimeQuery = this._createTimeQuery();
  117650. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  117651. }
  117652. }
  117653. else if (!token._timeElapsedQueryEnded) {
  117654. if (!token._timeElapsedQuery) {
  117655. return -1;
  117656. }
  117657. if (timerQuery.endQueryEXT) {
  117658. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  117659. }
  117660. else {
  117661. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  117662. }
  117663. token._timeElapsedQueryEnded = true;
  117664. }
  117665. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  117666. var available = false;
  117667. if (token._endTimeQuery) {
  117668. available = this._getTimeQueryAvailability(token._endTimeQuery);
  117669. }
  117670. else if (token._timeElapsedQuery) {
  117671. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  117672. }
  117673. if (available && !disjoint) {
  117674. var result = 0;
  117675. if (caps.canUseTimestampForTimerQuery) {
  117676. if (!token._startTimeQuery || !token._endTimeQuery) {
  117677. return -1;
  117678. }
  117679. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  117680. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  117681. result = timeEnd - timeStart;
  117682. this._deleteTimeQuery(token._startTimeQuery);
  117683. this._deleteTimeQuery(token._endTimeQuery);
  117684. token._startTimeQuery = null;
  117685. token._endTimeQuery = null;
  117686. }
  117687. else {
  117688. if (!token._timeElapsedQuery) {
  117689. return -1;
  117690. }
  117691. result = this._getTimeQueryResult(token._timeElapsedQuery);
  117692. this._deleteTimeQuery(token._timeElapsedQuery);
  117693. token._timeElapsedQuery = null;
  117694. token._timeElapsedQueryEnded = false;
  117695. this._currentNonTimestampToken = null;
  117696. }
  117697. return result;
  117698. }
  117699. return -1;
  117700. };
  117701. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  117702. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  117703. };
  117704. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  117705. get: function () {
  117706. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  117707. },
  117708. enumerable: false,
  117709. configurable: true
  117710. });
  117711. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  117712. get: function () {
  117713. if (!this.__occlusionDataStorage) {
  117714. this.__occlusionDataStorage = new _OcclusionDataStorage();
  117715. }
  117716. return this.__occlusionDataStorage;
  117717. },
  117718. enumerable: false,
  117719. configurable: true
  117720. });
  117721. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  117722. get: function () {
  117723. return this._occlusionDataStorage.isOccluded;
  117724. },
  117725. set: function (value) {
  117726. this._occlusionDataStorage.isOccluded = value;
  117727. },
  117728. enumerable: true,
  117729. configurable: true
  117730. });
  117731. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  117732. get: function () {
  117733. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  117734. },
  117735. set: function (value) {
  117736. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  117737. },
  117738. enumerable: true,
  117739. configurable: true
  117740. });
  117741. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  117742. get: function () {
  117743. return this._occlusionDataStorage.occlusionType;
  117744. },
  117745. set: function (value) {
  117746. this._occlusionDataStorage.occlusionType = value;
  117747. },
  117748. enumerable: true,
  117749. configurable: true
  117750. });
  117751. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  117752. get: function () {
  117753. return this._occlusionDataStorage.occlusionRetryCount;
  117754. },
  117755. set: function (value) {
  117756. this._occlusionDataStorage.occlusionRetryCount = value;
  117757. },
  117758. enumerable: true,
  117759. configurable: true
  117760. });
  117761. // We also need to update AbstractMesh as there is a portion of the code there
  117762. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  117763. var dataStorage = this._occlusionDataStorage;
  117764. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  117765. dataStorage.isOccluded = false;
  117766. return false;
  117767. }
  117768. var engine = this.getEngine();
  117769. if (engine.webGLVersion < 2) {
  117770. dataStorage.isOccluded = false;
  117771. return false;
  117772. }
  117773. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  117774. dataStorage.isOccluded = false;
  117775. return false;
  117776. }
  117777. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  117778. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  117779. if (isOcclusionQueryAvailable) {
  117780. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  117781. dataStorage.isOcclusionQueryInProgress = false;
  117782. dataStorage.occlusionInternalRetryCounter = 0;
  117783. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  117784. }
  117785. else {
  117786. dataStorage.occlusionInternalRetryCounter++;
  117787. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  117788. dataStorage.isOcclusionQueryInProgress = false;
  117789. dataStorage.occlusionInternalRetryCounter = 0;
  117790. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  117791. // if strict continue the last state of the object.
  117792. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  117793. }
  117794. else {
  117795. return false;
  117796. }
  117797. }
  117798. }
  117799. var scene = this.getScene();
  117800. if (scene.getBoundingBoxRenderer) {
  117801. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  117802. if (!this._occlusionQuery) {
  117803. this._occlusionQuery = engine.createQuery();
  117804. }
  117805. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  117806. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  117807. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  117808. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  117809. }
  117810. return dataStorage.isOccluded;
  117811. };
  117812. })(BABYLON || (BABYLON = {}));
  117813. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  117814. var BABYLON;
  117815. (function (BABYLON) {
  117816. /**
  117817. * Class used to generate noise procedural textures
  117818. */
  117819. var NoiseProceduralTexture = /** @class */ (function (_super) {
  117820. __extends(NoiseProceduralTexture, _super);
  117821. /**
  117822. * Creates a new NoiseProceduralTexture
  117823. * @param name defines the name fo the texture
  117824. * @param size defines the size of the texture (default is 256)
  117825. * @param scene defines the hosting scene
  117826. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  117827. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  117828. */
  117829. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  117830. if (size === void 0) { size = 256; }
  117831. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  117832. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  117833. _this._time = 0;
  117834. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  117835. _this.brightness = 0.2;
  117836. /** Defines the number of octaves to process */
  117837. _this.octaves = 3;
  117838. /** Defines the level of persistence (0.8 by default) */
  117839. _this.persistence = 0.8;
  117840. /** Gets or sets animation speed factor (default is 1) */
  117841. _this.animationSpeedFactor = 1;
  117842. _this.autoClear = false;
  117843. _this._updateShaderUniforms();
  117844. return _this;
  117845. }
  117846. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  117847. var scene = this.getScene();
  117848. if (!scene) {
  117849. return;
  117850. }
  117851. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  117852. this.setFloat("brightness", this.brightness);
  117853. this.setFloat("persistence", this.persistence);
  117854. this.setFloat("timeScale", this._time);
  117855. };
  117856. NoiseProceduralTexture.prototype._getDefines = function () {
  117857. return "#define OCTAVES " + (this.octaves | 0);
  117858. };
  117859. /** Generate the current state of the procedural texture */
  117860. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  117861. this._updateShaderUniforms();
  117862. _super.prototype.render.call(this, useCameraPostProcess);
  117863. };
  117864. /**
  117865. * Serializes this noise procedural texture
  117866. * @returns a serialized noise procedural texture object
  117867. */
  117868. NoiseProceduralTexture.prototype.serialize = function () {
  117869. var serializationObject = {};
  117870. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  117871. serializationObject.brightness = this.brightness;
  117872. serializationObject.octaves = this.octaves;
  117873. serializationObject.persistence = this.persistence;
  117874. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  117875. serializationObject.size = this.getSize().width;
  117876. serializationObject.generateMipMaps = this._generateMipMaps;
  117877. return serializationObject;
  117878. };
  117879. /**
  117880. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  117881. * @param parsedTexture defines parsed texture data
  117882. * @param scene defines the current scene
  117883. * @param rootUrl defines the root URL containing noise procedural texture information
  117884. * @returns a parsed NoiseProceduralTexture
  117885. */
  117886. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  117887. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  117888. texture.brightness = parsedTexture.brightness;
  117889. texture.octaves = parsedTexture.octaves;
  117890. texture.persistence = parsedTexture.persistence;
  117891. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  117892. return texture;
  117893. };
  117894. return NoiseProceduralTexture;
  117895. }(BABYLON.ProceduralTexture));
  117896. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  117897. })(BABYLON || (BABYLON = {}));
  117898. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  117899. var __assign = (this && this.__assign) || function () {
  117900. __assign = Object.assign || function(t) {
  117901. for (var s, i = 1, n = arguments.length; i < n; i++) {
  117902. s = arguments[i];
  117903. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  117904. t[p] = s[p];
  117905. }
  117906. return t;
  117907. };
  117908. return __assign.apply(this, arguments);
  117909. };
  117910. var BABYLON;
  117911. (function (BABYLON) {
  117912. /**
  117913. * This can helps recording videos from BabylonJS.
  117914. * This is based on the available WebRTC functionalities of the browser.
  117915. *
  117916. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  117917. */
  117918. var VideoRecorder = /** @class */ (function () {
  117919. /**
  117920. * Create a new VideoCapture object which can help converting what you see in Babylon to
  117921. * a video file.
  117922. * @param engine Defines the BabylonJS Engine you wish to record
  117923. * @param options Defines options that can be used to customized the capture
  117924. */
  117925. function VideoRecorder(engine, options) {
  117926. if (options === void 0) { options = null; }
  117927. if (!VideoRecorder.IsSupported(engine)) {
  117928. throw "Your browser does not support recording so far.";
  117929. }
  117930. var canvas = engine.getRenderingCanvas();
  117931. if (!canvas) {
  117932. throw "The babylon engine must have a canvas to be recorded";
  117933. }
  117934. this._canvas = canvas;
  117935. this._canvas.isRecording = false;
  117936. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  117937. var stream = this._canvas.captureStream(this._options.fps);
  117938. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  117939. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  117940. this._mediaRecorder.onerror = this._handleError.bind(this);
  117941. this._mediaRecorder.onstop = this._handleStop.bind(this);
  117942. }
  117943. /**
  117944. * Returns wehther or not the VideoRecorder is available in your browser.
  117945. * @param engine Defines the Babylon Engine to check the support for
  117946. * @returns true if supported otherwise false
  117947. */
  117948. VideoRecorder.IsSupported = function (engine) {
  117949. var canvas = engine.getRenderingCanvas();
  117950. return (!!canvas && typeof canvas.captureStream === "function");
  117951. };
  117952. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  117953. /**
  117954. * True wether a recording is already in progress.
  117955. */
  117956. get: function () {
  117957. return !!this._canvas && this._canvas.isRecording;
  117958. },
  117959. enumerable: true,
  117960. configurable: true
  117961. });
  117962. /**
  117963. * Stops the current recording before the default capture timeout passed in the startRecording
  117964. * functions.
  117965. */
  117966. VideoRecorder.prototype.stopRecording = function () {
  117967. if (!this._canvas || !this._mediaRecorder) {
  117968. return;
  117969. }
  117970. if (!this.isRecording) {
  117971. return;
  117972. }
  117973. this._canvas.isRecording = false;
  117974. this._mediaRecorder.stop();
  117975. };
  117976. /**
  117977. * Starts recording the canvas for a max duration specified in parameters.
  117978. * @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.
  117979. * @param maxDuration Defines the maximum recording time in seconds.
  117980. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  117981. * @return a promise callback at the end of the recording with the video data in Blob.
  117982. */
  117983. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  117984. var _this = this;
  117985. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  117986. if (maxDuration === void 0) { maxDuration = 7; }
  117987. if (!this._canvas || !this._mediaRecorder) {
  117988. throw "Recorder has already been disposed";
  117989. }
  117990. if (this.isRecording) {
  117991. throw "Recording already in progress";
  117992. }
  117993. if (maxDuration > 0) {
  117994. setTimeout(function () {
  117995. _this.stopRecording();
  117996. }, maxDuration * 1000);
  117997. }
  117998. this._fileName = fileName;
  117999. this._recordedChunks = [];
  118000. this._resolve = null;
  118001. this._reject = null;
  118002. this._canvas.isRecording = true;
  118003. this._mediaRecorder.start(this._options.recordChunckSize);
  118004. return new Promise(function (resolve, reject) {
  118005. _this._resolve = resolve;
  118006. _this._reject = reject;
  118007. });
  118008. };
  118009. /**
  118010. * Releases internal resources used during the recording.
  118011. */
  118012. VideoRecorder.prototype.dispose = function () {
  118013. this._canvas = null;
  118014. this._mediaRecorder = null;
  118015. this._recordedChunks = [];
  118016. this._fileName = null;
  118017. this._resolve = null;
  118018. this._reject = null;
  118019. };
  118020. VideoRecorder.prototype._handleDataAvailable = function (event) {
  118021. if (event.data.size > 0) {
  118022. this._recordedChunks.push(event.data);
  118023. }
  118024. };
  118025. VideoRecorder.prototype._handleError = function (event) {
  118026. this.stopRecording();
  118027. if (this._reject) {
  118028. this._reject(event.error);
  118029. }
  118030. else {
  118031. throw new event.error();
  118032. }
  118033. };
  118034. VideoRecorder.prototype._handleStop = function () {
  118035. this.stopRecording();
  118036. var superBuffer = new Blob(this._recordedChunks);
  118037. if (this._resolve) {
  118038. this._resolve(superBuffer);
  118039. }
  118040. window.URL.createObjectURL(superBuffer);
  118041. if (this._fileName) {
  118042. BABYLON.Tools.Download(superBuffer, this._fileName);
  118043. }
  118044. };
  118045. VideoRecorder._defaultOptions = {
  118046. mimeType: "video/webm",
  118047. fps: 25,
  118048. recordChunckSize: 3000
  118049. };
  118050. return VideoRecorder;
  118051. }());
  118052. BABYLON.VideoRecorder = VideoRecorder;
  118053. })(BABYLON || (BABYLON = {}));
  118054. //# sourceMappingURL=babylon.videoRecorder.js.map
  118055. var BABYLON;
  118056. (function (BABYLON) {
  118057. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  118058. if (replace === void 0) { replace = false; }
  118059. // Dispose existing light in replace mode.
  118060. if (replace) {
  118061. if (this.lights) {
  118062. for (var i = 0; i < this.lights.length; i++) {
  118063. this.lights[i].dispose();
  118064. }
  118065. }
  118066. }
  118067. // Light
  118068. if (this.lights.length === 0) {
  118069. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  118070. }
  118071. };
  118072. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  118073. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  118074. if (replace === void 0) { replace = false; }
  118075. if (attachCameraControls === void 0) { attachCameraControls = false; }
  118076. // Dispose existing camera in replace mode.
  118077. if (replace) {
  118078. if (this.activeCamera) {
  118079. this.activeCamera.dispose();
  118080. this.activeCamera = null;
  118081. }
  118082. }
  118083. // Camera
  118084. if (!this.activeCamera) {
  118085. var worldExtends = this.getWorldExtends();
  118086. var worldSize = worldExtends.max.subtract(worldExtends.min);
  118087. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  118088. var camera;
  118089. var radius = worldSize.length() * 1.5;
  118090. // empty scene scenario!
  118091. if (!isFinite(radius)) {
  118092. radius = 1;
  118093. worldCenter.copyFromFloats(0, 0, 0);
  118094. }
  118095. if (createArcRotateCamera) {
  118096. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  118097. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  118098. arcRotateCamera.wheelPrecision = 100 / radius;
  118099. camera = arcRotateCamera;
  118100. }
  118101. else {
  118102. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  118103. freeCamera.setTarget(worldCenter);
  118104. camera = freeCamera;
  118105. }
  118106. camera.minZ = radius * 0.01;
  118107. camera.maxZ = radius * 1000;
  118108. camera.speed = radius * 0.2;
  118109. this.activeCamera = camera;
  118110. var canvas = this.getEngine().getRenderingCanvas();
  118111. if (attachCameraControls && canvas) {
  118112. camera.attachControl(canvas);
  118113. }
  118114. }
  118115. };
  118116. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  118117. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  118118. if (replace === void 0) { replace = false; }
  118119. if (attachCameraControls === void 0) { attachCameraControls = false; }
  118120. this.createDefaultLight(replace);
  118121. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  118122. };
  118123. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  118124. if (pbr === void 0) { pbr = false; }
  118125. if (scale === void 0) { scale = 1000; }
  118126. if (blur === void 0) { blur = 0; }
  118127. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  118128. if (!environmentTexture) {
  118129. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  118130. return null;
  118131. }
  118132. if (setGlobalEnvTexture) {
  118133. if (environmentTexture) {
  118134. this.environmentTexture = environmentTexture;
  118135. }
  118136. }
  118137. // Skybox
  118138. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  118139. if (pbr) {
  118140. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  118141. hdrSkyboxMaterial.backFaceCulling = false;
  118142. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  118143. if (hdrSkyboxMaterial.reflectionTexture) {
  118144. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118145. }
  118146. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  118147. hdrSkyboxMaterial.disableLighting = true;
  118148. hdrSkyboxMaterial.twoSidedLighting = true;
  118149. hdrSkybox.infiniteDistance = true;
  118150. hdrSkybox.material = hdrSkyboxMaterial;
  118151. }
  118152. else {
  118153. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  118154. skyboxMaterial.backFaceCulling = false;
  118155. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  118156. if (skyboxMaterial.reflectionTexture) {
  118157. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118158. }
  118159. skyboxMaterial.disableLighting = true;
  118160. hdrSkybox.infiniteDistance = true;
  118161. hdrSkybox.material = skyboxMaterial;
  118162. }
  118163. return hdrSkybox;
  118164. };
  118165. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  118166. if (BABYLON.EnvironmentHelper) {
  118167. return new BABYLON.EnvironmentHelper(options, this);
  118168. }
  118169. return null;
  118170. };
  118171. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  118172. if (webVROptions === void 0) { webVROptions = {}; }
  118173. return new BABYLON.VRExperienceHelper(this, webVROptions);
  118174. };
  118175. })(BABYLON || (BABYLON = {}));
  118176. //# sourceMappingURL=babylon.sceneHelpers.js.map
  118177. 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"};
  118178. 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};"};